MadMaxHellfire
Arcane
i tried it.
it's an action ftl.
i can live happily without it.
it's an action ftl.
i can live happily without it.
nevermind, it has 3rd person freelancer view mode, so i'm fine with that.The omission of cockpits for muh immersion was decline.
Proper view:
I also has quests. And choosing between 3 ships is like choosing your class :DShould this thread be moved to General RPG Discussion? I mean, upgrading hull is like "leveling up" strength.
joined 2017. i'm starting to see a pattern.So I dl this shit and I have no idea how one can play this turd.
The mouse controls are so whack, in 30 years of my life I havent seen anything like it.
Either something is bugged or the sensitivity + acceleration doesnt do shit and is so completely uncontrollable, you have trouble hitting the very first tutorial targets... Da fuck?
The default controls have a wasd 3d shooter layout, with space as basically a jump and lctrl as descend, rolling is q and e, which is not needed..., the mouse is not locked to center of the cockpit but drags around it and pulls the ship with it... Da fuck?
Feels like a mortally raped Descent.
I dont think you even can remove the mouse as looksie controls, there is no option to make something like the arrow buttons move the screen.
Well when you press Tab and go to repair tab you will see a list of ship devices. The last one is called Inertial Dampeners. If you want inertia once this device gets blow up, don't repair it. Have fun.Because its a space game? And Freelancer is shit?
Lol, there is no inertia in this shit either. Its literally a 3d shooter skin.
And there is most def no raw input on mouse...
first of all, if you don't like freelancer, what makes you think this is for you?Because its a space game? And Freelancer is shit?
Lol, there is no inertia in this shit either. Its literally a 3d shooter skin.
And there is most def no raw input on mouse...
Then go play something else. Nobody is forcing you to play a game designed for not you.I doesnt look like a shooter. And I dont want a shooter either.
there are problems with mice with many games. something very weird is going on with mice in general. you would think a mouse is something as simple and basic as a keyboard but it's not. you can setup some mice to take up like 15-25 % of a processor core. obviously there's a lot you can do wrong when that kind of processing power is needed. suppose you have a low frequency mouse but you don't want to move your hand around much, then a program will have to guess how far you want to go with one move: bam! acceleration is born. but then you buy a nice gamer mouse with high dpi and what took a move to get frome one pixel to the next with your old mouse now will take you across the fucking screen. so you don't want acceleration. you turn it off. now your high dpi mouse will sense any impurity on your mouse pad and your precision is fucked more than with a low dpi mouse with acceleration. now this is all fine and well in windows with the big icons and bars and whatnot, but in a shooter you need pixel precision. now, will the shooter design it's own mouse precision/acceleration or take it from windows? does windows provide a simple way of importing the signal into your game or not? is the windows mouse precision/acceleration even viable to begin with? should the developer of the game even bother to try to make everyone happy with all the mice out there from old ball mice to laser ones? because there's also no standard for mice. some are cheap, others are expensive as fuck, some come with an own driver and software others not.I doesnt look like a shooter. And I dont want a shooter either.
"Option to not use system mouse position (thus disabling accelertion) will be included in the next patch."
Like, da fuck is 'system mouse position' and why would they assume that when its ON than ACCEL is ON. System implies my fucking system.
"
"
- Radar Posts: 1Member
September 2016 edited September 2016
I have more of a problem with the pitch/yaw acceleration rates
It would be good to be able to adjust those, as, at the moment, it feels like it goes from slow, to comfortable, to "Drunk doing pirouettes in a centrifuge" in a very short amount of reticule movement (regardless of mouse sensitivity settings).
Loving the look of the game, but getting frustrated at being killed before getting any cash to buy perks.
Have fun!
Radar =8^)
ROCKFISH_Andi Posts: 737Moderator
September 2016
It's likely that we'll rework the whole thing and make a checkbox like "use hardware mouse position" where it behaves just like in windows (as right now) with the sensitivity changing the hardware mouse and when you don't check the checkbox we'll use the hardware mouse only for navigating the menus when the mouse cursor is visible and have different movement (without acceleration) while ingame. We'll see
There is def some retarded fuckery going on with the mouse.
to be fair, it is a piece of popamole.I have a 1khz ubergaymer mouse, with win accel fix. I konw what I am talking about.
And in this game the reticule is not a 1:1 raw input translation, on either one of the settings.
I am pretty sure it is even connected to fps...
I am getting used to it, disabled y inversion and now playing it like a 3rd person popamole... The shame...
And with all that I put 40+ hours into it which is more than enough. In that time I finished the main story (which involves reaching Sector 7 about 4-5 times), collected all blueprints, most of the glyphs and subroutine, unlocked all ships, upgraded 2 out of 3 almost to max and 3rd about half way.to be fair, it is a piece of popamole.I have a 1khz ubergaymer mouse, with win accel fix. I konw what I am talking about.
And in this game the reticule is not a 1:1 raw input translation, on either one of the settings.
I am pretty sure it is even connected to fps...
I am getting used to it, disabled y inversion and now playing it like a 3rd person popamole... The shame...
but unlike other new popamoles, this one is actually pretty good at what it does. it's an almost 1:1 copy of freelancer's combat and UI with a touch of roguelike/roguelite to motivate the combat. it can take a day or two to get bored with it and move on to wizardry 6.
it's not as big as freelancer when it comes to variety of ships and vastness of space or number of factions. it generates a pretty linear path to follow like FTL instead of a procedurally generated (open world) universe and i don't know why. possibly to hide the low amount of content. i do hope the game will change/evolve with time or another one will be made since i loved freelancer but you can only play the story so many times before it becomes boring and mmorpging it doesn't help.
it doesn't pretend to be a space simulator, so if you compare it to space simulators, it's your fault.there's only 7 sectors to go through and after the 7th you have to start over
there's only 11 ancient runes to unlock after which the ancient ruins basically become useless and boring
not much variety with itemization
it's basically a very small/short roguelite but a step in the right direction for space shooters if you ask me