Fenix

Forum Replies Created

  • In reply to: Can't install from nothing on Windows 10

    February 14, 2019 at 11:56 AM #146595
    FenixFenix
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    Have you checked if your antivirus is preventing updater from doing its thing?
    I know they occasionally don’t play nicely

    In reply to: Marauder Cockpit Concept (nevermind, screw it)

    February 14, 2019 at 11:54 AM #146594
    FenixFenix
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    I already did that, twice.

    In reply to: Rename the MG and QUAD to AR and RKT

    October 18, 2018 at 3:51 PM #146324
    FenixFenix
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    Verbally when you refer to “quad rockets” the only one people will actually refer to when they say that, is the RKT-QUAD. The others are normally referred to as “X rockets”, “HD rockets”, and so on, never “X quads” or “HD quads” and so on.
    If you recommend a new player to install quad rockets on their mav, and that player looks at the list of rockets; what is their usual response?

    My best guess would be “which one?”.

    In reply to: A very old issue

    September 13, 2018 at 1:15 PM #146227
    FenixFenix
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    Eight months away from being five years old. rip.

    FenixFenix
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    That’s just another symptom of the same bug that’s already pretty well known in the discord, where if you delete a part that was still attached the attach point it held will be unusable.
    What’s going on is that parts deleted directly off the build are actually deposited elsewhere in the garage while still being attached.

    In fact if you wave a part around the garage you can usually find the deleted part lurking out of sight, sometimes you can hover over it once found and grab it back.
    The attached pictures are examples where I found the deleted part behind the garage door, under the floor, and in one other case I found it somewhere behind the MAV under the 2nd floor. Where it goes is random.

    Attachments:
    1. screenshot_28

      screenshot_28.png

    2. screenshot_31

      screenshot_31.png

    In reply to: Challenge Mission 3; Caught in the Crossfire

    June 27, 2018 at 12:27 PM #145965
    FenixFenix
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    Thanks! Yeah it came to the point where if I added just one more AI to either team it would become impossible even with builds tailored for the mission since green would always win.
    You were pretty close to winning that one though, just a couple off. Just need to sack off some survivability and focus more on damage.

    Anyhow, here’s a winning attempt at the challenge, skynet/patch differences aside.

    Future challenge missions, I’ll see what I can come up with. For the time being though the custom AI page isn’t working properly so I’m stuck with skynet and the super high variance.

    In reply to: [0.7.3.2] Bugged spawn on Buellt colony.

    June 22, 2018 at 5:47 AM #145943
    FenixFenix
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    Confirmed that it can happen to human players. Aiming is quite wonky as your horizontal and vertical axis of aim are also tilted.

    Attachments:
    1. screenshot_748

      screenshot_748.png

    2. screenshot_750

      screenshot_750.png

    3. screenshot_752

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    In reply to: Just a big pile of balance ideas.

    June 19, 2018 at 6:19 AM #145934
    FenixFenix
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    Thank you! :3

    If you have any feedback for my feedback feel free to exchange ideas. If there was a version of MAV that was entirely balanced by me it would probably have its own issues.

    In reply to: AI Behavior

    June 6, 2018 at 2:52 PM #145886
    FenixFenix
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    0.7.3.2
    -The AI is incredibly stingy with their activated aux parts. Seems after 0.6.16.1 they gradually albeit very sharply became more and more reluctant to use them (in 0.6.18ish it was much less common to see AI deployed turrets but I distinctly remember seeing an AI place a turret sometime around that patch) and now it seems they’ve completely forgotten how to use them.

    You could light an AI on fire and if it has an FSS it will not use try to put itself out with it (I could try a custom AI in 0.6.16.1 to test if they knew how back then, i’m not sure that they did as they were rare in the meta of the time).
    You can kill an AI with one or multiple turret deploys and there’s a good chance you’ll kill it without it ever placing down a turret (again comparing to older patches where an AI with turrets will place them down the instant it saw you and drop them whenever the cooldown expired).
    I also haven’t seen an AI place any uplinks along the way, or walls during fights, or even leave a shed at the base in a long time. Maybe they’re just reacting poorly to whatever fix you did to stop them from stacking deploys over one another or prevent them from getting stuck on their own deploys, but I think the AI needs to back to some older code in this field and try a different approach to fixing them.

    In reply to: Rusty's "MAV 101" Youtube Channel

    June 5, 2018 at 1:45 PM #145884
    FenixFenix
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    Okay that was funny.

    In reply to: Does this game have a full offline mode?

    June 3, 2018 at 10:28 PM #145868
    FenixFenix
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    The game used to have full offline back in the days when the demo and full game were separate downloads rather than a profile check, the issue with that though was that the demo would become increasingly outdated.

    You can technically get full offline mode if you tether your phone to your laptop, sign in, then shut the data off. You’ll have everything your profile has access to until you exit out of the game.

    In reply to: MAV Flavour Text Project

    May 22, 2018 at 12:25 PM #145781
    FenixFenix
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    Copied from the discord chat.

    -Turret; Colloquially known as a machine gun turret, this model is suited to reinforcing a position. Equipped with secondary shotguns for improved close range capability.

    -Sniper turret; Equipped with a pair of sniper rifles, this model has a long effective range for good map coverage. Internal stabilizers proved to compromise structural integrity however.

    -Howitzer turret; A heavy but durable turret, used for establishing forward firebases.

    -Heavy turret; Frequently referred to as an ambush turret, this model’s shotguns, flamethrowers and high durability make it lethal in tight quarters. Weight saving measures enable the deploy to carry an unusually high number of units.

    -Armored turret; This turret variant is designed and heavily protected to withstand heavy bombardment. Firepower is reportedly lackluster however.

    I got the durability and armour stats straight from cyber, so I’ve put that in place of my earlier experimental health numbers.

    Turrets have 500 health, 10 armor
    Armored turrets have 550 health, 85 armor
    Heavy turrets have 750 health, 10 armor
    Howie turrets have 750 health, 10 armor
    Sniper turrets have 250 health, 10 armor

    The weapons are unchanged from those listed in the file that was mentioned.

    In reply to: Suggestion: Name Changes

    April 30, 2018 at 3:55 PM #145621
    FenixFenix
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    I like where rusty went with that.

    In reply to: Suggestion: Name Changes

    April 29, 2018 at 2:23 PM #145610
    FenixFenix
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    Maybe rockets are due for a name change of the same vein. QUAD to RKT (rocket)

    In reply to: Suggestion: Name Changes

    April 29, 2018 at 2:19 PM #145609
    FenixFenix
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    By that logic neither does x quad and hd quad. If someone clicks on the rocket subcategory and can’t figure out that any of the weapons inside the rocket subcategory are rocket launchers, there’s something wrong horribly wrong.
    RKT quads are referred to as “quad rockets” but when a new player jumps into the garage to find the quad rocket, he’ll immediately notice that the entire part category is named quad (quad-z, quad-160, etc).
    Quad stub at least follows the naming convention of the other rockets and you can refer to them as stub rockets.