#Short Feedback List.

6 messages · Page 1 of 1 (latest)

sinful token
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A few problems I have with the game and issues I've encountered so far.

  1. The Dart layout makes me feel as though the ship was simply an afterthought and added without much planning.

The personal launch tube should be closer to the pilot/jump seats, ideally swapped places with the first aid station.
There is no personal ammo refill on the ship, meaning that I need to craft my own ammo refills, which is annoying with crafting debuffs.
The cargo grid is too small.

  1. The maneuvering dots for the pilot need to be removed and the ship flight needs to be adjusted accordingly

The "pips" are difficult to see as they are faint and blend in with the background.
They extend beyond the area where my eyes need to look, being the actual crosshairs that aim my guns.
This creates a delay in the time before my guns actually move and when I start moving my mouse to turn my ship, which causes overshooting too easily.
The turning "response curve" of the ship needs to be adjusted to have full range of motion within the limit of my crosshair movement on the screen.

  1. The ship crosshairs do not currently function properly.

There have been plenty of times when my ship is well within range of an enemy, my crosshairs are directly on the lead pip for the enemy in front of me, and my shots will still miss. If I am lined up with my target and I am within range of my guns, those shots need to land because I am being told, visually, that I am aiming where I need to be to hit my enemy.

  1. The range of interaction prompts is far too large.

I have tried to interact with an item directly in front of me and instead select a prompt to interact with something else because the selection does not prioritize distance. Countless times I have tried to open a case or pick up a battery directly in front of me, only to grapple to a point halfway across the arena.

All I can think of for now, but I likely can list more at a later date as I come cross them or as I have more feedback.

icy bramble
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  1. Agree on the ammo station, there's more than enough space for it. The other points would help polish the layout more, though I think the cargo grid is fine if you pull out the stuff you'll actually use on the mission and keep it on you or the shelves.

  2. Maneuvering in general feels a little rough around the edges and could use some smoothing. I sent in a feedback form a while ago highlighting my thoughts on it. Far from unusable, but needs some work.

  3. I generally agree, the lead pip often lies, especially if you're approaching from an angle or if an enemy is passing perpendicular to you. Either the lead is being erroneously computed, or the gimbals on the pilot cannons aren't agressive enough. Shots fired directly at an indicated lead shouldn't always hit, but the enemy units aren't smart enough to roll, nose counter, or maneuver evasively at all in a way that would throw off a properly computed lead. (I kinda wish they would, though.)

  4. Yes.

sinful token
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Also, for some reason the Dart is much slower / sluggish compared to the Cat when strafing at low speeds which is opposite of what I would expect from a smaller and faster ship

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We can also remove the side window for the dart and replace it with an on foot ammo station. We have a massive sun-roof with plenty of light, a tiny side window doesn't add anything especially when it could be replaced with something with function.

sinful token
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After paying more attention to the ship flight (mainly while trying to peek turrets around a corner), I realize that there is no counter thrust when we are changing directions, meaning the ships simply drift until they stop moving and then add thrust from our inputs.

Example, moving forwards, if I let go of W the ship simply drifts to a halt. If I let go of W and press S, the ship doesn't slow down any faster despite me inputting thrust of the opposite direction. If we could actually have it so that the thrust is added as soon as the input is given, it would make the ships much more responsive and much snappier.

Not sure if this was mentioned in any detail previously but figured I'd bring up the observation.

sinful token
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Ideas for interior layout change of the Dart.

Picture 1: Artifact Cabinet location
Picture 2: Ammo and Health stations here, next to each other
Picture 3: Replace Artifact Cabinet with shelves for ground combat items such as weapons and consumables
Picture 4: Replace the health station with the scanner.

This places the mechanical and ship related segments and items in one cluster, being the right and back of the ship. The on foot staging area should be closest to the primary airlock, being the one that directly faces any objective where we land. We leave the pilot seat, walk over to the shelves next to the air lock, arm up, walk out. Get back to the ship, re-arm right at the airlock, heal right at the airlock, change weapons right at the airlock. The faster and more efficiently I can arm/re-arm for ground combat, the better.