Hard Light Productions Forums
Hosted Projects - FS2 Required => Dimensional Eclipse => Topic started by: Droid803 on May 12, 2012, 07:49:22 pm
-
IT IS TIME.
Same deal with the BP:WiH and WoD polls. I'm curious what people thought~
Kinda grouped them, wish I could put separators D:
13 options, try not to pick any contradictory ones~
-
Autoaim is almost necessary for fighters that are this fast and agile. It would be nearly impossible to hit anything otherwise.
I think capship guns were the #1 complaint, as it is all too easy to accidentally fly into a capship's firing arc and die before you even realize you are being shot up. Capital ship turrets should certainly be threatening, but you should also at least have time to realize and correct your flying mistake.
-
Avoid the turrets and you won't get hit, pilot !
I gotta replay it someday for the silly chap2 and bonus fighter.
-
I found capships in DE to be a mixed bunch.
Smaller ships almost all have insta-kill zones which can be strayed into if you're not too careful, but on the other hand can be neutered or destroyed relatively quickly. Larger ones are pretty much impossible to approach or damage (if you don't have Yaris or Masakaris) without dying.
On a somewhat unrelated note, I flew the Phoenix in pretty much every mission I was able to, and still was not able to figure out the practical effects of the shield settings (even after reading the techroom entry).
-
I've never noticed there being instant-kill zones. The only ship that has such a thing IMO is the Amaterasu, for which that is everywhere except the safe zones, by intention.
Plasma Flak does not instantly kill you even on Insane, it is rather easy to evade if you see it starting to fire at you. I suspect I'm having a bit of developer bias here...I know how much flak my ship can take, and where to go to get out of the flak turrets FoF, which are pretty much the only thing that can hurt you (aside from AAA beams later on).
Perhaps I didn't make the effect of the different shield types pronounced enough.
-
I'm kind of exaggerating about insta-kill zones, but if you do stray into the flak zones or PD on smaller warships, you will die very, very quickly. I guess the trick is to learn the range of the turrets and try to snipe them. As for evading flak, its possible if you are focusing on eliminating the warships and their defenses, not so much when in a furball (several embarrassing deaths from the Nexus mission come to mind). I'm also a pretty bad pilot, so eh.
-
Ah yes, staying away from hostile capital ships when dogfighting is rather important. Conversely, sticking close to your own does help thin out hostiles quite a bit.
-
No 'MIKI wasn't tsundere enough' option?
-
I was frankly disappointed when Miki's personality wasn't configured according to the test questions.
I want my tsundere AIs who loads masakaris b-but not because she likes you or anything she just had some spares is all
-
Already flew each of the Super fighters for the final mission. :pimp:
-
how do you get the silly version of chapter 2?
-
You have to ace the test.
-
dammit!
-
Poor Selkie gets no love. :(
-
The AI question honestly depends. Is she sapient? Because if she is, changing her personality without her consent would be a violation of her free will and thus immoral.
(A little-known fact, my people are far more progressive than the Federation when it comes to the rights of artificial beings. You wouldn't know it from their propaganda, though).
-
I liked the presence of autoaim
High-speed mods like this just wouldn't work without it. It also fits the unique gameplay style; less twitch-focused, more strategy-focused, where even I can beat a mission on Insane if I know what I need to do.
I got the "serious" version of Chapter 2
AndrewofDoom kept mentioning weird stuff that I knew I hadn't seen and wasn't likely to see, so that must be the alternate C2. I should ace the test next time, I guess... it sounds RELENTLESS.
I could figure out what was going on in the third mission
Well, sort of, I guess. I knew it was FS and I knew the campaign was going to go from that to loliquest at some point, but I just rolled with it. I really liked the "last starfighter" sort of route you went, too. Very unique for a FS campaign :P
I played the training mission
Gorram cruiser kept dying... its HP should be buffed by 3x or 4x, or the missile drones shouldn't fire 1 second after they jump in so I actually have a chance to shhot them down.
I would have kept MIKI at her default personality setting
For the LULZ. (Not because I like her or anything... :P)
I picked the Losna for the final arc
I've always been a sucker for huge missile bays like the Herc 2's simply because of the longevity they offer me on a mission. I plan on trying the others in successive playthroughs.
I found capital ships to be fine as they currently are
With a few exceptions, the missions were extremely well-balanced. Some of the lighter frigates go down easily to just one fighter, but I guess it's part of the setting that fighters are OP.
I liked the Opening Cinematic videos
The animu isn't really my thing but I can't deny that they were really well done.
I found the slimmed-down checkpoint system sufficient
I actually found it more intuitive than the one used in WiH. "press 1" is just way more accessible than "c-4-1".
Also WOOHOO YOU USED MY SHIPS :D :D :D
[EDIT]
I was frankly disappointed when Miki's personality wasn't configured according to the test questions.
THIS MUST BE DONE
-
Yeah c-4-1 is intensely stupid tbqh
-
Poor Selkie gets no love. :(
Maybe if the shields/armor weren't listed as "you will die" more people would be willing to try it.
-
I was frankly disappointed when Miki's personality wasn't configured according to the test questions.
I can more or less figure out how a yandere AI would work ('can't let you do that, Dave') but a dandere ('...') AI? Multidere AI?
Honestly, if I found out my ship had a yandere AI I'd eject.
-
Poor Selkie gets no love. :(
Maybe if the shields/armor weren't listed as "you will die" more people would be willing to try it.
I dunno about you, but pretty much everything dies faster than you'll get killed when exposed to the weapons of the Selkie. For what it can't take on, it has more than enough speed to run away. It's literally the second fastest fighter of the campaign, only slower to the super easy modo Ray IV Brigandine.
-
I tried playing most of the campaign with the Selkie but quickly gave up... It has awesome stopping power, but the armor is so weak i've often been 2-shot-killed on ace >_<
Also, don't the marquis have pretty much safe afterburn speed?