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Uploaded 2 videos this time! Decided to leave some music on the background this time around (though the audio mixing in general is really poor, I did no editing, really)

This time I went for a more "normalpilled" build, lots of boosting and flying around. First video is third person while the second video I tried out first person gameplay. I *really* like that you give the option to play in first person even if it's very difficult. I really like when mech games let you do that. Also I've finally been corrupted by the Large Missile.

Something I desperately would love to be fixed is that first person gun audio is absolutely cranked out to max. I don't want to reduce the SFX volume too much since I rely on it a lot on gameplay but playing in first person almost requires it due to the insane audio mixing (probably due to the camera proximity)

Also, I don't know if it's intentional but I feel like stability in general could really benefit with a buff? Stability goes down VERY easily no matter what build I make for some reason and, of course, it really messes with aiming. I think having it be just a tad less punitive would really make the game easier to mess around with different builds since I feel the big problem whenever I try something different is that stability makes accuracy terrible (maybe I'm missing something very obvious here with my builds, I don't know). It feels at odds with the general gameplay since you're supposed to fly around and boost a lot but both of those things give you a massive stability hit even though it's main way you move around, which means its very difficult to hit enemies. If this is how its supposed to work in order to incentivize the player into something then I fully understand because I might just not be getting it, and that's fine tbh.

Funnily enough, that ground type gameplay I uploaded before gives me less stability problems since I can rely on melee weapons more (due to being more grounded) but I also take less of a hit to stability since I'm not in the air most of the time.

Yeah, that's pretty sick!

Self-dampening of the player's SFX in COCKPIT mode does sound useful and was requested before. I'll try to look into it once I get some other stuff sorted out. Hopefully I can find some way to get it to work with being able to toggle between modes.

You kinda hit the nail on the head with the last part. Stability was intended to reward players who stayed on the ground more. They could fire faster and more accurately and could absorb hits without flinching, especially since you recovered stability very quickly on the ground. Some of the heavier weapons even rely on being grounded to be effective. On the other hand, I felt like aerial players could already take advantage of their speed for hit-and-run tactics to not be affected as much by low stability (shorter engagement times, closer ranges, etc).

On watching your stuff, you didn't seem to be having any particular issues with stability, even during the segments where you were chaining jumps, bursts and kicks. It seemed more to happen when you were under sustained attack, like against Boulder during the second stage, or when you lost all your ARMOR after that engagement (ARMOR also reduces stability damage as long as its non-zero when you take damage). At these points, it's usually wise to try and gain back some stability in cover rather than run it red and lose out on offensive capability.

And yeah, the Large Missiles basically live up to their legacy in the AC games by being broken af. xD

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ah I see, that does make a lot of sense.

Also! Forgot to mention! Keybinds aren't saving! I usually rebind F for missiles since pressing middle mouse button is very awkward to me and I need to rebind it everytime the game boots. Mech loadouts are saving just fine though

Ah that's new! I'll give it a look and see what's going wrong.