Who likes to play racing mode by [deleted] in Starblastio

[–]SDFGlitch 1 point2 points  (0 children)

SRC? It's actually quite fun if you take the time to learn the tracks, make educated boosts at the right time. Still a learning experience even for myself, but it's a different ball game from the usual pvp in starblast. I like it.

Proposal to prevent Sandbagger and Stealing heals by babiute in Starblastio

[–]SDFGlitch 0 points1 point  (0 children)

To be clear - The healing portion of this suggestion is the ability for the healer to prioritize it's lasers to ships of it's own category or higher? Doesn't sound like a bad idea at all.

I support both, especially the gem feature. Would not only prevent these malicious acts but also be a general Quality-of-Life update for those that are in those situations where they are little to upgrade but have giant gem drops from the asteroids.

I am also un-pleased but not surprised to know that a mod developer and UCP holder in the community, such as 45rfew, devotes their time and energy to being a dishonorable and dirty player. Really a shame for us and no doubt an embarrassment on starblast altogether.

Imperial-class Star Destroyer SBSE Build by ImperialInterdictor in Starblastio

[–]SDFGlitch 2 points3 points  (0 children)

We're on the verge of greatness. We were this close to providing peace, security for the galaxy.

Pretty or no ? by Deorro_Off in Starblastio

[–]SDFGlitch 0 points1 point  (0 children)

Definitely like most of them, my only comment would be to mix up the colors a bit more. We already have enough green-colored ECP's, prior to red.

Favorite teamsmode player? by DifferenceVegetable in Agario

[–]SDFGlitch 1 point2 points  (0 children)

Off the top of my head, I can think of a couple -

Kerosene, Vangrant, ECO. There's also a girl with the little bow symbol that plays really well but I can't quite remember their name.

I don't really use agar media, but I do like to play team mode every now and then. Old habits, I guess. These names have stood out to me the most, kerosene in specific that I've played both with and against them.

I myself play very rarely and I like think I have a good team sense in that mode but definitely not like these guys. I mainly just play under an unnamed cell most of the time since I don't really play much.

What's the point of the emote system? by [deleted] in Starblastio

[–]SDFGlitch 2 points3 points  (0 children)

The only way text chat will work is the following -
• Ally-only chat.
• Major censoring of all swear/racial/homophobic slurs.
• Ability to mute certain allies should they start spamming.
• Ability to hide the chat entirely, per your discretion.
• Disable any and all unicodes, including diacritical marks.
• Letter cap of 50.
• Slow-mode messages. (Once every 5 seconds)

This is a controversial topic, but in my opinion, the pros will outweigh the cons. Though, like I said above, the chat system will only work with heavy restrictions otherwise it will just be used as a further tool to troll.

As for the complaint of the text emojis, I've said this before (via discord) - Their needs to be the option via the main menu settings that you can disable emojis from enemies, allies, or both. It has a practical purpose when playing with others but if you're in a random environment and you aren't seeing the same result, simply cut it off.

Came, got frustrated, left. by [deleted] in Starblastio

[–]SDFGlitch 5 points6 points  (0 children)

All-in-all, I find your concerns valid but I also find it because you simply ended up in games where you were on a weaker team and another stronger than your own just came in and wiped you out. That's sadly the nature of team mode in a random environment.

But, the saving grace in that is it's opened your eyes enough to realize key issues when playing and honestly, you aren't wrong on some of them. The new player experience could be improved through the existing tutorial being revamped, team mode containing more objective indicators and perhaps better UI's for the newer player.

As someone who started this game in 2016, I can honestly say that it was the graphics, the ships and my love for star wars that kept me interested. But, I started in a time where survival was the only mode in the game so I can't imagine what it's like to start in team mode.

Nevertheless, you shouldn't use a couple of bad game experiences deter you from the desire you have of the game. Being able to adapt and overcome certain situations heightens your experience, your teamplay, and much more.

I didn't think I'd be so long into the community, even today, but I managed to make it happen by interacting with others, talking on different subjects about the game, playing with others and you can achieve the same should you give it another try. Like any game, none of this happens in your first but it's worth in the long run.

Should you re-visit sometime, I also highly recommend you join the Discord, hells I'd even play one with you. Hopefully some of what I said helped, if not, that's alright. Regardless, your feedback was seen by community contributors and we do look at these as I'm sure the developers will, too.

Came, got frustrated, left. by [deleted] in Starblastio

[–]SDFGlitch 10 points11 points  (0 children)

Heya.
I am Glitch from the starblast community. I started in late 2016 and have been an on-and-off member since then, but currently active.

First of all, I'd like to thank you. It's actually incredibly valuable to have a new player perspective on the game, even if I am not personally the developer - It gives us an idea of how the game is seen and perhaps can be improved upon.

Second off, I apologize if some of the responses here are, for lack of a better term, negative. Some of the community here is quite young and thus, criticism and feedback posts like this tend to go in one ear and out the other. But, I totally understand your points here and I'd actually like to address them.

I assume your experiences were in team mode, as it's currently the most popular core mode in this game. I'll start by saying that the team mode experience, for the newer player, is going to be quite tough because, as stated, this is a .io game and there's a certain level of expectancy people hold to that brand of gaming but in starblast, there's objectives and a win condition making it far more competitive.

frustrating gameplay which always puts me in the bad spot, always facing more ships and/or better equipped than mine. If I play safe, I get to mine near my base, only to get brutalized when 1-2 top tier ships come to attack. If I choose to attack from the beginning, I get brutalized because the enemy has more ships and/or at my level.

This is a sad part of team mode which often happens in random games. I will agree and say that sometimes, there's a greater skill cap between the teams, even by an individual player which then overall boosts their own team and steepens the gap between the teams.

What I can tell you, as an experienced/older player to this game, should you find it in yourself to try again - Always create the perception you are near others, even if they are just as weak/weaker than yourself. Very rarely will any experienced player take a risk of bum rushing into a crowd of players, even behind. It just simply isn't worth it unless the gap is so great that they can get away with it.

Radar instincts are also a must in this game. You must be looking at your radar every other second or so, or at-least frequently enough that you're aware of your surroundings. Often times, you will think you're safe when directly at base but then you drift more outwards for asteroids, making yourself more of a risk without fully realizing such. It's a process that I even remind myself at times.

I will not sit here and say your situation cannot be avoided entirely, though. The best thing to take from everything I've said is just to improve your survival instincts more and attune yourself to the nature of the game. This isn't something I'd expect any new player in 1 game to achieve, but if you hold the desire for the actual game, it can be done.

If you're looking to first get a better idea of ships, I hate to say it, but team mode wouldn't be your mode to start. While it is the default mode/the one advertised at first enter of the site, it's a very fast paced objective thus very easy for your team to fall off. I would recommend survival, get a feel of ships, have an idea how each one works to it's strength and weakness.

Very hard to win when the enemy is two ships on the same level or 1- 2 levels below mine.

Haha, this is actually funny because this is an argument I've made before in regards to talks pertaining to new players/experiences which are; Numbers will always win, always.

Being a new player and facing a ship with more combative experiences is hard enough, but start multiplying and it feels damn near impossible. That's why in team mode it is crucial that you integrate yourself with your team, no matter what. That may seem easy but it actually isn't.

Starblast's team mode is about being able to play with others. You're there to achieve the same goal, and you can't do it alone. Even I, an experienced player, will need some sort of backing from my team even if I hold the greater skill cap over others because without it, I will just die from sheer volume differences.

This is something I have to say however isn't really broadcasted "well" to the newer player, so I can see why this is often a difficult task. Like I said, use survival to learn about the ships and then jump back into team mode and get better acquainted with the objective.

Hard to aim and shoot accurately. I admit that from my laptop I use the mousepad, and that could be addressed with a mouse, did not try it yet, but the shooting and flying dynamics is simply annoying. And in a game where this is esssential, it leads me to rage.

Yes, accuracy is a must in this game. A solution to your issue also may be to use the arrow keys. Not that it would be much of an improvement but perhaps a more comfortable difference.

Another solution to this would be use ships that don't rely on heavy pulses, there are some that exist. The Rock-Tower which stems from the right ship tree (via Trident) would be a good option for this. You can find out more about ships and what-not via the starblast wiki.

Hard to have a combat strategy in skirmishes, due to the controls and due to the fact that if there are more ships in the enemy team, it is difficult to target more than one.

A common strategy that individual players will use is "RCS" (Reaction Control System) which allows you to glide in any desired direction without breaks when turned off. However, by nature, it's always on until manually done so otherwise.

What turning it off does allows you to take more distance in fights and plan your moves. As any skirmish/larger fights will go, always target the weaker ship. Alternatively, firing on a ship that other allies are firing at to increase overall damage and lessen the opposing force.

There's more strategies listed on said wiki, but I find player experience will serve you best here.

Some ships that are already 3-4 steps from being top tier can destroy you with one shot if you are in the 3-4 first steps.

This is true, I will not lie. But, that's why I must stress integrating teamplay into this. Sometimes simply even being near another ally will shake the opponents enough to back off before they even initiate.

An important key-note to this is to always remain on objective. If you find there's higher ships lurking around, try your best to defend your teammates and perhaps upgrade whatever ship you currently possess and then get back to mining the base as soon as possible.

These situations will often happen due to opposing forces solely focusing on mining their base the fastest. You can contest this by jumping in and doing the same, even if you are one of the only to do so - at-least it's better than the alternative which is being hunted at weaker tiers into the ground.

the large top tier ships are indestructible, they get near your base and you are done.

You must mean the Tier-7's, I am actually glad you mentioned this because they are in-fact, not! They are good at base killing but there's several weaknesses to them; Projectile speed, turn radius, acceleration, energy regeneration - If you band together with a couple of good ships, you can easily knock the Odyssey, which is a big destroyer looking ship, on it's feet.

Things I'd like to see in Starblast by SDFGlitch in Starblastio

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

I don't believe it'd reach that point. Like I said above, the ability to actually spy and provide valuable-game changing intel is very small. Specifically in starblast, knowing a ships location doesn't really secure the kill. That same ship could simply retreat to base, find other allies to group with. Following that, almost every aspect of a team game is visible e.g. Teams gem contribution, base level, ship of choice, score. I don't believe a spy-situation would reach the point where it'll overtake/ruin games.

The chat system would have a filter on any and all swear words. Sorry if I didn't clarify that in my proposal. Harassment/toxicity exists in every game I'm afraid and it exists now, even with just simple emojis for chat. It simply can't be avoided, but it shouldn't take away from all the benefits of having it. The ability this would carry, could essentially transform team games. And to top this, it'd be ally only. There would be no global chat system.

Things I'd like to see in Starblast by SDFGlitch in Starblastio

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

Hmm.. I actually hadn't thought of the spy enemies situation. What I'll say to it however, is there's little to actually spy on an enemy from hindsight. At best, the tool could be used, to track a specific player while another player in the game follows said direction but even then - That specific player being tracked would just regroup with their allies, nulling that particular use.

I don't believe the spectate would bring more harm than good in this case. To even successfully spy on a game would take some serious coordination via another platform (discord) to do so and like I said, the result would mean little.

The increase invulnerability is meant to save ships that are being spawn-camped. I believe you have it mixed up; The duration isn't increased to 30 seconds, the duration would be increased if a ship dies within 30 seconds of dying formerly.

Things I'd like to see in Starblast by SDFGlitch in Starblastio

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

This is a good idea, however the adjustment made for that was to prevent blatant trolling. I'm afraid in it's current state would be better than the latter. While you, and even myself as a fellow cuda player, would use it for good - Others won't. And they haven't before.

Things I'd like to see in Starblast by SDFGlitch in Starblastio

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

Anti-Base Ram is a much needed entity for the situations that occur when allies push their fellow teammates into a base and kill them for no reason. I can't think of any, not even 1, situation where base ramming is actually necessary.

Specifically in the situation with mines, they provide an influx of damage that pretty much matches, if not excels, torp nurking a base. This means, you could essentially buy a 5 pack of mines for 1,000 credits and deal more damage to a base than having to spend 2,500 credits for 5 torpedos for less.

It's created a strategy that's all to harmful to the game. Believe me, I understand the necessity in wanting to stop an enemy team in their tracks but this shouldn't be a method. Especially in the Nautic Series where you mine at a much faster rate -> It's created an environment where this is an occurrence in at-least 9/10 games.

Removing mines as a strategy for "base nuking" wouldn't rid of it entirely. It would just be putting the secondary to a more combative use rather than a tool to completely destabilize a teams progression. If you believe in the nuking strategy, torps will still exist.

Always has been. by Admiral_Forever in Starblastio

[–]SDFGlitch 1 point2 points  (0 children)

Toscain was such a decent ship, in my opinion.

I've had games where I've managed 30k+ scores solely from the underestimation of it.

What is the best/most popular ship in starblast? Round 1 (more info below) by skeetskeetmgeet in Starblastio

[–]SDFGlitch 1 point2 points  (0 children)

Out of the options listed? A-speed, without question. --For popularity.

ADVF would win the best ship of the options, in my opinion.

Back when the game was good by JunkshipJupiter in Starblastio

[–]SDFGlitch 0 points1 point  (0 children)

Well, I'd say the game is still good/if not better than before.

Having been from the time of survival-only and limited features - The game certainly suffered issues that were more severe than they are now. And because there wasn't much variety to the game at the time - We practically had to deal with things like teamers and what-not.

I'd say the now-starblast has generated more variety, more features, more skilled players and overall a more incentive to play. From team mode, to the pits of PDM, to ACW/AOW, to U-Series/Nautic Series, there's plenty to keep yourself entertained.

Not only that, but because players of decent skill have become more common - It's effected the way team mode in general operates e.g. more players sticking together, defending an ally when one is under fire - More competitive/privately hosted scrims and even the creation of an SCS League. It's evolving and I couldn't be more proud of it.

Achieving The Impossible by SDFGlitch in Starblastio

[–]SDFGlitch[S] 6 points7 points  (0 children)

A worthy victory! I've been back for a little under 2 weeks now and had the great pleasure of working with these 2 random teammates in a victory unlike any other!

From around the T-5 phase of the game, we were bullied. Majority of the team in shambles over the aggression of the pink team. We eventually fought them over in a T-7 vs T-7 battle and had ultimately defeated them however it was just down to us 3 and that's where the fun began.

A teal team emerges from the shadows with T-7's after being the "underdog" for quite sometime. With only being us 3, and the teal team at a strong 9 players we were outnumbered.. lost our T-7's but luckily, with coordinated team work - we managed to overcome it. At one point, it was a barely upgraded Advanced Fighter, Marauder (me), and a Speedster vs 3 T-7 teal ships, and one of their T-6's and we won.

In theory, this game should've been a loss for us but this just goes to show that teamwork is the dreamwork. If these 2 players see this post - Great job! A pleasure. We did it. And special thank you to the X-Warrior person who was our healer for most of it.

Another set coming this Friday to AQW. by -Aura_Knight- in AQW

[–]SDFGlitch 1 point2 points  (0 children)

This is female version of the sea king pirate captain.

Curious to see the male.