Early Access version 102

Yeah, that is a major bug.
@InterAction_studios, please fix this ASAP

Update: after some testing, it seems that max satellites were the cause.
So, finishing a wave with VF-76 Raven when you have all 6 satellites on has a ~90% chance to disconnect.
Can anyone else confirm this?

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Yeaaaah! I finally bought that! :heart_eyes:
But can someone explain what’s the difference between this and other ships except speed, environment resistance, and dark missions? :neutral_face:
I mean where are special abilities? like double weapons, charge, discharge, etc?

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it was too much for v102 so right now all you can have is environment resistance

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You mean they’ll be added right?

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yes, but balancing comes first.

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How about increasing the chance of chickens lighting up with keys in key rush missions?
Stalling for it is just so boring it’s insane, how about they just all shine up fast and you get your keys? It’s a key rush mission after all

isnt the chance of chickens with keys appearing already high enough

it’s high, but u gotta stall to get a good amount of keys

I’ve had an idea to compensate for the VF’s firepower if the limit were to remain the same, maybe making it fire weaker or slower instead of overheating kind of like the corn shotgun but across all the other weapons while retaining the ‘iceman coolness award’, or increase the power limit proportional to the rarity of the ship, or perhaps have a score bonus depending on what ship is used on the mission, cuz as it stands playing any hard mission with this ship is anxiety, especially for someone like me who doesn’t use satellites for that tiny bit of medal score lol (guess I’m only complaining about the firepower…).
As for boosters, I suggest adding one that increases the damage output, or a burst booster that works the same way as the one we currently have that fires even faster but stops after a few milliseconds then fires again, ofc at the cost of overheating faster

Medal shared. In the future, please write explicitly what the bug is. It’s not always clear by a screenshot.

Removing the gap was my (misguided) idea, it was not ever asked for.

This is because the base texture is grey (not white), and you can only ever darken it (never brighten it). I plan to address this in the next update by having brighter base textures (although this will screw up everyone’s “base paint” color)

I’ll do something about that.

No, not easily.

This is known, but it’s unavoidable.

Changed in v.103 :medal_sports: Idea

Because if it were at the tip, it would wobble as the spacecraft banked left/right, going counter to its purpose as a precision aiming device.

The only way to “balance” this would be to put the 3rd satellite at the front/rear of the spacecraft, which might be problematic for some players because it obscures the vision (front) or makes certain range-limited satellites less effective (rear). But it can be changed if you can show strong support for it.

Fixed in v.102.2 server-side patch

Fixed in v.102.2 server-side patch

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:warning: The server will soon be down for (for 2 minutes) to apply these two fixes.

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@InterAction_studios why is the VF’s fleet icon kinda rotated and not the 2d top-down view like others?

mulller and bx for comparison, just look at the engines/pods


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sooo is muller basically limited to the 20 power or are the can it even have like 30 firepower?

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Muller is unlimited

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Sorry for said this, but… sigh
Some of your ideas may make the game perform worse.

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That why in this update, Muller is the best in all spacecraft family, beside the expansion of support system feature. (Slots and Satellites)

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i hate to say it but

cesium isn’t entirely wrong, there’s some truth in this

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It all fits well
H&C is a scout so firepower is limited
Muller is Full blown fighter so its unlimited
Bombers packs some dual pods, so its toned down a bit
and VF are fast and resist environments (temporary) so in turn fp is limited

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Can you rework Positron Stream for VF-X family so that the stream comes out naturally, @InterAction_studios ?

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