Author Topic: FreeSpace Blue: FreeSpace 2 as it should've been.  (Read 102175 times)

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Offline Cyborg17

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
What are the general energy differences?

 

Offline Spoon

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Is pretty close to my pc, which can handle it just fine, so yes.

Thank you!

What are your PC's specs?
i7-2600k 3.4ghz
8gb ram
GTX 760, also running on 1680x1050
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Is pretty close to my pc, which can handle it just fine, so yes.

Thank you!

What are your PC's specs?
i7-2600k 3.4ghz
8gb ram
GTX 760, also running on 1680x1050

Oh wow. Good! I was worried when I saw "You should only use these if your video card can handle 4096x4096 sized textures without choking". I was like, "um... I'm a geek and a nerd, yet, I don't know. So, crap... I need to ask." lol

Thank you, Spoon!
Why do you say "as" instead of "because"?

 

Offline General Battuta

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Hey guys! I'm really proud of one of our latest changes.

All ships in FreeSpace 2 will now drop flares instead of countermeasures. They should behave exactly the same in gameplay terms, but you'll now be able to see when your target is trying to decoy your missiles. And they look really gorgeous!

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Hey guys! I'm really proud of one of our latest changes.

All ships in FreeSpace 2 will now drop flares instead of countermeasures. They should behave exactly the same in gameplay terms, but you'll now be able to see when your target is trying to decoy your missiles. And they look really gorgeous!
I am really looking forward to playing now!!! I'll be able to play starting sometime tomorrow or maybe Saturday!
Why do you say "as" instead of "because"?

 

Offline jr2

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Hey guys! I'm really proud of one of our latest changes.

All ships in FreeSpace 2 will now drop flares instead of countermeasures.

Nitpick: Flares are countermeasures.  :P

Quote from: https://en.wikipedia.org/wiki/Flare#Countermeasure
A special variety of flare is used in military aircraft as a defensive countermeasure against heat-seeking missiles.

 

Offline Spoon

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
 :rolleyes:
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline MatthTheGeek

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Nitpick: Flares are countermeasures.  :P
Except in FSO they're considered weapons.

I CAN NITPICK STRONGER THAN YOU
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Offline AdmiralRalwood

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Nitpick: Flares are countermeasures.  :P
Except in FSO they're considered weapons.

I CAN NITPICK STRONGER THAN YOU
FSO also considers countermeasures to be a type of weapon, and these flares are still considered countermeasures by FSO.

MY NITPICK-FU IS STRONGER THAN YOURS
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Offline Spoon

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
 :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes:
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline General Battuta

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Let's post about this cool campaign and more stuff we can fix!

I'm planning to look at King's Gambit and Rebels & Renegades. Anything else?

 

Online deathspeed

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
I'm having a blast playing through this campaign right now; I just finished "Into the Maelstrom."  I don't have anything jumping out that i'd like to see different with gameplay, but I have noticed several times where the game cuts off dialog or cutscenes.  I may just restart the campaign, so I can note them as they happen.

Great work, guys!!
Maybe someday God will give you a little pink toaster of your own.

 

Offline The Dagger

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
In Proving Grounds you are supposedly providing targeting data to the Aquitaine, but it really doesn't feel like it. The Aquitaine barely shoots that Moloch, whether or not I'm over there.

In The Sixth Wonder, disabling and disarming the Cato ruins the mission since even if the Colossus arrives it will not fire on it. Destroying the Cato allows the Hawkwood to arrive and be blown to pieces. Maybe the Hawkwood arrival queue should be timed or linked to one of the bomber wings. It doesn't make any sense for it to wait until the Cato has been blown, specially if the Colossus is in station. Also, the Colossus should beam the Cato if its still there.

I used a Pegasus on Endgame and I was constantly getting targetted by AA beams from the Aelous. It didn't felt quite stealthy.

 

Offline TacOne

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
I just finished the final mission. It was a blast running through the original campaign again. The new TAG stuff made it a lot more useful than it used to be.

The issues I can remember right now:
The morning star didn't seem to have any effect on the Pegasi in Proving Grounds, which used to be my primary way of keeping them off the cruiser (and nothing else in the entire game, pretty much).
In one of my tries at Bearbaiting, the destroyer got its engine subsystem knocked out by the Sathanas and couldn't jump out. Since it's invulnerable the Sathanas just kept shooting impotently at it until I finished off the beam cannons.
The dialogue in High Noon was spotty, as in it didn't have any flow at all. It felt like the timing on the dialogue triggers were off, but perhaps that's an artefact left over from the original mission. It's always bugged me that the dialogue doesn't change even when the Sathanas has been completely defanged. Would love to see the mission changed to something like the old High Noon 2.0 from Dilmah G.
« Last Edit: November 22, 2015, 02:42:43 pm by TacOne »

 

Offline General Battuta

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
The Morningstar isn't gonna do **** to those guys, nope. Does the mission text suggest you use Morningstars?

I think the tradeoff is worth it to make the Morningstar possibly useful elsewhere in the game.

 

Offline TacOne

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Edited my post above while you were replying.

The Morningstar isn't gonna do **** to those guys, nope. Does the mission text suggest you use Morningstars?

I think the tradeoff is worth it to make the Morningstar possibly useful elsewhere in the game.

There's no suggestion to use it, but it's supposed to knock things around, which is useful when you want to keep something you can't kill from targeting your horribly fragile cruiser.
It used to work and now it doesn't, is what I'm saying, and if it's not supposed to work then I don't know how to "win" that fight.

 

Offline The Dagger

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Using morningstars does kick them a bit, a concentrated barrage does move them and distract them.

Also, in A Monster in the Mist, the Ptah first bank is unassigned by default and I also get hit by AAA beams.

 

Offline General Battuta

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
In one of my tries at Bearbaiting, the destroyer got its engine subsystem knocked out by the Sathanas and couldn't jump out. Since it's invulnerable the Sathanas just kept shooting impotently at it until I finished off the beam cannons.

I've definitely got to fix that!

Quote
The dialogue in High Noon was spotty, as in it didn't have any flow at all. It felt like the timing on the dialogue triggers were off, but perhaps that's an artefact left over from the original mission. It's always bugged me that the dialogue doesn't change even when the Sathanas has been completely defanged. Would love to see the mission changed to something like the old High Noon 2.0 from Dilmah G.

The mission's already been changed! Keep an eye on the Sath, never loses its bite.

 

Offline General Battuta

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
And if I recall Proving Grounds right you can save the cruiser by EMPing the Pegasus fighters.

 

Offline TacOne

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
The mission's already been changed! Keep an eye on the Sath, never loses its bite.

Oh yeah I noticed the carapace beam array, it was glorious :D