So i patched up (Still Inovae Launcher, will change to steam sometime after weekend cause it will take some time to reconfigure everything) and had a quick run on one of the more empty servers to adjust the various sensitivities (again, sigh) until they more or less worked for me.
Some quick and mostly minor feedback:
New weapon sounds have more oompf, like that
New warp charge/enter and exit sounds blend too much into the general background noise / are too thruster - like. I prefere the old ones by far, had a more clear signal/feedback, particularly when someone warps out near you.
Numerical readouts/input fields for all sliders, please. Lack of those makes fine adjustments and comparisons unneccessarily difficult.
There seems to be a bug where the volume sliders do not work without restarting the game. Might have to do with me still having some oooold configs from several patches back, so when i do a clean new setup via Steam ill check if that issue is still around.
This one is a bigger bug: None of my radars actually displayed hostiles. Only if i had some locked. Tried both exploration and combat mode, the issue remained. Maybe something about those filter distances you talked about? I did not find any distance sliders in any menue however.
Still experiencing periodic loading slowdowns/second freezes. Made me faceplant into a planet for the first time in ages, haha.
I wasn’t clear on point #2. This is only when you’re first joining the game. You get the option to join a team but can’t see who is on each team until you pick an option.
Also, I know a HUD update is planned at some point so raising this before I forget- having cool down timers for the following list of items would be greatly welcomed:
Well there are potentially a hundred+ players per team, so you can’t show all these names into the little space there is. Maybe the top players, but that’s it. Would that be useful ?
I think what he means is finding some friends on the team list, etc. Simply having access to the regular player list before you have to make the selection would be ideal.
Played a good long while in today’s event. Great fun. A true clusterfuck with 100+ players, but the good kind of clusterfuck, mostly. Except for the name overlaps on HUD, that is rather the bad kind ofclusterfuck, but you know that already.
A lot of spontanious coordination going on by people who have friends and use voice and then pick up randoms that follow along.
Bomber is currently king of battle. Torps against Cruisers who have no countermeasures and missiles against all the new players who do not yet know how to effectively use countermeasures. A true fish in the barrel style of shooting. Near impossible to see who of your capship buddies needs help against bombers on him - too many names and chaos.
Also, it is well about time to have different icons for intys and bombers.
A lot of stuff is not yet being used to full potential, like warp jams. And carriers to spawn on are super hard to find right now when you are dead - the starmap is still fairly useless, the facility list is better now with the hirarchy and rightclick options.
We’ve already fixed multiple issues related to missiles spam. It was broken right before early access, the timers do not work when a missile / torp has a target and can stay alive forever, which means that even if you’re able to dodget a missile it’ll be coming back for more. There’s also the issue of missiles / torps / mines still being acquired despite you being in warp at a million kilometers;
Ok. I will write up my feedback after the weekend is over. Some things I noticed from others that might be important in the meantime.
I just had a tech support case where, even with the update, he had to “Force Off Steam Input” setting for his T Flight X to show up.
He also wanted it to behave like in Elite and thus had to rebind some things.
I noticed, while watching him trough a discord stream. That he accidentally moved his joystick while trying to bind the buttons on it, making the bind process never finish, because the game thought he wanted something like “joystick0axis0 + jostickButton1” waiting for “joystick0axis0” to return to zero.
One another note. The “Spawn on closest base” button position is really bad. Put it near the spawn button.
I’ll ask him later if he is up again. Hopefully that was the case. I asked him if he updated.
Another bug. Voice commands don’t seem to be affected by the volume control and it annoys people. Handing out workarounds in the meantime.
Edit: Additional Bug from an user. I told them to send in logs. Apparently after a crash they lost all their credits. They said it was the same map and match and server … don’t know if that is legit.
A lot of sound/volume related finetuning is needed, e.g. the missile lock sound gets drowned easily in large fights, just like the lead reticules get lost easily cause of the flood of icons and the transparency making them near impossible to see against bright planet backgrounds.
JakyojakToday at 1:24 PM
Pressing TAB while in warp makes the speed of your ship remain constant. When warping towards a station or planet this causes you to crash into it if you’re still in the tab menu (the ship doesn’t progressively slow down). While in warp, ideally the ship would slow down as you approach the object whether you’re in the tab menu or not.
Target selection needs some changes, if you are in an INT you don’t want “target nearest enemy” to be picking up ships you can’t even scratch, some options would nice here like target closest small ship and target inbound missile.
The game is really shaping up and it was fun being able to play with more people.
Some small things I noticed from playing today you guys probably are already aware of:
The HUD can really get cluttered with a lot of player names in large servers and can be visually overwhelming. Maybe displaying only the names near the center of camera’s view could help?
Im not too much of a fan of critical hits disabling weapons; maybe temporarily on larger ships, but losing your main weapon as an inty is kind of disappointing. Not sure if they auto-repair, but if so I think the duration could be reduced.
Im sure this has been mentioned before, but there is still a desire for more awareness as to what is happening across a battlescape, where the fights are, etc. This may have been mentioned in the roadmap.
I think this is a recent bug. Many AI ships (seems to be mostly corvettes?) are crashing into the ground and dying during the start of ground base / factory battle. Not sure what is causing this.
A couple of things that haven’t been mentioned yet.
How is formation - fixed supposed to work? As long as I keep the ship I want to stay in formation with targeted, my ship follows it around as expected. But usually, as soon as I target anything else (like an enemy), my ship stops being formation locked on to my original target. Other players were reporting the same problem in voice chat. This makes things like formation bombing runs or sticking close to a Corvette to get repairs while defending it not really possible to do with the formation settings.
UI wise, the missile lock indicator is too small, too far from my target, and the blue text barely shows up against the background. It would be nice if it made a diamond around the target or added to my target reticle somehow. Just making the missile lock beeping louder isn’t the best solution in my opinion.
This one is probably my own ignorance, but I can’t figure out how to exceed the max speed in a cap ship. In a small ship you uncheck the “speed cap” in settings, turn flight assist off, and just mash the ‘w’ key. In a cap ship ‘w’ is now pitch up so I don’t know how to just accelerate.
Obviously, please fix the in game help (F9) that shows the wrong default keybindings for firing missiles (left ctrl -> middle mouse) and toggle flight assist (space -> backslash).
We discovered issues with fixed formation a few weekends back on a community event! @INovaeHutchings got us all in a perfect delta formation, he set off… And we all collapsed into a bundle of chaos.
However, you can use Match Speed to stay with another ship and tweak your relative position manually.
I too don’t like this behavior. It has made escorting other ships a bit of a chore, because I end up trying to shoot down an enemy passing by, but by the time I disengage, I’ve completely lost the ship I was escorting.
IMO once a formation target is selected, and a formation chosen, that is saved until you turn the formation mode to free or formation target is destroyed, allowing you to freely target enemies without breaking formation.
But if you’re in formation with a friendly does it make sense to engage an enemy ? At which point does it automatically break out of formation ? Are you going to dogfight the enemy while your ship is still making you fly sideways towards your formation partner ?
Or does it break… when you fire ? I’m just not sure how it’d work in a nice, non-confusing manner.
Well, I guess I hadn’t really thought how this would apply to all cases. However, I was thinking of a single situation I found myself in Sunday.
I was in a corvette, escorting a player carrier from capital ships warping in/ramming. There was an enemy player bomber or inty that demanded my attention, and after destroying the target, I found myself about 8km from the carrier, and just then an enemy cruiser warped in from the opposite side of me and nuked the carrier, because my warp jam couldn’t cover the distance.
My skills as an escort aside, in this situation didn’t actually need to leave the carrier. However, I needed to be able to shoot at the enemy target, as I was in a corvette, and I needed my turrets to track. Furthermore, if I were in any other ship, I would still need to target the enemy for the lead reticules to come up. I had lost my orientation to the carrier.
I think that was the main issue, not really that I want the formation target be separate from my shooting target, but rather that I had strayed too far from the carrier, because I had lost it while my back was turned. Maybe it’s just a gid gud moment for me.
I’m too tired atm to counjer up on how formation flight could work to cover all circumstances, but if you want me to I’d be glad to later.