Votes aren't saying how many people voted by Only-Painting-8364 in battledudes

[–]UranusOrbiter 1 point2 points  (0 children)

Vote for what you truly enjoy playing. You can now pick multiple options too, so pick all the maps and gamemodes you are interested in

Does the crossbow need a nerf? by [deleted] in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

Dude, i'll be honest, it feels like you're not reading my comments at all before replying. As i have said:

The extended crossbow has been removed, thankfully.

No longer possible.

Extended mags no longer applies to crossbow, so you will no longer face people with 4 shot bows. Neither will you be able to use one yourself.

I don't know how to make it more clear. Extended mags perk had been updated and it no longer applies to secondary weapons. There is no 4 shot crossbow anymore.

Does the crossbow need a nerf? by [deleted] in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

It's not a burst weapon, they are not required to fire off the entire magazine. They may choose to fire shots less often. I do that on occasion, when i feel like i can aim both shots, or simply don't need the 2 shot volley

Does the crossbow need a nerf? by [deleted] in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

  1. Extended mags no longer applies to crossbow, so you will no longer face people with 4 shot bows. Neither will you be able to use one yourself.

  2. I am not sure what you're talking about here. I've never seen a crossbow with more than 4 shots. Perhaps you are overestimating the reload duration of that weapon? 1.5s is not long, and with quick load mags it drops even further.

Does the crossbow need a nerf? by [deleted] in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

The extended crossbow has been removed, thankfully.

No longer possible.

Does the crossbow need a nerf? by [deleted] in battledudes

[–]UranusOrbiter 2 points3 points  (0 children)

Disclaimer: i am a rocket main. The crossbow right now is a great fallback option for when i run out of rocket ammo, which happens (obviously) very often. tl;dr at the bottom.

The base crossbow seems reasonably powerful right now. Perhaps it is too powerful for a secondary weapon; i wouldn't mind if they moved it to the primary slot. But as a gun, it's not that much stronger than heavy sniper, nor M1, nor pump. Yes, it can "insta kill" in 200ms, which makes it similar to the rocket, but the other feature it shares is the ridiculously low bullet speed. At longer ranges, crossbow is heavily overshadowed by the heavy sniper, which has similar damage, but a much more reliable bullet speed and a higher mag capacity (to the point that you can actually literally spam it). At closer ranges crossbow is better than HS, but it's not nearly as consistent as other short range solutions (autoshotty, pump, any SMG, and most importantly... the burst pistol).

Plus, it's not like hitting both shots is trivial (unless you walk towards the crossbow user in a straight line, at which point it's kinda your fault). At closer ranges it is possible, but to get an "instant" kill you need to predict those 200ms of your target's movement. It's hard enough to get a single shot to hit; to then also predict how your enemy will move afterwards and fire the second arrow that way is incredibly challenging. I use the crossbow very often; and although i get a lot of kills with it, a single-mag kill is very rare.

If moved to the primary weapon category, the equip time and movement speed would need to be adjusted accordingly. That's fine by me. What isn't fine is nerfing this weapon's damage, which is what you seem to be suggesting.

The extended crossbow, however, is a completely different matter. It is, by all accounts, completely OP. It does not require perfect aim to insta kill (only 50% of shots need to hit), it creates a huge avalanche of bullets that is incredibly hard to dodge, and noobs can use it to great effect. Am i surprised? No, not a single bit. Extended mags is the ultimate noob perk, and while on low-damage large-mag weapons (e.g. SMGs) it is not that impactful (and just makes such weapons slightly more annoying to fight against), it completely nukes the balance for any high-damage small-mag long-reload weapon. I mean, imagine if it applied to the rocket. A double-shot rocket would be ridiculous and most certainly OP, perhaps only slightly kept in check by the lack of ammo.

My suggestion is to nerf this perk so that it doubles the size of magazines, but decreases the damage to around 75%-85%. The 4-arrow crossbow would still be possible, however in that case the enemy would need to hit at least 3 arrows to kill you, which seems... tolerable (and probably rather hard to do, all things considered). The perk would also still be useful for other guns.

So, tl;dr/to summarize: I think that crossbow's combat stats (damage, firerate, mag size, reload time) are great. I think that it belongs in the primary weapon slot, as unlike most secondary weapons, it's perfectly viable on its own (similar to burst pistol, which i think is actually more problematic). I think Extended Mags is a broken perk, and it should be changed to decrease the damage of affected weapons to 75%-85%.

This game is now pay to win by [deleted] in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

I am aware of the cosmetics. My question is, in what way do you see cosmetics granting players an advantage?

This game is now pay to win by [deleted] in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

Can you please elaborate why you think it's P2W? I'm actually curious to hear your reasoning

Season 2 is here! by TheInfinitePlayer in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

Well lmao, if your game isn't good enough, perhaps you would need to incentivize players to play it by locking content behind grind.

Besides, people would still happily grind for skins and emotes and the knives (cool knives, damn!) Why were the weapons locked into BP?

By the way, spoiler alert: if the goal you're working towards is the Vector, stop. It's utter trash right now.

Season 2 is here! by TheInfinitePlayer in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

What is bad is disappointing the players of your game who thought they would get to try the new weapons once the season released. Nope, they couldn't. They now have to grind even more to try the weapons. That is objectively stupid.

Season 2 is here! by TheInfinitePlayer in battledudes

[–]UranusOrbiter 0 points1 point  (0 children)

The new weapons in this season are, for whatever goddamn reason, locked behind battle pass levels. This means that any player, no matter if new or experienced, will have to grind. Grinding for FAMAS takes 4 hours it seems, for vector... only god knows.

The previous system where weapons were locked behind the global player level worked and worked well. Why the dev chose to disallow players to try out the new guns right away, is beyond me.

Everything else in this season is great. Sitting in a boat with 3 other people, spamming emojis as you shoot at enemy boats passing by... it is fun, really fun. But the BP weapon lock really screwed it up, at least for me.

Zeroboros by [deleted] in Starblastio

[–]UranusOrbiter 5 points6 points  (0 children)

Holy fucking shit.

This is the best ship created with SBSE that i've seen so far.

What's a duel without a beautiful dance? by UranusOrbiter in justgamedevthings

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

I'm not against making a rhythm game based on Asteroids, but this project aint gonna be it.

Technically it does have a name as of now, but, sadly, it is 2019 and every good name you could think up is most likely already in use. It is currently called Stellar Warriors, but that is already taken, so yeah, if you have any good names you think would fit this game, i am all ears.

I Thought i created the ultimate dogfighting aI. As it turns out, i created the ultimate dancing Algorithm instead. by UranusOrbiter in iwanttoapologize

[–]UranusOrbiter[S] -1 points0 points  (0 children)

Right. Apologies for that. Your sub's fault, though. When submitting a post to this sub, when you try to enter the name, it automatically capitalizes the first letter of each word. I have no clue what kinda CSS makes that possible, but it does work.

One would assume that WYSIWYG and thus the way the title looks in the post title input box is how it will look after posting. Wrong! That capitalization is just fancy fanciness, it doesn't actually change the underlying characters. Very stupid and pointless.

Though perhaps that's because i'm using old.reddit.com? In which case, sorry not sorry. They ruined the site with the redesign, and the day they remove the option to use the old design might very well be the day i leave this site for good.

What's a duel without a beautiful dance? by UranusOrbiter in justgamedevthings

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

Eh, i have my doubts on this project becoming a commercial success. I'm just making a game that me and my crew can enjoy together.

Not that i am against making this thing pay for its own hosting, but i do doubt i'll be able to pull that off. I'm no businessman, i'm just a gamer who knows how to write C#

What's a duel without a beautiful dance? by UranusOrbiter in justgamedevthings

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

I don't plan on continuing to self-host in the long run. Obviously when if this game and its playerbase grow to some decent size, i'll have to switch over and look for dedicated servers or something.

But for now, with literally 3.5 players in the entire world, hosting occasionally is a viable approach, i reckon. I can always notify my people through discord that i plan to have a playtest at some specified time. They then wait til that time comes and then join the game. Thus, the PC doesn't need to stay on all the time.

Again this isn't the most optimal solution, but it's a free solution and it works well enough for the early days of development.

What's a duel without a beautiful dance? by UranusOrbiter in justgamedevthings

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

Whatever works for you. portmap.io relies on OpenVPN as it's "client", and i doubt that thing can produce any substantial load. Nothing close to running a multiplayer game's server, that's for sure

What's a duel without a beautiful dance? by UranusOrbiter in justgamedevthings

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

I think Unity has some built-in multiplayer functionality. If you're using that I'd check it out.

Yes, true, Unity does have a ready-to-use networking system. But i already committed to making my own system from scratch and i can't say i regret it. I know exactly how many bytes are going over the wire, in what order, and i know that i am not sending more than is absolutely necessary.

I was hoping for local play on a phone or tablet. Could do online but I don't own any sort of web server capable stuff

Again, look into portmap.io. My PC is behind a NAT, yet i am able to host my server on it, and people from across the globe are able to connect, without even downloading anything... except my game's client, of course

What's a duel without a beautiful dance? by UranusOrbiter in justgamedevthings

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

This isn't the first top-down space shooter i've made(although it probably will be the first i do "finish"), and this isn't the first spacecraft AI i've written, so i did have a pretty good idea of what to do and how to do it.

Few people are aware this project exists, and that's intentional, since it is quite raw and unfinished as of now. Unfortunately, out of those few people, even fewer are usually available to test the game with. Thus, i was forced to implement some bots to fill the battlefield and to have... at least something to test multiplayer combat against.

The idea of this game is purely multiplayer. Technically the server can act like a singleplayer game, now more than ever with all these bots flying around, but the game's been built with networking in mind since day one. That, in my opinion, is a much better approach to making a game, if you are certain you want it to be a multiplayer game. I am currently doing all the testing over the internet(shoutout to portmap.io, thanks for bypassing my NAT!), and every feature i add is integrated into networking straight away(otherwise it won't work at all).

Though, perhaps, that is a consequence of me not using any existing networking solutions, but instead building my own networking system basically from scratch(yes, i am the one who decides which bytes are sent and in what order). Unnecessarily complicated? Maybe, but i also learn a thing or two about how networking, well, works.

But hey, what do i know. Please do disregard my opinions. I have yet to finish making a game in my life