Beta 5 Feedback

Things had been slow; still surprised it took me at least 13 days to check in.

Backdrop is cool. Even though I'm not personally one to switch out desktop backgrounds, I have a feeling that a function to create a screenshot without the letterboxing and buttons would go over well. Though Juggernauts overlap into other servos pretty bad.

The servo hanger isn't really a hanger - just standing in the street.  There is also still a lot of stuff referencing Drek's Den, although you wouldn't know it from the screen; the comment about his eye seems especially out of place.

I was glad to see practice back - but it's kind of useless right now. The enemy mechs are rather overpowered, and all of them have orbital strike, so you start off half dead to begin with. Only upside is it's a easy way to check that AI orbital strike still can't miss, even if you start walking right away. Also, practice with slots #4 and #5 still spawns in #3.

Disappointed that a NEXX went into inventory instead of giving me a sixth servo option.

In missions limited to SCON-2, I can press the servo-3 key and get a dialog to select a servo. I don't think anything else happens.

I came into the campaign at level 5, and got to 6 around when I finished normal level. Given that perhaps unusual start, normal was a bit of a cakewalk. Hard was actually rather hard; many of the middle missions slaughtered me right from the start; I had to keep switching out my start servo, and sometimes make custom builds - on the bloom mission for instance, I put Hauk in an maximally armored juggernaut so I could grab the king kraxx while surviving his little brothers. I'm not always sure it was the servo however, sometimes the enemies relentlessly crush your spirit from the get-go, other games (same level and mission) they stop attacking and give you a chance to get established. On both normal and hard, finishing off the pirate king required baiting out his orbital strike. On normal I did it with my servos, but on hard even the servos were basically insta-gibbed. Then I figured out that he would fire at a single drone, and I was able to move in - although most of it was a tickle-fight between him and my pistol mech, while I waited for the other servos to respawn; bloom was fully depleted, so no more drones. I'm somewhat down on drones in the campaign because everybody has the can't-miss orbital strike. I haven't started insane yet, but given the jump to hard, I'm afraid I may have to come back at max level.

Since I have to restart missions a lot, it would be nice to be able to skip the dialog without spam clicking. Meanwhile, I often overlook the non-interrupting dialog on the side, which sometimes contains useful information about goals, while I'm either fighting for my life or trying to get established. I saw a missing piece of a dialog from Blink once, but it auto-cleared before I thought to write down the dialog key.

I've also got the advanced artillary in the store; more scrap than I've ever had, and worse than regular grenade launchers - longer cooldown and no ability at level 3.

I don't know what the end game economy will look like, but judging from some of the prices in the store, I'll have to end up drowning in scrap. Meanwhile, I'm almost up to minimum price 2000 from clearing out junk to open up new items. What is left is either uninspiring or more than I want to spend at once.

 

8,863 views 5 replies
Reply #1 Top

I haven't figured out how to fire Kira's ability

Sometimes after a match, if I bring up the goals box, it's partly off the top of the screen, making the close button inaccesible.  It's modal, so I have to exit the game.

Got through the first two new insane missions on the first try, but I can't get started on Attack of the Twins.  One point is that the bloom canisters seem to be random, so there often isn't enough for a refinery in your starting position. Even having a bloomwell won't make a difference in short term survival though.

Reply #2 Top

After failing a mission, when I return to the mission list (perhaps after visiting the hanger) I want the last mission I played to be selected, not the last one in the list.

In the mission rewards, I see Ranger Ruckus Champion legs, which list a chaingun bonus.  Isn't that a Juggernaut only weapon?

The juggernaut piston abilities are confusing. They are usually highlighted as if they are available, but just buzz at me. I've gotten them to work on buildings, although they mention no such restriction. My current set has two abilities, of which I've only ever seen one work.

 

I managed to get past the opening of Attack of the Twins with a drone control fist and a lot of armor. Then I get get attacked by two servos, either which is a significant threat by itself, and the game ends very quickly. This one is going to have to wait quite a few levels.

I think The Pirate King will be winnable, but I need to set up a drone guard on the queen while I'm getting wiped taking out his bastion.

Reply #3 Top

Insane wrap-up:

Kira escort mission was fairly easy using what I'd learned from the earlier difficulties - drone control fist and healing hand.

Big Bloom took a lot of iterations and trying several different strategies. Finally got it with 15 mining drones, Blink strip-mining up the left side, mixed behemoths and kraxx, and a servo that can outrange bastions (usually; may depend on angle or approach)

The final mission was a one-shot mostly using the servos from Big Bloom.

Attack of the Twins is still hard. I "completed" it under the same conditions as hard mode: one time, the early two-servo attack just didn't happen.

 

The pistol dual-wield ability isn't working for me, but I've seen an AI use it.

The rooting sound effect gets stuck on sometimes. It seems to be positionally located, only playing on certain parts of the map. It will go between missions as long as you don't exit the game.

One of my juggernaut pistons is showing a higher dps in the servo box than in the hover info. I don't see any reason why only one of them would receive a bonus.

When I switched the left juggernaut piston for a ranged weapon, the model showed both weapons on the right arm, with nothing on the left.

Reply #4 Top

Quoting wondible, reply 1

I haven't figured out how to fire Kira's ability

Sometimes after a match, if I bring up the goals box, it's partly off the top of the screen, making the close button inaccesible.  It's modal, so I have to exit the game.

Got through the first two new insane missions on the first try, but I can't get started on Attack of the Twins.  One point is that the bloom canisters seem to be random, so there often isn't enough for a refinery in your starting position. Even having a bloomwell won't make a difference in short term survival though.
I was trying to lets play insane sp missions and gave up on that one. its too damn hard. The one before it where you can't make a refinery until you've killed a king kraxx and several ranged acid kraxx was brutal, the damn isolated bastion too.

Normal felt like the start of a decent campaign, hard and insane just don't feel finished at all, which isn't surprising, but still, yikes.

The orbital strike bug ruins everything too lol.

I hope that insane doesn't mean s-con 3 full tech behemoths in your base along with 5000hp 50+ armour servos with bugged orbital strike. It is way too much.

Reply #5 Top

Quoting wondible, reply 3

Insane wrap-up:

Kira escort mission was fairly easy using what I'd learned from the earlier difficulties - drone control fist and healing hand.

Big Bloom took a lot of iterations and trying several different strategies. Finally got it with 15 mining drones, Blink strip-mining up the left side, mixed behemoths and kraxx, and a servo that can outrange bastions (usually; may depend on angle or approach)

The final mission was a one-shot mostly using the servos from Big Bloom.

Attack of the Twins is still hard. I "completed" it under the same conditions as hard mode: one time, the early two-servo attack just didn't happen.

 

The pistol dual-wield ability isn't working for me, but I've seen an AI use it.

The rooting sound effect gets stuck on sometimes. It seems to be positionally located, only playing on certain parts of the map. It will go between missions as long as you don't exit the game.

One of my juggernaut pistons is showing a higher dps in the servo box than in the hover info. I don't see any reason why only one of them would receive a bonus.

When I switched the left juggernaut piston for a ranged weapon, the model showed both weapons on the right arm, with nothing on the left.

Damn dude, nice. I spent 2 nights on attack of the twins and gave up in a huff, haven't launched it since.

The sound effect bug is affecting all status effects, it mostly happens if you change map while an effect sound is playing, it continues to loop in the main menu until you start a new map, then something cleans it up or something cause it just stops.