Posts by Mike_GSG

Nice_T-Shirt

Kinda. When Dreadnought got out - he triggered maybe 5 prox. mines (which destroyed his shield) and then he started running away from them. I lured him back by getting few shots, he ran back to me and I started running around those mines and hoping that I wouldn't die too. It worked, but I expected him to die instantly tho. Also, I was doing it in Hazard 2 just for fun.

Sorry If my English is pretty bad.

Your English is fine and I expect that it is a lot better then my command of your native language.

Hmmm... Does it happen often or was this just a one-off?

Did it work out?

Prototype_Grendel

I would buy one of these.

Me too!

toprongy08

Ah.. umm, they are on the other side!

Good save.

I understand your frustration with the continuous tweaks and changes. I intend to finally lock down the weapons soon-ish, though I can't give a date or even an honest estimate as to when as it depends on what other tasks grab my time. You have some good points in here and I will definitely use what you've said along with other players' feedback when I get a chance to look at the driller again. Hopefully you will want to drill again in the future.

Wesley_H

That's very useful info. Would it be right to assume that bigger the bug, bigger the radius?

Nope bug size has no relation to their "player detection range"

Wesley_H

Is there a definite number LURE can attract? Does it now have an effective radius as well?

No definite number and the radius depends on individual bugs (its the bugs that detect the lure and chose to attack it)

Good morning world.... Oh crap.

Well this sucks. Sorry miners, I'll alert a programmer when I get my ass to work.

Yeah, some more patch-note escapees... sorry about that. Please let me know if you find more.

+ Flying Nightmare did indeed get a radius decrease

+ LURE is no longer grabbing ALL the bugs in the area (The bugs attacking you can be attracted by the LURE but it is no-longer guaranteed) and multiple LURES do stack so you can distract more bugs by throwing more LUREs.

+ Platforms not sticking to machines is intended

+ The icon colours did get tweaked

+ White gunner class icon but green flares is intended

- Mactera projectile speed has not been increased but the Mactera are now better at switching targets which has made them more effective. Projectile speed increasing with Haz Lvl is intended and was in-game before Update 25.

- The tiny mineral veins are not something new we added, it is just a possibility of the cave gen system. If you are getting a lot more of them than before please grab a screenshot or video.

+ Removing the hologram collider is intended (It's a hologram after...

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BigBloodWork

The black screen on mission start is so annoying and I get it like 80% of the time. So yes. Please fix it.

We have top men working on it right now.
Top... men.

GSG_Jacob

That's not a bug - that's just the designers being mean.

He lies

Zuthuzu

just because you don't see an immediate fix doesn't mean it's not on our radar

Fair enough, but

KNOWN ISSUES: [a single bullet point]

This part does seem to contradict it to a degree.

Although it would be somewhat unfair to complain given the overall stellar quality of update, intensity of hotfixes, and volume of communication with community that GSG delivers, I can't help but notice that it'd be nice to take a look at some of those more serious fixes you're working on.

Specifically, I'm worried about the connection issues introduced in v25: black screens of death on mission start, desyncs of voxel maps and ingame objects, etc. Me and my mates have to reconnect or outright restart every second game due to that shit. It's not game-breaking, at least until it happens during a deep dive, which it hasn't yet, but it's highly annoying. And significantly raises our mission beer tab from all the false starts.

All of those things are on our to do list. With game-breaking stuff like the black screen on the top of it. The single known issue for Hotfix 4 is a new bug that was introduced with Hotfix 4.

Woops! Yeah it obviously slipped through the patch-notes, sorry about that. The mods were dropped from 80 to 40 and the base ammo increased from 140 to 160. Quick Fire ejector was also moved up to tier 1 (which is why it had that resource cost bug) . There were a few other tweaks as well to balance the various mod options in relation to each other. Like a buff to Recoil Compensator, an increase in base damage and a slight decrease in the Increased Caliber Rounds... I'll see about getting this and the other tweaks into the patch notes next time we do a hotfix.

Thanks, I'll take a look!

Happy cake day!

adeon

Yeah, I just kind of started writing as a joke and the pieces fell into place.

That was great, thanks!

This is awesome, thank you.

Thanks. Passed it on to a programmer.

Impressive.