Here’s my feedback from yesterdays Play as well as some bugtesting today:
General
Great in general. The battles and everything feel great and didn’t I know about all the little things that still are a bit wonky and exploitable it would be a really good place already when it comes to general feel.
General “fighting” is … just A class. Really good. Really fun.
General match flow not so much yet. I like the changes to the AI though. Having Battles that can actually be won feels great.
Bug: Destroying installations with just missiles doesn’t net any credit reward.
I find Torpedo explosions a bit too wimpy … especially now with the shockwaves.
I like the shockwaves and felt that he falloff was pretty alright. There are some extreme cases though where I am kind too close and the shockwave has some immense power. Blows away missiles and interceptors and such. It is fun to see and such but it feels like these harsh accelerations should break something.
Other then the extreme cases being rocked around was fun … it would be cool to have some visual representation of it … I don’t mean the cliche “splosion ring” … maybe some distortion effect or particle wall or something. Probably too hard to do I guess.
I liked the scouting even if I was quite bad at it … feels like there’s quite some skill to be able to be gained there. Excellent! The way it behaves and acts is also nice in my opinion.
As for most of the Balance tweaks as well as mines … haven’t tested enough. (Just flew into a mine.
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Interceptor Skin looks nice. You guys really calmed me when it came to the look of the game. Looks great.
I don’t exactly know why there’s a War on the darkness of space. Now again with the grey blue background. Yes stuff is more visible but also much less visually appealing. I rather see emissive ship textures or (emmisive) lights on ships then make the background lighter so their silhouettes are easier to see. A change I do not like obviously.
I like the change to station destruction to make it more varied and fun to blow up some more and other stuff. I like carpet bombing.
Due to the introduction of damage of shields throwing one out of warp overriding in atmosphere is not really possible anymore. I like the tradeoff of going fast in exchange for shield energy.
Sound
Sound is amazing. Doppler shift especially. Situational awareness and general cool factor increased by a lot. Sounds of ships makes it great. Corvettes closing in and such. Missile sounds. All phenomenal.
Torpedo launch sound should be a lot louder in my opinion. It is a great sound but it’s too mute for the awesome nature of the torpedo.
Battles (maybe Missions) need a different victory and loose sound over installations in my opinion.
New locked sound is nice too. “Locking” sound not so great though. There needs to be some hysteresis there. I too often get to restart “locking” several times a second which … hurts in a way.
Controls / Input
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Bug: When pressing play and opening a custom older input config file “spectator controls” are added to the file even though they already exist. The Input Mapper Version is not changed. So when correcting the error and then relaunching the whole battlescape configuration menu it does it again. Only manually raising the version of the input profile file helped to work around this.
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The use of a hard-coded modifier Key is quite problematic in my opinion. I have “view” not bound because I want freelook active at all times. Currently the “view” event or at least the assigned keys are used to modify two behaviours.
- In Capital mode Hold to Switch 3 Rotation Axis back to their normal 3 Translation axis behaviour.
- While Scanner active Hold to use Next/Last target to switch between selected signal.
Both of them I could not use with my setup. Also, such multiple use of an event is not really helpful in making it clear. Because someone who changes his “view” control doesn’t necessarily know that it is used for more then just view.
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There doesn’t seem to be a way to use 6 Axis control in capital ship mode. Switchover only switches the 3 Events that Control Rotation in Capital mode back to their normal translation behaviour. The mode does not appear to use the events from any other mode.
In a way I can understand the choice. An additional control mode section in the input mapper would get even more confusing then it already is and interchanging control mode controls would be even more confusing. Unifing all events would be favourable and I think Flavien is trying to make that happen.
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Bug: There is a bug newly introduced in this or last version where an element of a key combination of a Secondary Key does influence the function of the Primary key (or vice-versa). (Yes this is a different bug from this or maybe this bug got … worse?).
It works like this. While the primary key is “active” controlling a certain action like controlling the acceleration of pitch the element of the sec key can interrupt this control. It only works again after returning the axis to zero and then bringing it back again.
Here is an example. What is happening is following. I pull my controller and hold. You can see how the numbers stay relatively constant and they will not disapear …
But if I press “keypad1” the ShipYaw dissapears and if I press “Keypad0” the ShipPitch disapears.
I only pressed the keypad keys. Not the whole combination!
After this I have bring back my controller to zero and restart the “turn” in order to have the game register my input again.
This bug broke my setup because I used a modifier key to stop input from my mouse to shipyaw and shippitch while I was using freelook. (Because of this other bug I had to implement freelook toggle externally). Problem is due to this new bug when I use my mouse it cuts off my pitch and yaw inputs until I stop moving my mouse, return my controller to zero and restart to input with the controller.
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Maybe Bug: Combo Conflict Improvement does not affect “mouswheel” and “mouswheeldown”/“mouswheelup”. (have different name of course so I don’t know if it is necesary to add a special rule). This is not a request to add a special rule. Just a note.
Example. Can’t do this.

I can of course use “IncreaseTargetSpeed”/“Decrease Target Speed”. I can confirm that this works. See “Reminders” below though why it would mean that I won’t be able to zoom in third person anymore …
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Maybe Bug: Combo Conflict Improvement does not work on the first activated key of a combo. Additionally. Every time the combo is pressed the event that is associated with the first key that is pressed in the combo is fired as well.

UI
I quite like it in general. Even though I prefer the green the setup is pretty ok in my opinion.
Missile awareness is great. Nice!
I really dislike the big number of Information that is attached to the selection marker. It obstructs view to target too much and interferes with aiming …
I suggest putting (yes moving it not copying it) all of the information to the left inner side of the ring in a similar manner to the speed readouts. This would also allow to finally see information about the target even if it is not in view. Also allow for cycling targets and comparing easier:
Maybe Distance and speed could be copied instead of moved. I am not sure about these one.
That second arrow (Altitude moved down) is a suggestion to clean it up visually … don’t really know if those two other numbers (THR and WRP) are really needed … or even altitude really … but I fly FA off most of the time so I am the wrong to ask.
Even though I dislike moving numbers that have to be tracked I have to say if it is on small number of priority threats and on the ring around the centre it is an alright compromise.
Example of greeeeen:
As a note the scanner seems to have different colours for the “doppler shifting” when the hud colours is changed … not sure about that though.
The cluttering is still a big problem and I still look forward to something like consolidation in the future.
Reminders
Warp speed override is still a fixed acceleration instead of max or min acceleration. Still creating situations where releasing override will accelerate/break you faster then when holding override.
Still no “AddViewDist” event. It still is Hardcoded to “DeltaTargetSpeed”.