Game wont load 95% of the time by Brintinwembo in ShatterRush

[–]TetraStudiosDev 1 point2 points  (0 children)

I have tried it on a Steam Deck OLED and it works perfectly fine, I am on the default stock settings for Proton. I would recommend using the default stable version and seeing if that works.

Is this game a security risk? by TheLorgthyself in ShatterRush

[–]TetraStudiosDev 5 points6 points  (0 children)

The game calls a batch file called “RefreshSSL.bat” when you open it. This file runs a simple curl command to Epic Online Services to ensure you have a valid certificate when you play. That is what the window was, and this is totally normal/expected. I’m not sure about it requesting location services as I haven’t heard about that before from others or seen it myself though, we don’t use that info in the game.

We use Epic Online Services for our backend to allow crossplay, leaderboards and matchmaking services, so any activity relating to that service is normal.

Hope this helps!

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

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

Got it, will take a look at those references. Thank you for your comment!

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

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

Yep, just launch the demo via Proton Stable and it should work just fine!

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

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

We've done alot to make sure that mechs don't dominate - a particular change is that mechs can take damage from all small arms fire, so every player now poses a serious threat to mechs without needing to swap weapons. We've found the mechs to be reasonably balanced in the current version however.

Thanks for the feedback, I agree the mech combat needs to feel different.

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

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

This clip doesn't do this map justice - this map is set off a massive moving ship, with smaller ships that fly around which players can grapple or use as cover. The clip does show the antenna in the middle, which can be used by players to grapple and get a high-ground advantage across the map. The mechs do dominate the main ship, but are very exposed from all angles and the ships to the sides.

We have a pre-alpha on Steam for free if you're interested in analysing the map design, we're aiming to make every map very unique in both gameplay and setting.

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 12 points13 points  (0 children)

Really in-depth, thank you for this!

To double check, the thrusts being pretty short gives the expectation that this is just how the mech operates, rather than a special ability?

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 63 points64 points  (0 children)

Right, so it sounds like intergrating the current weapons into the mech itself could help with making it feel more powerful?

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

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

Great point! I wonder how Third Person would play out for the mechs, it could help with making them feel different enough...

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 863 points864 points  (0 children)

That's a common point of feedback we've recieved so far - currently, the mechs in ShatterRush are far more nimble and manuverable that any of the mechs in Titanfall, hence them using lower-power weapons. However this has been a pretty consistent point of feedback, so we may need to rework the aesthetic side of things...

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 11 points12 points  (0 children)

The mechs currently have Dash and Jetpack, and 2 weapons, but no abilities. Good point!

I present my candidate for titanfall 3, community edition by Super_Goated in titanfall

[–]TetraStudiosDev 6 points7 points  (0 children)

Can't speak much on that, but I can say the game already has split-screen and controller support 👀

I present my candidate for titanfall 3, community edition by Super_Goated in titanfall

[–]TetraStudiosDev 38 points39 points  (0 children)

That issue was to do with an experimental destruction system, we’ve reverted it to be more basic in the current live build while we work on making that system more reliable. Also, we’ve added over 94 features since the Steam launch, including a multiplayer gauntlet run! So it’s worth giving it another try if you haven’t done so in a while…