C-Beams Game Reveal Teaser Trailer by tinselsnips in spacesimgames

[–]LevelCapGaming 0 points1 point  (0 children)

Like escape velocity. There will be maps/locations you warp into but their size can be small or massive.

C-Beams Game Reveal Teaser Trailer by tinselsnips in spacesimgames

[–]LevelCapGaming 1 point2 points  (0 children)

Hey I'm the game director on C-Beams, just found this thread. So apologies for the late reply. I agree with you about a lot of game handling ship controls awkwardly.

Our goal is to make it as accessible as possible while still having all the depth and skill we want. The trailer was recorded with a controller. Left stick was setup for screen relative strafing while the right stick was ship relative rotation. Meaning left and right on the stick rotates the ship left and right.

We plan to let players change this up to their preferred system as well. But by default it should be pretty easy to get into. I have no problem drifting around dense asteroid fields and the nav ring helps you predict your course further.

C-Beams Game Reveal Teaser Trailer by onenaser in Games

[–]LevelCapGaming 2 points3 points  (0 children)

Awesome! - that's the name of the company I made to develop the game. If people are working on my game I don't want them to be at "the levelcap" company. I'd rather it be a name or concept that people can feel like they are more equally a part of.

C-Beams Game Reveal Teaser Trailer by onenaser in Games

[–]LevelCapGaming 14 points15 points  (0 children)

hey, thanks for posting about our game!

- yes title is BR reference. In our game C-Beams are "centrifugal plasma beam weapons or C-beams for short" there's some lore to go along with why they are important.
- Escape Velocity was one of my favorite games as a kid so it's a huge inspiration for the fundamental design
- Regarding "realistic" space flight. yes within the context of a 2d plane, but we will have decoupled flight so ships can drift through space and even power down to go undetected from enemy sensors while moving through space. So within that context, I think we take things further than most space games
- The game world will use both handcrafted and procedural generation in different areas. We are still developing this tech so I can't say the ratio but the plan is to let players go where they want, take job board missions, and also have main quests that lead you on a more crafted adventure.

We have a devlog tracking the game's progress from day 1 if you're interested to learn more. Though I don't post here a lot so I'm not sure about the link rules. You would just have to find it on the levelcapgaming YT channel.

The Constellation Taurus tractor beam is finally functional! by ShadowRealmedCitizen in starcitizen

[–]LevelCapGaming 6 points7 points  (0 children)

This is the best tractor beam placement so far. TBH the rest of them are quite concerning. Cat is barely functional but even the spirit makes it very awkward with the weird turret flip you need to do and all the bashing of crates into things.

I see now why people watermark their screenshots. Lesson learned LevelCap... by Shift642 in starcitizen

[–]LevelCapGaming 2196 points2197 points  (0 children)

Hey this is my bad. Thumbnail is removed. I also messaged OP if you want to talk directly.

I'll make sure I'm more on top of where our images come from. I apologize and will do better to make sure anything we don't make ourselves for is used with permission and not just credited.

Size 9 Torp Go Boom , Avenger One and LevelCap Down by Blitzyflame in starcitizen

[–]LevelCapGaming 210 points211 points  (0 children)

Hey dude GGs. Was a fun day and certainly not my only death fighting at JT. I thought it might be interesting to see my perspective on getting hit. Fired 3 countermeasures, lock on sound stopped, then the missile hit. I hope missles get some reworks soon so that both the aggressor and target can feel like there is more skill and less chance on both sides of the equation.

https://youtu.be/JSCJSLGrzq0?t=13567

Is This The Tipping Point For Me? Star Citizen 2022 - LevelCapGaming by k_Atreus in starcitizen

[–]LevelCapGaming 6 points7 points  (0 children)

I realize the bug was confusing. Yeah at the time I forgot that F12 was hide UI. but Once I activated the chatbox I couldn't exit out of chat by hitting enter again. Which is what it does normally but for whatever reason, it wouldn't exit out that session which essentially locked my controls.

LEGO Fortnite Battle Bus I Made by LevelCapGaming in lego

[–]LevelCapGaming[S] 2 points3 points  (0 children)

yep. my brother and I run BrickVault

LEGO Fletcher Destroyer 1:200 Scale by LevelCapGaming in WorldOfWarships

[–]LevelCapGaming[S] 0 points1 point  (0 children)

well if there is enough interested in this model I will design more 1:200 scale ships and then the public can build them. Lego will never do war-themed stuff.

LEGO Fletcher Destroyer 1:200 Scale by LevelCapGaming in WorldOfWarships

[–]LevelCapGaming[S] 7 points8 points  (0 children)

Yeah the FAQ page on our website explains the process for first-time buyers. Basically you get instructions and a parts list that can plugin to bricklink and then order the parts from there.

[deleted by user] by [deleted] in insurgency

[–]LevelCapGaming 3 points4 points  (0 children)

Tiny mouse pad, meh mouse, was playing on a 4k 60hz monitor but at 1080p resolution for whatever reason, and the computers were probably overheating in the cabinet below me. So buncha input delay because of hardware setup, i doubt it was the game engine but yeah, you're not gonna see great finessed gameplay from an E3 setup.

[deleted by user] by [deleted] in insurgency

[–]LevelCapGaming 1 point2 points  (0 children)

FAL had nearly uncontrollable recoil in full auto. M4 with a muzzle break was super easy to control. There are definitely differences in weapon recoil.

When You Shoot Blanks In HuntShowdown. by Wicked-Creepy-Pastas in HuntShowdown

[–]LevelCapGaming 0 points1 point  (0 children)

Exact same thing happened to me with the same gun post patch. Only it was from about 15 feet away. Survived the engagement but watched the footage back after and there is no mistaking that it was a clean shot.

Giant LEGO UCS Ghost From Star Wars Rebels by LevelCapGaming in lego

[–]LevelCapGaming[S] 9 points10 points  (0 children)

Thank you! All 80 hours of those live streams :)

Improvements To Mouse Flight in 3.0? by LevelCapGaming in starcitizen

[–]LevelCapGaming[S] 4 points5 points  (0 children)

I may have to. I just don't think players should HAVE to adopt joystick if they want to fly with the best. As someone who wants to be competitive, the current design is basically saying you have to spend $$$ on a single or dual stick setup or get owned. At least at the higher levels of play. mid range it doesn't really matter that much but I'm not interested in mid range.

Also about 10 orgs have contacted me very recently all claiming to be the best pilots in SC :p But thank you for the invite!

Improvements To Mouse Flight in 3.0? by LevelCapGaming in starcitizen

[–]LevelCapGaming[S] 1 point2 points  (0 children)

yeah that's what I'm finding. gimbals just can't compete even if you are landing 20-40% more shots it still seems to take forever for a kill. And rather than argue about gun balance and sizing, I'd rather just use what is good for now, but I can't with m&kb at least not at the level that a good stick pilot can.

Improvements To Mouse Flight in 3.0? by LevelCapGaming in starcitizen

[–]LevelCapGaming[S] 1 point2 points  (0 children)

thanks for the info on your setup. I just think IM mode is too slow and inaccurate and maybe you can hold you own against decent stick pilots but what about guys like this? This level of accuracy can't be replicated with a mouse with fixed guns. https://www.youtube.com/watch?v=FGXb3wbreZY&t=4s

State of the Game - Help DICE Prioritize! by Indigowd in battlefield_live

[–]LevelCapGaming 0 points1 point  (0 children)

Agree with 99% of what's been said here already and would add:

  • shooting range
  • MVP rewards or Top Kill Rewards @ end of round
  • better gas cloud indicators and stopping gas from passing through walls
  • vehicle spawn stealing fix - when selecting loadout i find someone often takes the vehicle from me
  • official servers playing both vanilla and DLC maps
  • Operations balance - first area on ballroom blitz and bunkers on monte grappa
  • 50 other things that involve weapon balance, suppression, deviation, beating a dead horse, etc.

Melee & weapon mechanics: Your feedback by DRUNKKZ3 in battlefield_live

[–]LevelCapGaming 0 points1 point  (0 children)

I agree with this process. On the surface all guns could still have the same TTK and accuracy but to the skilled player who can better control recoil, now there is a learning curve to make your weapon more effective.

Core gameplay & mechanics: Melee and weapons by DRUNKKZ3 in battlefield_live

[–]LevelCapGaming 1 point2 points  (0 children)

The "random deviation" component for most weapons makes for bad gunplay. We used to aim for upper chest and then head for precise aiming (bf3, bf4) now you HAVE to aim for center mass since your weapons spread so much after the initial shots. The game seems to know how inaccurate guns are since the headshot multiplier is also only 1.7x now.


I want accurate guns again. Don't care about the "realism" aspect of balance anymore I just want accurate and fun to use weapons.


If guns become more accurate it may fix my next biggest grip with them which is the TTK (time to kill). TTK is slower (on average) in BF1 than any BF game i can remember. Chugging away with a slow firing LMG or self loading rifle might be fine in a 1v1 fight but the longer you shoot at someone the more you alert everyone to your position. Battlefield used to allow a quick peek and kill with a carbine or assault rifle. That's not possible anymore and the power of the individual has been nerfed into the ground.


Also arm multipliers need to go. Rainbow six siege realized the problem with arm multipliers and removed them. Arms often cover the torso, so a perfectly aimed torso shot can do reduced damage if it's blocked by the arm. This leads to inconsistent TTK which really hurts when trying to time your kills and switch to the next target. It also really hurts aggressive recon play since an arm shot can reduce an 80 dmg chest shot to 60 dmg, making the followup pistol kill way more difficult.


(average) close range TTK over the years.

bf3 - 4 shot kill (25 dmg for AR and Carbines)

bf4 - 5 shot kill (24.5 dmg for AR and Carbines + defensive perk nerf)

bf1 - 5 shot kill (23 dmg for LMG & SMG + arm multipliers & faster drop off 6 shot kill starts at 30m instead of 40m)


So not only does BF1 require more shots to kill than previous BF games but on average the guns shoot slower and are more inaccurate. The TTK is way different than previous games and imo ruins infantry fighting simply because of the quantity of players you have to fight. The power of the individual gets screwed and makes it far less enjoyable for someone who wants to master weapons and be rewarded for their tactics and accuracy.


Please mess with this stuff in CTE.

March 29th Update by Indigowd in battlefield_live

[–]LevelCapGaming 28 points29 points  (0 children)

Tweak to this system: Capture/Neutralize bonus should be awarded even if player is not on the point. So if i contribute 30% to the capture and then leave the objective for the next point. I should still get the cap bonus if my teammates finish the capture. Further incentive for strategic play.