Early Access version 49

I wasn’t sure, so I didn’t mention it.

Exploit, when it is out of human nature?

One of the game servers I’m in consider this as cheating, and pretty much other games as well.

Even discord is against it. Now for the CI server…

I’m not ſaying it’s good. I’m juſt referencing this poſt on the difference between cheats and exploits.

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Ouch - Absolver is high up there too.

Now let’s think about what that means.

No, I’m not saying it needs to be weaker. It needs some love.

But auto-balancing will tweak the damage. So it will stay as a slow-firing titan, except it will become even more powerful against, well, bosses, the only things it doesn’t one-shot currently. That’s practically the only aspect of the weapon people want to see get nerfed.

…yay.

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Since this game is in Early Access, it’s up on the game to fix them as iA said.

Although why firing rate should be nerfed?

@InterAction_studios is it possible to make the Satellites move in a horizontal direction when the player die in Squawk Block and 120TH Anniversary missions, so he can get them back easier?

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That’s a good point, although it’s worth noting that upping the damage would alſo allow people to ſhoot faſter as they wouldn’t have to wait for the thing to charge up ſo high.

A workaround could alſo be to buff Abſolver half of the theoretical amount, but alſo increaſe the charging rate ſlightly (and vice-verſa when it needs a nerf). Alternatively, Abſolver could be exempt from the automatic balancing on the baſis that it’s one of the outlandiſh weapons that juſt needs to be left alone.

Not a significant enough tradeoff to have 20k DPS with Riddler’s level of overheat. You can’t have both.
Either we bring the overheat time down (preferably to around the advertised 5.9s) or we nerf its damage output to around Riddler’s level (no more than 14.5k-15k). I’d rather have it the first way around, since it makes it a bit more interesting.

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There is a maximum manuäl firing rate which prevents autoclickers from beïng more effective than actuälly doïng the work yourſelf.

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That’s a very good point that I hadn’t considered. It might be a bit less problematic than I thought.

I still think it’s a good example of the idea that just pushing the damage around isn’t going to be appropriate for every weapon, though. iA is always talking about adding other new, unusual weapons - who is to say the next one is going to be just as “outlandish”?

I asked recently if anyone here uses a tablet. For someone who plays osu, commonly, the left hand is used for clicking since the right hand is used for aiming via tablet. It is possible to reach a much higher click rate by “streaming”, where you use your 2 fingers alternately at a very fast rate.

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It’ll ſtill be capped at 6,5 ſhots per ſecond for moſt weapons.


is that 0+ necessary ?

Look at reactor’s power increase when upgrading



it does increase not decrease so it shoud be +64 not -64

it is a negative number

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The negative numbers increase with - not +, only the positive increases with +

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Fixed in v.50 :medal_sports: Bug

Fixed in v.50 :medal_sports: Bug

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It’s borderline, but I consider it cheating. You are externally modifying the rules of the game (in the same way that using an aimbot would).

The server logs instances of autoclickers, it just doesn’t do anything about them (yet). Detecting them is always going to be an uphill battle, so I’m currently leaning towards nullifying their benefit by removing the whole manual/auto fire mechanic and replacing it with an “overdrive” mechanic. Manual/auto makes weapon balancing practically impossible (because you have to assume that maximum manual rates are used constantly)

Overdrive: If you simply hold the button down, you’ll fire at the usual rate (which will be set to the largest of the current manual and auto rates). While you click manually (even at a very slow rate of 3-4 clicks/second), you gain a fixed (independent of your click rate) bonus to your firing rate (say, +25%). That’s all. The heating rate remains the same, which means you overheat faster. You’ll still eventually have to stop after the same total damage (destruction), but you’ll have a choice of condensing more firepower during certain periods.

It’s a far-reaching change and I’ve yet to work out all the details, however.

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That’s good. It encourages people to play with the rules instead of rely on a program to reach clicking speeds that are beyond human.

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Wait, I thought I reported it first?

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