I’m uncertain how much of a problem that actually is, but ok. Changed in v.73
In order to do that, I’d have to make metal enemies weak to electric damage, which would unfortunately include the Fryer.
Instead, I’ve increased the damage +50% and also made it circumvent the max-damage-per-hit certain enemies have, which should make it much more effective against Chickenauts, Slobs, Armored, Chaingun/Lasergun, Barriers, and certain bosses.
I did the same for Poultry Payback, and I’m also considering other kinds of shockwaves:
Which of these shockwaves should circumvent max-damage-per-hit (as explained above)? You can select multiple options.
Bird-flu Gun
ICBM
Poultry Payback
Bomb
0voters
They should, but report any problems.
That could be confusing. It’s more important to behave consistently.
Oh, I thought it is from 21% to 40% because I suggested before that +1 attack stage gets added every 20% difficulty but you said it already does that:
If you accept it, that way stages ordering will have more distance of appearing instead of only 10% as you mentioned above:
Because one stage of attacks until 50% is just too easy.
Oops! I just realised that Egg Cannon doesn’t appear from 0% difficulty. What difficulty doesn’t it start appearing from then?
Could you add messages saying “Please wait.” at ? And add a message saying that you reached the end of the list when clicking or
At Heavy Metal wave when trying to get its pecking order you have to wait for the barriers to spin a while spin slowly again, how about you reverse the pecking order? So it be less boring to get.
IA, why when mounting the satellites on a fighter with 4 slots (encountered on a Muller M404), the top satellite slots place the satellite on the furthest satellite slot of the ship in-game?
Do you like it that Egg Cannon throws only chickens at 50% difficulty? It should have 2 or 3 stages at 50% not just one. 50% is the middle of the difficulty, so it should be medium not easy.
Actually, it has already 2 attacks before 50%, when I do dares in below 50% and the egg cannon is the boss, it already has two attack patterns. I don’t know in regular missions.
When we choose leaving orbit, the CIU theme (intense) triggered and play loop of that (only leave and stay there)
Can u change that detail into ambient one?
Intense theme is intended to work only when you aren’t orbiting something. When you leave the orbit, you are not orbiting anything. If you really want to hear ambient theme, just rejoin the game.
Just explaining my thoughts on the way that I voted (all except Bird-Flu) - I think it makes sense for big one-time detonations like Payback, Bombs, and the slow-firing ICBM, but it’s a bit less necessary when talking about a more “spammable” weapon like the Bird-Flu.
Yours is more of a, how do I put it…
They should be next to each other, not on top of one another. They should look the way they are in-game.
I can agree, it will help with confusion if implemented.
I don’t truly know if the UI would become less pretty, though.
Also, what do you think about this - should the satellite text label be moved upwards and placed in between the boxes (right of them, of course) if the change doesn’t get implemented?
I meant that the number of attacks increases with difficulty. It’s ~10% rather than 20% (because the boss doesn’t even appear below 30%). The exact numbers are 30%,50%,60%,70%,80%.
Too much hand-holding.
Rings travel in both directions, so reversing would not solve anything.
Because this way is consistent with cheaper models, which only have two satellite slots. I agree that placing the 3rd/4th slots further out would be better, but there’s no space on that screen.