What the FRICK were they thinking with the controls?
>right click doesn't default to POS
>the absolute fricking state of cursor-to-sphere interaction (a solved problem ever since Homeworld)
>inconsistent modifier keys for missile queueing
>NO TOOLTIPS FOR COMPONENTS
stay mad
>needlessly finnicky controls are actually good for the game... because it IS, okay?
They're doing it to make sure that homeworld fans stay away.
No idea why. It's just Homeworld with a little more detail based on modern naval weapon systems. Harpoon, which is far more "realistic", is more streamlined.
Nebulous really needs far greater range than what currently is in game. 100x the range would make it feel better. A speed increase for weapons, obviously.
Harpoon is a blue water navy game not a space game.
There's not many alternatives if you want to make a 3d navigation system without reference points. You're welcome to suggest a better one.
The stated reason is that it's easier to gauge distances in 3d space. Just trace the stalk down to the reference plane and see which ring it's closest to.
I spent something like 10 in game hours in singleplayer just so I wouldn't make a fool of myself in multiplayer.
It, uh, didn't work.
Well yes but I think it would make the game less fun and more laggy.
the game does have Mod support.
>>the absolute fricking state of cursor-to-sphere interaction (a solved problem ever since Homeworld)
I read somewhere years ago that there were patents interfering with this type of blob-on-stalk 3d radar design and when I saw that Nebulous uses blobs on arced stalks instead of straight ones I suspected it was still around. But I can't find anything on it.
It took me maybe an hour to get used to the controls and they're not bad. The missile queueing could definitely be better though.
i think the primary complaint is about how the sphere tool doesn’t gymbal-lock by default and translates your cursor location to whichever xyz plane the game feels like.
new devlog about the conquest strategic gameplay
they're cutting marine boardings, useless gays can't gamedev
don't the devs join in the [random ship] IS TRANS type moronposting on their discord?
The main reason why I never play Early Access games, is rumors like
end up being true and suddenly development "breaks down due to internal problems" and the game is shat out into 1.0 with last content update released 2 years before.
Phantom Brigade is a good example.
We can't help it. Vauxhalls are just so feminine
the discord is infested by troons as usual
Did you get kicked out for Racial Slurs again?
Works for ANS too. God, I love my Vauxhalls.
Honestly, how often do modern navies do boarding ops in the middle of battle?
Modern naval combat takes place entirely beyond visual range and involves weaponry that destroys its target on contact unequivocally. There's no reason to do anything but press the big button and watch a radar blip disappear 20m later.
The closer combat takes place and the more firepower it takes to destroy your target, the more sense boarding makes.
So how would you impliment boarding mechanics?
Not him. But, boarding would work after vessels have been disabled to capture them or unarmed vessels. It's more of a campaign thing in reality.
>new "dropship" class, between frigate and destroyer in size
>well armored, fast, maneouverable, but relatively expensive, no large mounts and limited power
>it can ram enemy ships to "dock" with them and send marines in to capture
>cruisers and above can be fitted with droppod berth mounts in large slots, which hold a couple pods that can be launched like missiles
>these are vulnerable to PD and don't have PD of their own so would have to be used carefully
>protectorate can put marine "warheads" in their cargo container missiles to get the same thing in quantity over quality format
>captured ships can be commanded but are very ineffective at moving and shooting
>main purpose is that they give intel on the other team's ships, ships with intel centres especially provide large data volumes
>captured missiles are effective too besides a heavily increased programming time (except CMD or passive radar ones which suffer from the same accuracy debuffs as cannons)
should be paired with a total rework of crew mechanics, I don't even think crew is functional at all currently beyond needing a certain amount for your DC teams
Boarding is a support tool used to fill the gap between "the ship has stopped moving/firing" and "escape pods are launching/the reactor bloomed", only really used in close range brawls to help gather info on enemy ship statuses and stop (or cause) reactor blooms that might affect your ships. They can also outright capture a ship, but this is only really relevant to the strategic layer without using a dedicated boarding ship that also manages to somehow board a ship that isn't already mission-killed.
Boarding teams consist of both combatants who kill/capture the crew and (combat) engineers who are capable of acting as reactor-only DCTs for preventing blooms, as well as causing them. While the capture of a ship is possible, very little can be done immediately without a suitably sized crew compliment boarding the ship, not to mention the likely incredibly damaged state of the ship.
Boarding related modules are generally sized like missile modules, and boarding vessels are PD targets (but of course more resistant than missiles). Protectorate also gets container boarding vessels.
Boarding vessels are designed much like missiles, with the same engine design triangle and modules related to type/amount of troops, armor, ECM, small anti-AMM PD, and various other kinds of modifications. This includes setting 'terminal' maneuvers that also attempt to target a specific part of the ship (fore, midship, or aft) - where the trade-off is between boarding accuracy and PD avoidance. Another "ROE setting" aspect is the capture priority list - do you want to move towards the reactor or CIC, works like DCT but for damage, including overriding on the DCT board.
For the strategic layer stuff, you can also 'abandon ship' or have ROE settings regarding when to escape (when the reactor is fricked), in this situation they simply use the boarding vessel as an escape pod and try to make it to the withdrawal line. Maybe you can steal their escape pods too idk.
Which is all interesting but not really plausible without a strategic layer.
>and involves weaponry that destroys its target on contact unequivocally.
no? Do you think you can sink a carrier with a single missile?
unless you're talking about nukes
>they're cutting marine boardings
my experience from Battlefleet Gothic 2 makes me say that this is a good thing
>no nukes
There's some strats where you try to trigger a reactor meltdown on your own ships since that tends to cause a nuclear explosion.
>NO TOOLTIPS FOR COMPONENTS
There are FULL descriptions for all components.
So it seems like the two best missiles in the game are ARAD/ACT S3 hybrids for ANS and EO Container missiles with Decoys or Cluster Decoys for OSP.
bump
The controls make sense once you learn them, it's just the initial learning that sucks.
-Someone who actually plays the game
I can't even beat the AI, yet the game is still fun enough to sink over 10 hours of nonsense into it.
Citadel CiCs are so tough you could plausibly loose everything on the ship BUT the Citadel.
feels like a MOBA but you can autistically design your heroes, the gameplay is just edging detection and setting favorable matchups
if the teammates aren't all in voice chat together, is it even a tactics game?
When will there be a good knife fighting weapon so I can have a kino battle like picrel? Pdcs in the game can't penetrate armor
Functionally, beam weapons and rockets. Common tactics are to use Keystone Destroyers with spinal beam guns. Aesthetically, you want to go with T20s and T30s as they can hurt ships while still having the rate of fire you want.
plasma weapons are only available for osp ships though right?
Yep. They don't do much damage but do weaken armor. Typically, you hit big ships with plasma and then rapid fire 100mm guns.
Beam weapons, on the other hand, are ANS exclusive. They melt armor AND cause massive internal damage.
This does not satisfy the dakka requirement though 🙁
So what are you in the mood for? 450mm turrets? 450mm casemates with an 8 round magazine? 300mm railgun slugs? Missile spam that would make Macross blush? Missiles the size of telephone poles? Missiles made out of conex containers? Mines? Smarter mines? Faster mines? Shuttles with nuclear reactors and terrible damage control?
have a nice day Warhammer neckbeard
All they had to do was RIP-off homeworld and it would be great
You know they're making a new homeworld, right?
Turns out you can kill just about anything with enough 250mm AP.
when armor dont exist anything can goes through your ship. so yes, even without plasma you can and will chip the enemy ship armor with anything. the question is how long it would take
250s liner are great againts anything but battleship, an Ax will get disabled by 3 250s lines with AP (60cm armor pen) quite quickly
>campaign cancelled
Well shit
I don't give a shit about multiplayer
No, it's still there. It's just a Conquest Scenario now. We might also see a set of single player battles in line with more typical RTS campaigns.
Can you play as just one ship?
Yes but it's tricky. Most games are 3k points which is enough for about 6 small ships, 3 mid-sized ships, or 1 big ship +escorts. My advice is to get into missile spam. It would be OP if most of the playerbase didn't catch on and go heavy on Point Defense.
Sure. A single Solomon is viable.
short answer is yes, you can get a single ship with 3k worth of point but that wont be a good a fleet.
the long answer is no, because it is not efficient to do so a good rule of thumb is to seperate responsibilities on different ship with an exception of capitals (Axford, Solomon, etc)
hence the need of multiple ships in a fleet
The controls are actually quite good so long as you don't try to align a broadside. Then things go Weird.
tbh they should have made the broadside sides of those ships be the top and bottom instead of left and right
it would make it easier to control, just point the arrow away/toward your target, instead of putting it at a 90 degree angle and hoping you got it the right way around
they got too carried away with trying to make it like an old timey ship instead of a spaceship
why does the ship captain complain when I tell them to shoot escape pods?
Because it's a waste of ammo? 450s are expensive, yo.
taking this chance to ask if i should play homeworld remastered or original and why
Remastered for compatability, Irc no change made other than ui and graphics updates and cinematic scene