BXP_Godgib

BXP_Godgib

Joined Member # 6390233
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The numbers are driven by game data. There are some bugs (e.g. stun grenades don't work in your build, Hauk's power doesn't have the cooldown it should, etc.). Some of the stuff (e.g. the grenade issue) is not so much inaccurate data as it is just incomplete data being shown to you. The damage number on the grenades in your build is, in fact, 150. There are other pieces of data that, when executed, make it go higher. The code to munge all the data into the dynamic

17 Replies 9,994 Views

It's something that's on our list. A tiny, tiny glimmer of the coordinated anims is in with the sword fatality (the one where the attacker dual slices the victim). The trick with matched anims, of course, is that the other player is likely not interested in waiting to take damage. We are going to look at some options there once the basic pace of combat is sorted (which is still a long way off, IMO). Until we get the pace of combat nailed, it's hard to tell how much

14 Replies 10,358 Views

"Soon". I just kicked the build of RC0 for the update. There are a LOT of changes. Needs a ton of testing (and it will likely still go out pretty raw since, well, it's an alpha and we're trying to get feedback). I do predict several RCs.

11 Replies 58,064 Views

Testing a strategy game with progression is fun:) We struggle with this issue on a daily basis. We need to always be testing the elder game, but the progression is always changing. The next update will have a structure in place where the rewards are scaled by difficulty level. We need to fix that hole. But, the rewards should also be better overall-ish. I'll juice the end of the tutorial to give you all a bit more credits than normal.

11 Replies 58,064 Views

Your dropship level does define the level window of parts you can get. You can't get Level 10 parts at Level 1, that sort of thing. But, rarity is a different vector than part level. There are plenty of each rarity gear at each level. Well, unless we goofed. The intent is that each gear level has an equal distro of rarities. Anyhow, given how the drops work, the rarity roll is independent of the number of parts at that rarity. If we don't have enough rare parts, the failure ca

21 Replies 24,510 Views

We're the "lots of updates and comms" folks. I don't see the level of either of those changing. Updates should drop every 2 to 4 weeks during Founder's and Early Access. Someone from Bonus or Stardock should be out here every day reading things and answering questions. As far as schedule stuff goes... We'll talk a lot about the next update, but since we're always re-evaluating things, it's hard to predict an end date until it's "close". We have some

7 Replies 28,210 Views

Thanks for the feedback! Glad you're enjoying it. Yes, the AI player is "not yet ready for primetime" (to be nice). It will be getting better, but each iteration on the gameplay sets it back. So, for a while, it's going to sorta stink. Got it on the health bar numbers. The way those are presented right now is a subject of much debate internally. Any specific suggestions for how we show the target for your servo? Is your servo selected when you envision this or

21 Replies 24,510 Views

Yeah, that's the kinda stuff we're looking at. Knockback, armor rend (permanently break armor, at least for that instance of the Servo), turning off shields, etc. are also easy stuff to do. We had silence (disable powers for a time) in. It was mostly just annoying for both sides and confusing with stun. Everyone always picked the stun gear instead.

13 Replies 51,104 Views

@TChey: did you not get anything good in the founder's crate? That should have given you several useful things. I suppose we can slant that to be weapons-only since it's a one time thing. Are you all not seeing any benefits/income from the daily quests? We don't message the completion there particularly well yet, so it can be a bit hidden. Generally speaking, I don't think we'd want to put a ton of logic on top of the randomization of the crates. They are s

15 Replies 51,974 Views

Thanks! Always helpful to see how folks interpret the way the game plays. What ingame techs did you have when you did these tests? What did your Servos have? There are a wide variety of the Bloomspawn; which ones are you talking about? Make sure you do the tests in PVP as CoOp changes the Bloomspawn stats. From a goal standpoint, we want Servo to remain an RTS. Pumping the Servos up too far results in the game just being about the Servos and nothing else. We don't want to

6 Replies 4,561 Views

Fair enough. If it's confusing, we'll change it. That's what this whole process is for. Just because Warframe made some mistakes doesn't necessarily mean that we'll do the same;) For the record, these are the plans: 5 damage types: normal, heat, cold, emp, and acid. Heat can proc Fire, which is a state where a unit's actions go faster and the unit takes more damage. Cold can proc Frozen, which is a state where a unit m

13 Replies 51,104 Views

Yeah, we don't have any of that stuff yet. We've been focused on the bigger/newer bits. We will get the usual options for that stuff in before we officially release 1.0 for sure. We are going to split the factory into two buildings. There are 6 to 8 drones on the list; half would go in the ground-based factory, half in the airfield. At least that's the plan.

7 Replies 5,118 Views

Yeah, that ability suggestion has come up before. We'll look at doing something like that once the game stabilizes a bit more. In the meantime, I'd suggest using control groups to manage it. Turn exclusive control groups off, put your servo on 1 and then put everyone (servo included) on 4 or something. Movement will be getting better, too. Thanks for the suggestions.

17 Replies 11,328 Views

Yes, one of the key questions is whether or not ranged weapons can do normal damage/procs at melee range. The juggernaut is the next playable class (you may have seen the AI using it). Part of why it's not rolled out yet is that it has to solve some of these issues... It doesn't have the literal flexibility of the champ, so it currently has a min range on everything. This is cool, but once you get under that min range, well, yeah, it's kinda crappy. We totally unde

14 Replies 10,358 Views

Spike was a DOT created by hack damage. As fun as that was for us computer folks, though, it was confusing. We've changed those to Acid and Corrosion. Acid damage has a chance to proc a Corrosion DOT (that will do Acid damage over time).

13 Replies 51,104 Views

Your parts will get wiped. Absolutely. At least a few times. It's early. We iterate. A LOT. MORE THAN A LOT. A LOT LOT. Some of the parts in the build you guys have are already gone;) As much as we want feedback from everyone, this is definitely pre-release. If you hate redoing things, then I would recommend that you hold off.

2 Replies 1,955 Views

TBH, the AI is pretty frustrating to play against ATM. It's going to get some love in the next couple of weeks to make it more fun (and more of a challenge). The drone model doesn't help. That's being discussed in plenty of other threads, too. Message received;)

17 Replies 11,328 Views

The ability to set all of your factory rally points is slated for the next big update (we're doing a small one in about a week; don't know if it will make it in there). Good feedback on the rest. We like the concept of the drones and the relationship with the Servos, but the way the drones are fielded is a mess ATM. We've got some fixes/changes slated for internal testing next week. Keep the feedback coming.

7 Replies 5,118 Views