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Thank you for the feedback!

The armors have been noted by others for being overtuned in the past when testing with members of our team, so they had been dialed down for the current release. Seeing that there's still some numbers to adjust is at least encouraging that we can make them all a bit stronger in other ways, so this brings me a bit more confidence that there's more wiggle room than I had originally feared. I'll begin looking into the Hardsuits for each faction and adjusting them in ways that should prove pretty tonally appropriate for each faction's preferred niche.

HORUS "hardsuits" in particular are meant to be pretty weird, you raise a good point about Pilots not being targetable by Tech Attacks. That rule for the Void was made when we were first experimenting with Pilot Tech Attacks, which will be put out with the next update and hopefully provide it a better reason to exist the way that it does.

As for the Overcoat, we agree that's in need of an adjustment and have some ideas in mind, though the actual mechanics of it should remain the same.

The Peacekeeper's charge should remain at 1, however, you may replenish this charge with a Handheld Printer. Internally, we call this the "Fat Fuck Round" because it's the most powerful against armored targets. Enemies with 3 Armor can suddenly be hit by 1d6+5 AP Explosive damage and letting someone do this multiple times in a row would probably obliterate game balance. It would be funny, though. Too funny.

EYESTACK_WINK has Heavy? There must be a version discrepancy. Apologies, it should only have had Armor Piercing and Limited 1. Making it an Upgrade makes sense, we'll consider it.

When a Pilot Overcharges, they should not take any damage at all. It's always in exchange for a Limited charge, although I've been considering changing Juice so that it does damage when injected. Prevents people from banging all three limited charges on their Stims and then running away with it. This is something we've been discussing for a while now, thank you for pointing it out. I will write something into the rules for it.

Brawl could theoretically be used against Mechs, but because it does not actually have any Damage Bonus, it doesn't do anything unless the Hardsuit you're wearing has Assisted. That needs to be clarified and will be clarified on the next update.

Once again, thank you for your feedback, this has been very valuable for guiding the next update to the state that it needs to be in.

(+1)

That makes sense on the hardsuit front, I imagine that it's an extra careful balancing act with anything that makes pilots tougher than they already are.  The blurry line between heavy hardsuits and size 1/2 mechs exists is diagetic!

On the topic of tech attacks, that makes perfect sense, and I look forward to seeing what y'all do with it! Also, since I don't know where else to put it, I'll say here that I love the Puppet Systems hardsuit; that's the exact kind of high-risk for high-impact reward shenanigans that I reckon would end up being fun in play.

For the Peacekeeper, that makes complete sense and is also hilarious. My question is if you need to expend the limited charge to power up its ability, and then expend another limited charge to fire?

Again, I love what y'all have done so far, and I look forward to seeing how it turns out!