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Post by En1gma on Feb 2, 2017 16:44:35 GMT -5
Am I the only one who finds it impossible to get away from Pirates and hostile ships (Xeno)?
ST was perfect because you could spam the retreat option and have a good chance of getting away from whomever was after you, albeit taking damage in the process. I find that meeting any hostile ship automatically means a multi-thousand cred repair job, or utter defeat, even on Basic.
Will there be a Surrender button you can use mid-combat? If not, can you reconsider-- Pirates are savages in this game =)
Is there going to be an adjustment for lower difficulty options where your ship is more effective at getting away?
I know Pilot would have something to do with this, but exactly what effects it has and how inherent ship stats affect this aspect remain clouded for now...
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Post by Cory Trese on Feb 2, 2017 16:48:21 GMT -5
Very interesting feedback. I'm very glad we're looking at the analytics and can see combat turn results, duration and all the metrics from everyone playing the game. That going to be really helpful in our balancing ability. ST2 is definitely modeled on the same concept regarding spamming the retreat button and having a good chance of getting away. Now, just like in ST RPG, your chances of getting away in ST2 are *greatly* enhanced by your officers and good use of TORP! We're tracking damage per combat and total cost of encounter in real time on the analytics dashboard, so it is something that we're looking at very closely for all players. Now we are looking at it objectively, and in aggregate so I can totally understand that individual single experiences, especially negative ones will really stick out in your perceptions. Is there any combat advice I can offer? I've got some Captains with 500+ victory scores on Brutal, so I know a bit about how to win the battles
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Post by Cory Trese on Feb 2, 2017 16:49:43 GMT -5
Also, checking the combat log is a great way to get a handle on any of the comparatives you're concerned about vs. the other ship in a per turn way.
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Post by Cory Trese on Feb 2, 2017 16:53:21 GMT -5
Quick Questions:
1) Do you have Sharp Steering talent on Pilots? How many? 2) What ship are you using? Have you tried other ships? 3) Is your Navigation above 100%? What about Pilot? 4) Are you torping?
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Post by En1gma on Feb 2, 2017 16:55:29 GMT -5
I follow the tried and true methodology of TORP and run, but I never seem to get away. Maybe my problem is that any time an incoming ship actually does fight me, I get crushed. Maybe it's my ship choice, maybe it's bad luck, but I'm not having an easy time at ship combat whatsoever. Thanks for the listening ear, as always-- I'm sure the metrics will give you far more than I could... I'll try to find that Combat Log, sounds useful
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Post by Cory Trese on Feb 2, 2017 16:57:36 GMT -5
It has to be both. I'm glad we're tracking the metrics, but individual feel is as important in the fun chase.
What ship are you using? Have you tried the Guardian Interceptor? Or the Fedlis Cutter?
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Post by En1gma on Feb 2, 2017 17:00:39 GMT -5
Not sure about 1 and 3, but I'm using the Juror, Paladin, Guardian so far and all of them are having the same issues.
For 3, lemme check
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Post by Kanly on Feb 2, 2017 17:02:08 GMT -5
I've felt the same way about some of my encounters. Will the surrender button make an appearance? It stinks to be a few rounds in only to discover that you are in over your head and have to wait for them to destroy your crew and ship.
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Post by johndramey on Feb 2, 2017 17:02:40 GMT -5
I've actually had pretty good success getting out of combat by torping twice, retreating, and using the +escape chance talent (sharp steering, I think) as my first round tasks. Granted I'm trying this on normal at the moment, but I imagine the methodology is sound.
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Post by En1gma on Feb 2, 2017 17:05:41 GMT -5
My one game with the Dragoon has 40/17 Pilot, 33/22 Navigation, and was getting absolutely slaughtered. At some point in combat I realize I'm going to lose anyway... I turn and fight only to see that my captain has died...
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Post by En1gma on Feb 2, 2017 17:07:52 GMT -5
Doesn't Sharp Steering still say "Not Implemented"?
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Post by Cory Trese on Feb 2, 2017 17:16:33 GMT -5
Doesn't Sharp Steering still say "Not Implemented"? No, it doesn't at least in the builds I've tested.
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Post by Cory Trese on Feb 2, 2017 17:17:09 GMT -5
My one game with the Dragoon has 40/17 Pilot, 33/22 Navigation, and was getting absolutely slaughtered. At some point in combat I realize I'm going to lose anyway... I turn and fight only to see that my captain has died... That's interesting. Similar ship build to what I'm using on my game where I'm slaughtering. Very interesting feedback.
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Post by Cory Trese on Feb 2, 2017 17:19:07 GMT -5
We'll keep looking at combat balance every day of the alpha.
One thing that is definitely true right now, if you're level 2 a 40% advantage isn't doing enough.
Maybe on lower difficulties, enemies shouldn't be given any officers.
We may also find it necessary to implement a flat dice bonus in combat that gives the player a constant 20% or something advantage on all tests. That would make winning a lot easier against any enemy.
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Post by fallen on Feb 2, 2017 17:32:57 GMT -5
My one game with the Dragoon has 40/17 Pilot, 33/22 Navigation, and was getting absolutely slaughtered. At some point in combat I realize I'm going to lose anyway... I turn and fight only to see that my captain has died... That's interesting. Similar ship build to what I'm using on my game where I'm slaughtering. Very interesting feedback. En1gma - can you comment on the Talents you were using in combat, the weapons you were firing, and at what range?
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