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Off-Topic Discussion => Gaming Discussion => Topic started by: RVR72G on July 08, 2012, 10:41:55 pm

Title: Strike Suit Zero
Post by: RVR72G on July 08, 2012, 10:41:55 pm
http://www.youtube.com/watch?v=hUdEAygcppg

This looks neat. Also, it has playable transforming mecha.

Reminds me of PSX-era stuffs like Macross VF-X2

NB: Still alpha though, was playable in Rezzed.
Title: Re: Strike Suit Zero
Post by: Spoon on July 09, 2012, 12:55:34 pm
Definitely keeping my eyes on this one
Title: Re: Strike Suit Zero
Post by: SypheDMar on July 12, 2012, 10:47:07 am
Looks more like an arcade to me than a space combat sim, especially the rage meter. Reminds me of Encounters in Space but less accurate.
Title: Re: Strike Suit Zero
Post by: RVR72G on July 12, 2012, 10:13:17 pm
Still rather disappointed with the fact that you gotta fill the rage meter first to transform to mecha form though....that alone makes mecha mode kinda limited and rather pointless :/
Title: Re: Strike Suit Zero
Post by: Scourge of Ages on July 13, 2012, 01:44:40 am
I tried watching that video, but it was making me a little sick. And I don't get sick watching games, but all the unnecessary rolling that pilot was doing was just hitting me.
Title: Re: Strike Suit Zero
Post by: RVR72G on July 13, 2012, 03:22:23 am
The developer diary
http://www.youtube.com/watch?v=jgXiu6AEmY8&feature=youtu.be
Title: Re: Strike Suit Zero
Post by: z64555 on July 13, 2012, 10:42:14 am
I tried watching that video, but it was making me a little sick. And I don't get sick watching games, but all the unnecessary rolling that pilot was doing was just hitting me.

If you listen to the comments being said during the video, you'd have heard that, for some reason or another, the demo had switched the roll and yaw axis (X axis was roll, Z axis was yaw). The first guy that was on there apparently didn't adapt to the controls switch very well, the second guy was doing much better.

Title: Re: Strike Suit Zero
Post by: Luis Dias on July 13, 2012, 12:29:44 pm
Their webpage features a fighter with a very.. ahhh... familiar design style...
Title: Re: Strike Suit Zero
Post by: headdie on July 14, 2012, 06:25:37 am
Their webpage features a fighter with a very.. ahhh... familiar design style...

(http://www.strikesuitzero.com/temp_images/ssz_main_image.jpg)

what's that?
Title: Re: Strike Suit Zero
Post by: Scourge of Ages on July 14, 2012, 02:03:27 pm
Erinyes?
Title: Re: Strike Suit Zero
Post by: MatthTheGeek on July 14, 2012, 05:51:41 pm
This is about as similar to an Erinyes than a PVD Typhon is to an Imperial Star Destroyer...
Title: Re: Strike Suit Zero
Post by: Mongoose on July 14, 2012, 06:39:31 pm
Yeah, that.  You might as well say that it's an Arwing with the nose and outer wings chopped off.
Title: Re: Strike Suit Zero
Post by: Scourge of Ages on November 06, 2012, 12:09:19 am
:bump:

Oh yeah, this has a kickstarter now.
http://www.kickstarter.com/projects/43153532/strike-suit-zero?ref=thanks
Title: Re: Strike Suit Zero
Post by: TrashMan on November 06, 2012, 10:27:27 am
I like this better:
http://www.youtube.com/watch?v=vSIYkLe0xmI&feature=related
Title: Re: Strike Suit Zero
Post by: Ravenholme on January 11, 2013, 04:47:31 am
So this is coming out in 13 days, so I thought I'd revive the topic.

The Dev diaries are pretty good, Paul Ruskay still has got it.
And it looks beautiful:
http://www.strikesuitzero.com/ (http://www.strikesuitzero.com/)

(http://www.bornreadygames.com/ssz/wp-content/uploads/2012/12/SSZ-2012-11-01-17-49-18-90.jpg)
Title: Re: Strike Suit Zero
Post by: Colonol Dekker on January 11, 2013, 06:43:49 am
The ships..........

They're gorgeous........
Title: Re: Strike Suit Zero
Post by: iVoid on January 14, 2013, 09:38:50 pm
Looks fantastic! :O I'll anxiously wait for a release, might even donate.
Title: Re: Strike Suit Zero
Post by: Mikes on January 21, 2013, 05:23:06 pm
Coming to Steam this week.

I think I ll buy it, not even gonna wait for reviews, because it looks awesome and I want to support Sci-Fi shooters hah :)

Update: On Mission 5 now... this game is fun :)
Title: Re: Strike Suit Zero
Post by: Ravenholme on January 23, 2013, 06:02:28 pm
Yup, it's great fun.

Very hard though compared to Freespace 2.
Title: Re: Strike Suit Zero
Post by: Mikes on January 23, 2013, 06:29:36 pm
Yup, it's great fun.

Very hard though compared to Freespace 2.

Piece of Cake compared to FS2 Insane :) hehe

Kidding aside...

From my (admittedly limited) experience everytime the game appears to get too hard... you are not using the strike mode right, needs some practice ;)

The Multitarget missiles and autotargeting guns can be insanely powerful when used correctly and I suspect the missions are designed with that in mind.

Popping into Mech/Strike Mode and unleashing a can of whoopa** that obliterates a corvette or an entire squadron of fighters in a single salvo, then switching back to fighter mode and zooming away with afterburners before you get hit too much is certainly one of the most awesome features of the game heh :)
Title: Re: Strike Suit Zero
Post by: Ravenholme on January 23, 2013, 06:43:40 pm
Yup, it's great fun.

Very hard though compared to Freespace 2.

Piece of Cake compared to FS2 Insane :) hehe

Kidding aside...

From my (admittedly limited) experience everytime the game appears to get too hard... you are not using the strike mode right, needs some practice ;)

The Multitarget missiles and autotargeting guns can be insanely powerful when used correctly and I suspect the missions are designed with that in mind.

Popping into Mech/Strike Mode and unleashing a can of whoopa** that obliterates a corvette or an entire squadron of fighters in a single salvo, then switching back to fighter mode and zooming away with afterburners before you get hit too much is certainly one of the most awesome features of the game heh :)

Definitely agreed. With skill and luck, you can defang cruisers in one volley. It's how I earned the "Destroy 20 targets at once in strike mode" achievement.


Though it's actually the Ship Pen mission I'm finding difficult, specifically the second part. (Trying to avoid spoilers here)
Title: Re: Strike Suit Zero
Post by: Jeff Vader on January 25, 2013, 12:31:22 am
Voice acting is not very good (in the first mission I could never tell which of the two female characters was doing the talking without actually paying attention to the head animation), but the skyboxes are nice and when I noticed there were Freelancer-y mouse controls I went
(http://3.bp.blogspot.com/-FQYH0vCE5DE/Ta0yNeMSlZI/AAAAAAAAAQc/nhm2GE2g--g/s1600/Jean-Luc-Picard-Full-of-win.jpg)
Title: Re: Strike Suit Zero
Post by: Klaustrophobia on January 25, 2013, 12:39:39 am
can anyone report on play with a joystick?  i'm thinking about this, but if it doesn't play well with a joystick i'll pass.  i REALLY don't like flying with a mouse/keyboard.
Title: Re: Strike Suit Zero
Post by: Mikes on January 25, 2013, 05:56:38 am
can anyone report on play with a joystick?  i'm thinking about this, but if it doesn't play well with a joystick i'll pass.  i REALLY don't like flying with a mouse/keyboard.

Plays about perfect with a Joystick. They spent some time on the controls... the game actually controls very nicely with gamepad and mouse/KB too, but as far as I m concerned Joystick gives it the best "feel".
Title: Re: Strike Suit Zero
Post by: Spoon on January 25, 2013, 09:12:38 am
Great options for almost everything... Can't reverse the Y axis when playing with mouse and keyboard.
why.png

Can't get through the first mission without the game flipping the **** out and giving me a white screen. Supposedly the dev team is trying to fix that soonish.
Title: Re: Strike Suit Zero
Post by: Suongadon on January 25, 2013, 01:06:49 pm
Hmph. I can't seem to get the strike suit down, but the bomber-mission-that-was-fun I did on my first try with a big stupid grin on my face.  So many missiles. :D
Title: Re: Strike Suit Zero
Post by: Alan Bolte on January 25, 2013, 05:54:09 pm
Gonna keep an eye on this thread - if Spoon says he likes it once it's patched I'll definitely pick it up.
Title: Re: Strike Suit Zero
Post by: Spoon on January 26, 2013, 07:15:59 am
40 minutes spend on this game, still not past mission 1 due to the game giving up on life and crashing to desktop. Patch didnt resolve anything. (Though you can now reverse the Y axis with mouse and keyboard)

Controls feel kind of Freelancer-ish, skybox looks pretty. Not much more I can say so far really.
Title: Re: Strike Suit Zero
Post by: Mikes on January 26, 2013, 11:16:39 am
40 minutes spend on this game, still not past mission 1 due to the game giving up on life and crashing to desktop. Patch didnt resolve anything. (Though you can now reverse the Y axis with mouse and keyboard)

Controls feel kind of Freelancer-ish, skybox looks pretty. Not much more I can say so far really.

Drivers and all up to date? Just asking... because the game is rock solid for me. Not a single crash in hours of playing.

Running a HD7970 on an Intel I7 rig.

Hmph. I can't seem to get the strike suit down, but the bomber-mission-that-was-fun I did on my first try with a big stupid grin on my face.  So many missiles. :D

I hear ya! The Bomber is almost like flying an antifighter missile armed Ares in FS2 ... except... more missiles! And... Torpedos too! LOL. :)

Still learning to use Strikesuit right as well...  I'm finding that I can use it longer and longer when I use the weapons right to the point that a full missile salvo from the suit, in a target rich environment, instantly results in a full flux bar again. Insanely powerful when ya can pull it off.
Title: Re: Strike Suit Zero
Post by: Spoon on January 26, 2013, 12:40:43 pm
40 minutes spend on this game, still not past mission 1 due to the game giving up on life and crashing to desktop. Patch didnt resolve anything. (Though you can now reverse the Y axis with mouse and keyboard)

Controls feel kind of Freelancer-ish, skybox looks pretty. Not much more I can say so far really.

Drivers and all up to date? Just asking... because the game is rock solid for me. Not a single crash in hours of playing.

Running a HD7970 on an Intel I7 rig.
I found the issue. Apparantly the GTX570 is undervoltaged for DX11 games. I had to up the voltage to 1.050 (from its stock 0.988) before it would run without crashes. Crazy.
Title: Re: Strike Suit Zero
Post by: Spoon on January 26, 2013, 07:02:50 pm
6 missions in, i'm personally really enjoying this game. Once you get the strike suit, you'll be transforming and spewning missiles all over the place. Which is lovely and very macross-ish. It also reminds me of project slypheed quite a bit.

Yes it is very arcadey and yes I can imagine this game being too hard for some people, but for me it definitely clicks.
Title: Re: Strike Suit Zero
Post by: Mongoose on January 26, 2013, 07:09:04 pm
Gabe from Penny Arcade did a glowing little blurb about this, and name-dropped FS in the process.  I might need to give it a look.
Title: Re: Strike Suit Zero
Post by: Unknown Target on January 27, 2013, 03:58:44 am
It's a great game. It can be repetitive, as RPS mentioned, but honestly I haven't had any problems with that fact.
Title: Re: Strike Suit Zero
Post by: Mikes on January 27, 2013, 05:01:43 am
It's a great game. It can be repetitive, as RPS mentioned, but honestly I haven't had any problems with that fact.

Frankly... I dunno. If killing fighters or defanding cruisers (in completely different missions with different objectives that often require different approaches due to the amount and type of enemies present at once) is "repetitive" nowadays ... then those reviewers would call FS2 repetitive as well. I somehow find that thought offensive :p

Mind you one (idiot) review that I read, even compares that to MMOs as if "killing x fighters" in a Space Sim, in a huge battle, where every single fighter was after your hide, was somehow the same as a "kill x monsters quest" in an MMO, where you monotonously kill "one monster at a time" and you usually fight that and only that monster (or maybe 2 oh no! :p) with literally the same 1-4 keypress rotation while checking your brain at the door.

After playing the game myself and then reading  some of the lower score Metacritic reviews I am frankly dumbfounded... and a somewhat angry at what kind of idiots review games those days.
Title: Re: Strike Suit Zero
Post by: MatthTheGeek on January 27, 2013, 06:07:41 am
Frankly... I dunno. If killing fighters or defanding cruisers (in completely different missions with different objectives that often require different approaches due to the amount and type of enemies present at once) is "repetitive" nowadays ... then those reviewers would call FS2 repetitive as well. I somehow find that thought offensive :p
FS2 _is_ repetitive after a point. Especially when a good thousand user-made missions have done the very same mission styles that retail did, over and over again, with a few variations.

Which is why mods like Tenebra, Antagonist, Vassago's Dirge or Dimensional Eclipse, to only list the few firsts that jump to my mind, are so awesome. They try new things.
Title: Re: Strike Suit Zero
Post by: Mikes on January 27, 2013, 06:53:09 am
Frankly... I dunno. If killing fighters or defanding cruisers (in completely different missions with different objectives that often require different approaches due to the amount and type of enemies present at once) is "repetitive" nowadays ... then those reviewers would call FS2 repetitive as well. I somehow find that thought offensive :p
FS2 _is_ repetitive after a point. Especially when a good thousand user-made missions have done the very same mission styles that retail did, over and over again, with a few variations.

Not just every game, but every activity,  is repetitive "after some point". That's a blanket statement and not what I perceive to be the problem.

The issue is that some reviewers slam the game because you have to kill fighters in every mission. This is about as stupid as slamming an FPS game because you have to shoot your gun at soldiers in every mission. Considering the actual missions are actually different, with different objectives and different hurdles to overcome, I find those remarks indeed idiotic.

If you look at the lowest score review on metacritic (by Eurogamer) it is even worse, i.e. that "review" can pretty much be summed up by:  Wahhhh failed the 3rd mission 20 times, game sucks! (Seriously...)
This, apparently, constitutes a review nowadays. Just pathetic.
Title: Re: Strike Suit Zero
Post by: MatthTheGeek on January 27, 2013, 07:14:31 am
Welcome to the club of not giving any credit to reviews anymore :p
Title: Re: Strike Suit Zero
Post by: Klaustrophobia on January 27, 2013, 03:39:12 pm
NEVER look at the critic reviews.  user reviews filtered by grammar and use of caps lock.
Title: Re: Strike Suit Zero
Post by: Mikes on January 27, 2013, 03:49:43 pm
Oh.... I've known that for a while. No worries about that.

What still makes it infuriating is that those reviews (i.e. the completely biased / unfair ones like that Eurogamer review) will nevertheless affect sales and hurt the developer who just brought us a solid game.
Title: Re: Strike Suit Zero
Post by: Lorric on January 27, 2013, 07:56:55 pm
Ah, "repetitive". The stick so called "professional" reviewers use to brutally bludgeon Dynasty Warriors games with.

How I hate those reviewers.

It's not just Dynasty Warriors though. It seems it's not good enough to have a game that specialises in one form of gameplay now, unless it's a game that's had a huge budget pumped into it.

Ignore that word.
Title: Re: Strike Suit Zero
Post by: NGTM-1R on January 27, 2013, 08:29:31 pm
No I'm pretty sure that the Dynasty Warriors games actually are repetitive.

And they're doing their job by pointing that out.

And you're crapping on them for it when it's not a value judgement.
Title: Re: Strike Suit Zero
Post by: Lorric on January 27, 2013, 08:36:57 pm
No I'm pretty sure that the Dynasty Warriors games actually are repetitive.

And they're doing their job by pointing that out.

And you're crapping on them for it when it's not a value judgement.

No, no. Reviewers use this word as a big criticism of all sorts of games now. It used to be pretty much a Dynasty Warriors thing, but it's spread now to other games. Of course it's repetitive. And of course a reviewer has a duty to tell you this. But that doesn't mean it's automatically bad because of that. If you like the gameplay, it's a non-issue. Even if you do put a game down due to repetition, you'll just play something else to freshen things up and then come back later if you like that repetitive game. Reviewers seem to review games like they're the only game in existence on the planet.

If a game half-asses a bunch of genres and does none of them well, but not flat out badly either, it'll get praised as "unique" and "original" and "innovative". No, if I want to play 5 different genres, I'll buy 5 different games that each specialise in those genres.
Title: Re: Strike Suit Zero
Post by: Mikes on January 28, 2013, 09:18:39 am
Truth be told... repetition can be a problem. It is a huge, gigantic problem in almost every MMO. So gigantic that the kind of repetition usually found in non MMO games would not even register on the same scale. Strangely those MMOs still get good reviews...

Title: Re: Strike Suit Zero
Post by: deathspeed on February 02, 2013, 03:37:33 pm
Played this a little on a friend's PC.  I had to leave before getting to the strike suit, but I think I will be picking this up soon!
Title: Re: Strike Suit Zero
Post by: Black_Yoshi1230 on February 03, 2013, 02:41:55 am
I have to say, having played like two space flight sims, and two Mech combat sims as far as my life is concerned...

... I just have to say...

(http://2.media.dorkly.cvcdn.com/82/60/8eabb9f08469b6ce88db7964b6a6ac9e.jpg)

... I'm a space core astronaut and I approve this game. Minus the part where I get pissed off by being shot a lot flying a bomber (because I don't know if there is a "target what's beating me up" button). And I wish there were more... dynamic foes to blow up.

P.S. Apollos in a non-Freespace setting? What sort of magic is this?
Title: Re: Strike Suit Zero
Post by: Mikes on February 03, 2013, 08:14:30 am
... I'm a space core astronaut and I approve this game. Minus the part where I get pissed off by being shot a lot flying a bomber (because I don't know if there is a "target what's beating me up" button). And I wish there were more... dynamic foes to blow up.

The Bomber is a very durable missile platform. Durable enough to simply shrug off several hits and armed with enough missiles to simply obliterate entire fighter squadrons before they can even open fire at you. Furthermore, against Capital ships, it is hands down the most powerful craft in the game. Frankly... I found the Bomber just as, if not more powerful than the Strike Suit, if used correctly. The Strike Suit is certainly more versatile and more nimble... but as far as Firepower goes, not a contest, Bomber all the way.

I.e.: If you get chewed up by fighters in the Bomber you re really doing it wrong :)
I found that unless you fly head first into an enemy squadron or fighter vs fighter melee.... your wingmates are quite capable of keeping most of the enemy fighters busy and off your tail - and if there is an enemy squadron in your way simply hold down the fire button, spew fire and forget missiles in their general direction and watch the explosions.

You can pretty much do the first bomber mission without ever having to "dogfight" at all, if only you watch out a bit what you fly into. Even got the gold medal on first try, due to how easy the Bomber makes it to rack up ridiculous amounts of fighter and capship kills in this mission.
Title: Re: Strike Suit Zero
Post by: Black_Yoshi1230 on February 03, 2013, 06:58:04 pm

... if there is an enemy squadron in your way simply hold down the fire button, spew fire and forget missiles in their general direction and watch the explosions.


Yeah, I went three Seeker/one Titan, I'm finally f___ing proud to at least get the Shield upgrade.

On the other hand... Flux Missiles are awesome. Nothing more satisfying than alpha volleying corvettes and capship turrets to death.
Title: Re: Strike Suit Zero
Post by: RVR72G on February 08, 2013, 08:25:09 pm
http://steamcommunity.com/app/209540/discussions/0/846943514189155815/

Looks like nice finds (unused models).
Title: Re: Strike Suit Zero
Post by: RVR72G on March 26, 2013, 07:05:39 am
Might be too late for the party for few days, but from what I've heard the modding tool has been released days ago. Plus a new Strike Suit (Raptor) as DLC, and Marauder Strike Suit for KS pledgers.
Title: Re: Strike Suit Zero
Post by: Spoon on March 26, 2013, 07:37:43 am
http://youtu.be/mk4fLGiLASM
Notice the freespace 2 box in the back

Also, that gameplay footage looks like its played with a controller. I thought the game was challenging enough on mouse&kb. I can't imagine it even being completable on a controller. ugh. Also, as much as I enjoyed the game, I'm not going to spend 2 euro on a dlc that adds nothing but one extra fighter. Not exactly great value for money for a single player game.
Title: Re: Strike Suit Zero
Post by: Fury on May 01, 2013, 03:54:44 am
So I never got past the first mission where you get the Strike Suit, I should reinstall and finish the game really. But I noticed that there is now a sequel of sorts. Strike Suit Infinity and it's 50% off for owners of the Zero in Steam.
Title: Re: Strike Suit Zero
Post by: Mikes on May 01, 2013, 04:12:19 am
So I never got past the first mission where you get the Strike Suit, I should reinstall and finish the game really. But I noticed that there is now a sequel of sorts. Strike Suit Infinity and it's 50% off for owners of the Zero in Steam.

Not a sequel really, but more like "Arena Mode" without story, but with different Strikesuits and the ability to choose reinforcements (i.e. fighters, bombers, cruisers, carriers etc.) to set up hilariously large battles later on heh.
Title: Re: Strike Suit Zero
Post by: Lorric on May 25, 2013, 06:55:10 pm
Strike Suit Infinity is currently 50% off on Steam if anyone's interested. 41hrs left. I just chanced on that and thought I'd share. So if you have Zero and get 50% off as the comment above says, does that mean you could get 75% off right now?

EDIT: There's a Strike Suit bundle thing at 50% off as well on the same timer.
Title: Re: Strike Suit Zero
Post by: deathspeed on May 25, 2013, 10:59:15 pm
Thanks for the heads-up; I had been waiting for this to go on sale!!  I did not get the whole bundle, but I did pick up SSZ and Strike Suit Infinity, both half off.
Title: Re: Strike Suit Zero
Post by: Lorric on May 26, 2013, 10:09:25 am
Thanks for the heads-up; I had been waiting for this to go on sale!!  I did not get the whole bundle, but I did pick up SSZ and Strike Suit Infinity, both half off.

Hmmm, I didn't think SSZ was also on half price.

You're welcome, I thought someone might like to know.
Title: Re: Strike Suit Zero
Post by: Klaustrophobia on May 26, 2013, 02:55:50 pm
so what is infinity exactly?  sounded something like an arena mode with endless enemies.  i don't want to pay for that if so.
Title: Re: Strike Suit Zero
Post by: Spoon on May 26, 2013, 03:36:36 pm
so what is infinity exactly?  sounded something like an arena mode with endless enemies.  i don't want to pay for that if so.
It's fun.
Title: Re: Strike Suit Zero
Post by: NGTM-1R on May 26, 2013, 05:40:10 pm
It's fun.

Probably, but is it better designed than Zero?
Title: Re: Strike Suit Zero
Post by: Lorric on May 26, 2013, 06:29:47 pm
so what is infinity exactly?  sounded something like an arena mode with endless enemies.  i don't want to pay for that if so.

It looks like it's more like an old school style game with levels to beat. Old school because it's simply about whether you've got what it takes to win the levels rather than any story or anything. So it will live or die on it's gameplay. You seem to be able to earn points to spend on bringing allied reinforcements with you.
Title: Re: Strike Suit Zero
Post by: Spoon on May 27, 2013, 07:50:03 am
It's fun.

Probably, but is it better designed than Zero?
That's kind of a broad question. What exactly did you think was poorly designed about Zero?
Title: Re: Strike Suit Zero
Post by: Klaustrophobia on May 27, 2013, 04:53:57 pm
just started playing and am through 2 levels.  i like it.  combat is fun, but i haven't quite gotten used to the targeting yet.  (is 'select torpedos' meant to target torpedos, or is that for something else later on?)  not a fan of the points/achievements unlock system though.  very immersion killing.  i also wish you could look around.  i'd rather fly in first person, but the view is just too restrictive.
Title: Re: Strike Suit Zero
Post by: NGTM-1R on May 27, 2013, 05:30:27 pm
That's kind of a broad question. What exactly did you think was poorly designed about Zero?

Probably the same things everyone else who made commentary on the subject did; difficulty spikes, poor balance in general, overlapping controls for Strike and Pursuit modes that don't do the same things with the same keys.

To that I'd add that Strike mode in general is pretty disappointing and the only functionality of worth it appears to offer is the multi-lock missiles for coping with inbound torpedo salvos or warship turrets. Otherwise its penchant for absorbing more fire than Pursuit mode tends to outweigh any benefits. Also the multi-stage escort missions do not appear to reference other stages for the condition of the ship being escorted.

And it makes me amazingly mad, too, because a lot of this game is a combination of all that was good and fun from Freelancer and FreeSpace, and then it goes off the rails into frustrating bull****.
Title: Re: Strike Suit Zero
Post by: Spoon on May 28, 2013, 06:43:31 am
Probably the same things everyone else who made commentary on the subject did; difficulty spikes
Difficulty is pretty steady in infinity, it gets progressively harder. You just aren't allowed to die or your whole run ends (which can get kinda sour, I did great up till level 14 when I had an accidental run in with a torpedo). The later levels especially get balls hard.

poor balance in general
There are some issues when it comes to reinforcements. Interceptors and Fighters are a complete waste of credits for example. You'll be in luck if they ever get a kill in and I'm unsure on how the devs didn't notice how much better a frigate is in the anti fighter roll. There's also that you get half the credits back at the end of the mission for every surviving ally. Your fighters are very likely not going to be alive at the end of the mission.
There is no way to tell your allies what to do (afaik), so when you've got fighters there will be like 2 attacking an enemy cruiser while 3 are someplace else fighting a corvette while your bombers are slowly getting killed by enemy fighters. This is also what makes bombers useless, you can't call them in when you need them, they'll be there at the start of the mission and half of them will probably be dead by the time the first capital ships show up.

overlapping controls for Strike and Pursuit modes that don't do the same things with the same keys.
I don't get how this is a complaint. I have absolutely no issue with this and I think that the people that complain about this are just dumb and bad and terrible (people and gamers)

To that I'd add that Strike mode in general is pretty disappointing and the only functionality of worth it appears to offer is the multi-lock missiles for coping with inbound torpedo salvos or warship turrets. Otherwise its penchant for absorbing more fire than Pursuit mode tends to outweigh any benefits.
Strike mode is actually prrretty amazing. If you are absorbing more fire in strike suit mode than in pur suit mode (teehee), you are doing it wrong. Strike mode gets so much extra mobility, dashing back forth left and right allows you to pretty much avoid 90% of the enemy fire. It's turning rate is also incredible, I often use it to just achieve a quick 180. Make a strafing run on a capital ship, afterburn away, transform, twirl around, transform again, strrrrrrafe like you wanna win.
I'm not completely sold on the Flux mechanic but I've long time ago come to terms with Flux management as part of the game.

Speaking of strike mode, Infi has two more strike suits that quite change the way you can play. There's the fat and heavy marauder which has incredibly powerful long range cannons and (unforunately pretty useless) multi lock mini torpedoes. These cannon's have a long reload, absorb a good bit of flux when fired but can pretty much eliminate a corvette in like 2-3 hits at a range of 7000. Not as great against hordes of fighters since you use more flux per shot than you get back from destroying an enemy fighter with it but if you have a full gauge you can still safely snipe away the majority of them (1 shot 1 kill)

And then there's that other strike suit which is fast, less armored and has a shotgun as primary. That's all I can say about it really since I haven't really used it much. You'll be cruising the battlefield quite a lot so I prefer the long range weaponry.

Also the multi-stage escort missions do not appear to reference other stages for the condition of the ship being escorted.
Well rejoice, there are no escort missions in Infi (though if you have capitalships on the field you'll spend quite a bit of time defending them)

And it makes me amazingly mad, too, because a lot of this game is a combination of all that was good and fun from Freelancer and FreeSpace, and then it goes off the rails into frustrating bull****.
Well if you really found SSZ that incredibly frustrating then you might still not like Infi either. Despite its flaws I had quite a bit of fun with SSZ.
Title: Re: Strike Suit Zero
Post by: Lorric on May 28, 2013, 07:44:23 am
SPOON: "You just aren't allowed to die or your whole run ends"

So does that mean you have to start back at Lv1 and can't replay the later levels?

Sounds like playing Xtreme mode on Dynasty Warriors 4 Xtreme Legends or Dynasty Warriors 5 Xtreme Legends. Lucky for me I never liked Xtreme Mode anyway.

If this is so, can you cheat and quit out so you can play the level again? The DWXLs don't let you, they delete your save when you start the mission. You can of course get round this by copying your save file  :cool:
Title: Re: Strike Suit Zero
Post by: NGTM-1R on May 28, 2013, 08:08:09 am
I don't get how this is a complaint. I have absolutely no issue with this and I think that the people that complain about this are just dumb and bad and terrible (people and gamers)

Probably because you're a terrible egomaniac who thinks of nobody else. I haven't had trouble with it either, but it's still dumb.

But seriously, there are enough keys on the keyboard not to overlap functions, even within easy reach. You spend a few missions getting people used to the way a non-Strike craft performs and then take away their boost and change it for a rapid reorientation. It's blindingly obvious somebody is going to get screwed by this, so I can only assume the game designers were dicks and intended that.

As for Strike mode, it's slow, and that's why it eats shells. Pursuit can always choose to screw-this-I'm-out and boost out of a bad fight.
Title: Re: Strike Suit Zero
Post by: Phantom Hoover on May 28, 2013, 08:45:14 am
overlapping controls for Strike and Pursuit modes that don't do the same things with the same keys.
I don't get how this is a complaint. I have absolutely no issue with this and I think that the people that complain about this are just dumb and bad and terrible (people and gamers)

http://en.wikipedia.org/wiki/Principle_of_least_astonishment (http://en.wikipedia.org/wiki/Principle_of_least_astonishment)
Title: Re: Strike Suit Zero
Post by: Spoon on May 28, 2013, 10:06:34 am
I don't get how this is a complaint. I have absolutely no issue with this and I think that the people that complain about this are just dumb and bad and terrible (people and gamers)

Probably because you're a terrible egomaniac who thinks of nobody else.
Maybe!

I haven't had trouble with it either, but it's still dumb.

But seriously, there are enough keys on the keyboard not to overlap functions, even within easy reach. You spend a few missions getting people used to the way a non-Strike craft performs and then take away their boost and change it for a rapid reorientation. It's blindingly obvious somebody is going to get screwed by this, so I can only assume the game designers were dicks and intended that.

As for Strike mode, it's slow, and that's why it eats shells. Pursuit can always choose to screw-this-I'm-out and boost out of a bad fight.
  But it's not slow at all! You can double tap in any direction and dash the hell out of dodge and there is literally no reason not to keep dashing. Your autoaim crosshair is HUUUUGE in strike mode so its not like your aim is going to suffer a lot. And if you really need to get out, then there is nothing preventing you from transforming, afterburning then transform again, twirl around and unleash hell. It's an incredibly simple concept. Even the slow marauder can dash like mad.

Besides, thinking about it what keys exactly have overlapping functions that supposedly screws people over so much? You lose the use of TAB afterburner, but you can double tap ASWD instead. W is still Forward, S is now reverse instead of just slowing down. A and D are useless in pursuit mode so they gain use. You can't use CTRL anymore for EMP but you dodge missiles by dashing, so that's actually one less key to worry about. Nothing else really changes?
I really don't see how it is a valid complaint at all. For me its completely intuitive.

Now if you are just talking about mission design and the way they give you the strike suit and go "have fun lol oh and intercept these torpedoes too while you are at it" there you definitely have a point. It does a not so great job of easing people that are not so familiar with space sim/arcade combat into it (and I would dread playing the game on a gamepad...).
SSI gives you the strike suit from the start though.

SPOON: "You just aren't allowed to die or your whole run ends"

So does that mean you have to start back at Lv1 and can't replay the later levels?

Sounds like playing Xtreme mode on Dynasty Warriors 4 Xtreme Legends or Dynasty Warriors 5 Xtreme Legends. Lucky for me I never liked Xtreme Mode anyway.

If this is so, can you cheat and quit out so you can play the level again? The DWXLs don't let you, they delete your save when you start the mission. You can of course get round this by copying your save file  :cool:
You unlock up till the mission that you've played so far but when you start from say, mission 10. You'll never gonna have as much reinforcement points to spend then when you would have started at mission 1 and spend your points more wisely (and intercepted every shuttle)
Title: Re: Strike Suit Zero
Post by: Lorric on May 28, 2013, 10:44:17 am
Thanks Spoon.

So how does the game decide how many points you have if you start a later mission then? If you can play later missions, I would have thought it would save your high score (preferable) or last score, so you start with that many points, and if you want more you need to start at an earlier point to try and improve it.
Title: Re: Strike Suit Zero
Post by: Klaustrophobia on May 28, 2013, 03:19:17 pm
i don't understand what you guys are talking about at all with the remapping between the modes thing.  maybe it's because i use a joystick, but i haven't noticed any kind of problem or even potential problem.  after a bit of remapping the defaults, both control schemes are completely natural.

as for the strike mode being slow and a bullet target; yeah, that's why you don't just cruise around in it.  fly to where you need to lay the smackdown on a group of fighters, pop the suit and lay waste with the primary and auto aim, and then pop back and burn out when you're done or get into trouble.  hell, for a while, i forgot about the missiles entirely.


one oddball thing that kinda bugs me is the machine gun.  it damages the target even when it's CLEARLY missing.  the targeting is kinda weak too.  the "objective" filter is WAY too broad.  there isn't an "everything" filter.  sometimes targets aren't included in ANY filter and the only way to get them is boresight.  i REALLY want a "target nearest attacker" button.  like, really, REALLY bad.  it's very easy to loose the direction arrow for your actual target in the sea of all the other arrows.  there's no easy way to target turrets on a cap ship if they aren't an objective.
Title: Re: Strike Suit Zero
Post by: Darius on May 30, 2013, 10:16:32 am
Oh my dear and fluffy lord.

Dat soundtrack.
Title: Re: Strike Suit Zero
Post by: NGTM-1R on May 30, 2013, 10:30:34 am
there's no easy way to target turrets on a cap ship if they aren't an objective.

Eyeball it. Gun range is short and targets are big in this game. That's not a huge problem.
Title: Re: Strike Suit Zero
Post by: The E on May 30, 2013, 11:27:03 am
Easiest way to deal with turrets? Strike suit mode, mark all the turrets you see, cut loose, fly to other side of target, repeat.
Title: Re: Strike Suit Zero
Post by: Klaustrophobia on May 31, 2013, 01:41:20 am
getting towards the end and it's getting less fun.  enemy swarm tactics and strike mode missile spam is wearing thin.  so is the insane amount of (unmarked) beam turrets that need to be destroyed to protect your ship while that's not even your supposed objective.
Title: Re: Strike Suit Zero
Post by: Mikes on May 31, 2013, 06:31:57 am
As for Strike mode, it's slow, and that's why it eats shells. Pursuit can always choose to screw-this-I'm-out and boost out of a bad fight.

You do realize how the the dodge (double tap) in strike mode works, do you ? ;) Because your sentence only makes sense if you haven't figured it out yet heh.

If you actually use it right, Strike Mode allows you to literally zoom around the battlefield (or even circle strafe around cap ships) while evading pretty much any missiles and bullets that come your way.


getting towards the end and it's getting less fun.  enemy swarm tactics and strike mode missile spam is wearing thin.  so is the insane amount of (unmarked) beam turrets that need to be destroyed to protect your ship while that's not even your supposed objective.

.... since when do especially Freespace players need to be told to kill beam turrets because they hurt your capital ships?

Frankly, disarming capital ships should be as natural as intercepting torpedos or taking out heavy fighters/bombers attacking your capships... 

Also... (minor spoiler) ... especially in the second to last mission of Strikesuit zero ...
Spoiler:
... you aren't expected to successfully defend every single capital ship ... that's nigh impossible with everything thrown at you...   what you are supposed to be, is good enough at defending them, so that there are enough (i.e. at least one  - your carrier lol)  left at the end that you can still land somewhere after the mission ;)







In general...

... what I think still throws some people off with the Strikesuit games is that pretty much any other Space Sim teaches us that the players power is rather limited because he is only in a single fighter and therefore his impact on the battle has to be rather limited as well. This is also while socalled "Battle of endor missions" are usually frowned uppon, because the player in his single fighter doesn't have the tools to really affect the outcome of such huge battles.

Well... in Strikesuit you pilot the single most powerful unit in the game, by far. You do have the tools and ... you are expected to use them to singlehandedly swing the battle in your favor.

It's a rather different approach. I wouldn't call it better or worse, but it certainly is very very  "different" in that I can see it causing trouble to people who don't acknowledge that difference.
Title: Re: Strike Suit Zero
Post by: NGTM-1R on May 31, 2013, 07:54:10 am
You do realize how the the dodge (double tap) in strike mode works, do you ? ;) Because your sentence only makes sense if you haven't figured it out yet heh.

Your assumption is that dodge moves you far enough to be out the way of incoming fire from about fifteen hostiles who don't aim very well. I'll give you a hint: it's usually not. Stormtrooper Effect from Jedi Knight: the best way to minimize damage from incoming fire is actually to remain on the same relative vector at range, because enemy accuracy deviation means they usually shoot around you. Given the number and power of enemies, particularly some of the Black Fleet and their flak, however, neither solution is really effective. Dodging in and out of range with Pursuit mode and managing your shield bar is usually more effective.
Title: Re: Strike Suit Zero
Post by: Spoon on May 31, 2013, 09:24:15 am
I'll give you a hint, you don't really seem to have as high of an understanding of the game as you think you do.

Dodging in strike suit mode IS highly effective at evading fire. You also don't understand how enemies actually aim and fire. They don't spray and pray highly unaccurately, they actually do prediction shooting at where you are currently heading. (As if they have a super accurate lead indicator with super auto aim) Thats why you don't just dodge once and go "PHEW SURE GLAD I DODGED ALL OF THESE OH ********S WHY AM I BEING HIT AGAIN??!" you keep dodging, you zip left and right, back and forth while you keep ripping them apart with your high powered weaponry. Again, its not a hard concept to understand or execute.

... what I think still throws some people off with the Strikesuit games is that pretty much any other Space Sim teaches us that the players power is rather limited because he is only in a single fighter and therefore his impact on the battle has to be rather limited as well. This is also while socalled "Battle of endor missions" are usually frowned uppon, because the player in his single fighter doesn't have the tools to really affect the outcome of such huge battles.

Well... in Strikesuit you pilot the single most powerful unit in the game, by far. You do have the tools and ... you are expected to use them to singlehandedly swing the battle in your favor.

It's a rather different approach. I wouldn't call it better or worse, but it certainly is very very  "different" in that I can see it causing trouble to people who don't acknowledge that difference.
SSZ is very much like Project Sylpheed and not so much like Freespace in that regard.
Title: Re: Strike Suit Zero
Post by: Klaustrophobia on May 31, 2013, 02:18:17 pm

.... since when do especially Freespace players need to be told to kill beam turrets because they hurt your capital ships?

Frankly, disarming capital ships should be as natural as intercepting torpedos or taking out heavy fighters/bombers attacking your capships... 


i know THAT i need to do it.  there's just not a good way TO do it.  if they aren't marked as an objective, there's just no good way to actually find all the remaining beam turrets other than watching for their fire.  sure you can spam strike mode missiles at the side of the ship, but that doesn't guarantee you hit the important turrets.  and there's so damn many of them, even if you could get to them all immediately, there's no way to kill them all before they do a significant amount of damage.  of course all this is going on while what you're REALLY supposed to be doing is taking out the heavy fighters and intercepting torpedos. 

what it boils down to is the targeting system is weak and doesn't give the players what they need to effectively prioritize.  this is made worse by the swarm tactics which essentially mean you should be shooting at something constantly to stem the tide.  you're either wasting time shooting things that aren't a priority, or wasting time FINDING the priority targets.  all the while, your friendly ships are getting chewed apart.
Title: Re: Strike Suit Zero
Post by: Mikes on June 01, 2013, 12:04:03 pm
As far as Beam turrets go, I found the first cruiser encounters to be rather effective at teaching you where the beam turrets are on a cruiser. It's not rocket science really. They are always in the same spot and they are kinda the biggest turrets that there are ;)

Encountering the Command Carriers later on was a bit more chaotic, but I think those encounters were meant to be... and also really not that hard to spot the huge frigging beam cannons that give a big "Hello I m here" ligthshow every couple of seconds.

Beam turrets aren t the only things doing damage though. Torps getting through while you are busy elsewhere are much worse and those countless batteries of Plasma cannons actually deal noticable damage as well if you don't take care of them. The way to do it is to look for opportunities to do the most amount of damage to the entire offensive potential arrayed against you... and if at all possible your current strike should already give you enough (or at least some) flux energy for the followup strike. Chasing down singular objectives one by one will always leave you with a subpar result.



As said above ... the game supplies you with all the tools you need to take care of these threats quickly and efficiently enough to finish any of the mission perfectly fine.

Matter of fact... once I started to use the Suit to its full potential I found the game to suddenly become not just about finishing the missions successfully (which is really rather trivial once you get the hang of it) but more about getting a perfect score to get the best ending and also unlocking those upgrades with the bonus objectives.

Title: Re: Strike Suit Zero
Post by: yuezhi on July 04, 2013, 09:48:24 pm
Being sold for 5$ on GOG! :D
Title: Re: Strike Suit Zero
Post by: Spoon on July 10, 2013, 01:56:11 pm
I'm ranked #6 on the strike suit infinity leaderboards, ask me anything.

(This game has a few really ****ty design decisions for score attack.)
Title: Re: Strike Suit Zero
Post by: yuezhi on July 10, 2013, 05:51:21 pm
Anything? :drevil:
whenwillwod2bereleased? jk lol

Could you post a vid of your exploits on this forum, please?
Title: Re: Strike Suit Zero
Post by: Spoon on July 10, 2013, 08:27:51 pm
Quote
whenwillwod2bereleased?
Never!

Quote
Could you post a vid of your exploits on this forum, please?
A whole run from mission 1 to 18 (and beyond) takes like 3+ hours. Is there anything specific you'd like to see me do? Or do you just wish to observe me being absolutely stunningly awesome in this game? I could in theory record a whole run (assuming I don't die a silly death... like a run in with a kamikaze drone that has already been shot down gibs me instantly)
Title: Re: Strike Suit Zero
Post by: yuezhi on July 10, 2013, 10:08:20 pm
I'm mostly interest in why you are a god amongst gamers. Let's just start with some awesome.

Missions? meh, there must already be a ton on yt.
Title: Re: Strike Suit Zero
Post by: Spoon on July 11, 2013, 06:47:41 pm
I'll put up my embarrasing performance here for all to see:
Title: Re: Strike Suit Zero
Post by: Scourge of Ages on July 11, 2013, 06:56:35 pm
And if anybody doesn't have it yet, SSZ is on deep discount on Steam right now as part of the summer sale.
http://store.steampowered.com/app/209540/?snr=1_7_15__13

P.S. Oh yeah, the Steam Summer Sale just started.
Title: Re: Strike Suit Zero
Post by: NGTM-1R on July 11, 2013, 07:33:04 pm
I can't see the summer sale stuff. Steam's overloaded
Title: Re: Strike Suit Zero
Post by: An4ximandros on July 11, 2013, 08:44:28 pm
I see it has begun

Fixed, thanks for the heads up.
Title: Re: Strike Suit Zero
Post by: Scourge of Ages on July 11, 2013, 08:52:35 pm

An4ximandros, your videos aren't linking correctly. To embed properly, that one should be
Code: [Select]
[yt]bUo1PgKksgw[/yt]
Title: Re: Strike Suit Zero
Post by: deathspeed on December 13, 2013, 01:45:41 pm
This is a weekend deal on steam for $4.99 til Monday 12/16/13
Title: Re: Strike Suit Zero
Post by: Charismatic on December 17, 2013, 10:11:41 pm
Bought game based on your  reviews guys, paid the 10 bucks for the bundle + DLC.
Just beat first mission.

Graphics look good and kinda not. Sorta like a person has a good and bad side of the face lol. Sofar, good enough. Space looks so pretty on my big screen (32 inch).

FreeSpace at least had animations for the 'who's talking now' instead of just a still picture. And yeah, the two girls have similar voices.

First missions beat, and game says that's 8% of campaign completed. Hilarious.
Its been ages since iv played FreeSpace and God its good to get back into space sims. Ill have to reinstall FS/FS2 again and FSO!

God i suck at this with the xbox AfterGlow controler. Can only get kills with missile, cant aim worth ****. Gotta try good old keyboard + mouse.

Sofar its been alright. Just hoping it's worth my 10 big ones.

~Ephili