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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 07 Dec, 2011 8:46 pm 
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Shortbus
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Joined: Fri 27 May, 2011 8:41 pm
Posts: 6
Well, if paid expansions will keep you going, sign me up! Free expansions rock, don't get me wrong, but I would rather pay and keep the developers going rather than have freebies and see them go under.


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 Post subject: Re: Deployable Turret Update
PostPosted: Fri 09 Dec, 2011 1:27 am 
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Dart

Joined: Tue 23 Aug, 2011 3:38 am
Posts: 21
Ah well good point! haha as long as its worth it then ill be there :D


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 14 Dec, 2011 12:33 pm 
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Shortbus

Joined: Wed 14 Dec, 2011 11:58 am
Posts: 8
Afternoon all.

Looking forward to this update.

Two questions if I may.

1) I brought this game direct rather than steam (for Cliffski reasons) how would I update is there a update list with direct downloads>?

2) I can't find anywhere a rough eta or when this turret update will be released.

Many Thanks.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 14 Dec, 2011 5:05 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
Direct download for you most likely. Your start-up screen will have an update button that should get you through the rest once the patch goes live.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 14 Dec, 2011 7:03 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
The turret patch shouuuld be on Dec 19th on Steam, and we aim to get the stand alone patcher up within a day of that.


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 Post subject: Re: Deployable Turret Update
PostPosted: Wed 14 Dec, 2011 11:25 pm 
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Ranger
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Joined: Thu 24 Nov, 2011 10:14 pm
Posts: 328
Location: Weert, the Netherlands.
Nice! can't wait!
I assume its together with that Christmas mod? or does that one get a seperate launch?


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 Post subject: Re: Deployable Turret Update
PostPosted: Thu 15 Dec, 2011 5:58 pm 
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Hatchet
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Joined: Fri 25 Feb, 2011 8:33 pm
Posts: 199
Location: Finland
Well, deployable turrets sound mighty fun. Haven't been on the forums or played SPAZ lately, but this "patch" should give me enough reason to get back in there.
Looking forward the new ships and expansion too.

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 Post subject: Re: Deployable Turret Update
PostPosted: Mon 19 Dec, 2011 6:22 pm 
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Shortbus

Joined: Wed 14 Dec, 2011 11:58 am
Posts: 8
WOOO its up, will download when I get home for some SPAZ goodness tonight


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 Post subject: Re: Deployable Turret Update
PostPosted: Sun 01 Jan, 2012 10:10 pm 
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Ranger
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Joined: Sun 12 Jun, 2011 4:05 am
Posts: 304
Location: Manitoba, Canada
im having a problem. i installed SPAZ over gamestop/stardock/impulse/ihavenocluewhatthepropernameisanymore, and when it needs to be updated, in the "status" in "my games" of the game, itll say installed, or "update avalibe!!". i have version 1.011, but it wont register that it needs to be updated. just says "installed". ive been waiting for this update 4 uber-long time, now that its out, i cant play it!

plz help me.

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 Post subject: Re: Deployable Turret Update
PostPosted: Mon 02 Jan, 2012 6:38 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Hmm, are you using the version from our site here:
http://spacepiratesandzombies.com/updates.html

If not, I suggest uninstalling from Impulse and just using the installer packaged above. Impulse uses a different install system and their updates are not easily compatible with the ones we release. Please let us know if this doesn't work for you. Also your Impulse key will work for the version above.


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 Post subject: Re: Deployable Turret Update
PostPosted: Sun 08 Jan, 2012 4:00 pm 
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Ranger
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Joined: Thu 24 Nov, 2011 10:14 pm
Posts: 328
Location: Weert, the Netherlands.
Deployable Turret update Review.
My view and thoughts of how the turret update worked out.

This update to the game added a huge boost in both boosting old tech(Dual Turret) and adding new content(everything else) and it worked out very well!!
The Fixed Turret Mod gave ships like the Crawler the oppetunity to be used in new ways while allowing The Dual Turret mod to affect smaller type of turrets made for increased firepower for ships that before were discarded as "useless" by many players.(The Hound being 1 of these.)

The new Deployable Turrets on the other hand seemed more useful to the enemy ai then to the players simply couse they have the numbers of ships to use them opposed to the 3-4 ships the player uses.
This problem might come from the fact that only the Helix(large ship) can deploy more then 1 turret at a time, and since having 2 large ships is only available to the player in Chapter 4, it makes using them to their full potential difficult.

Nonetheless, they are a potent force to fight against, especially the Stealth ion turret, Topedo rack and the Battle station, who can ruin your day big time...
But a ship to make optimal use of them still needs to be created it seems.
Still they will keep players busy experimenting with them for quite some time i think :)


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 Post subject: Re: Deployable Turret Update
PostPosted: Mon 09 Jan, 2012 10:36 am 
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Ranger
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Joined: Sun 05 Jun, 2011 6:25 pm
Posts: 332
Location: Norway
The new Crawler with Fixed turrets is shipblowing.


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 Post subject: Re: Deployable Turret Update
PostPosted: Mon 09 Jan, 2012 1:27 pm 
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Hatchet
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Joined: Fri 25 Feb, 2011 8:33 pm
Posts: 199
Location: Finland
Aye! The new turret mods really have given many ships a new life. My nastiest creation so far has been a Hound with following setup:

- Twin turrets
- Particle cannon and leech beam on one and particle cannon and ion emitter on another.
- Reactor booster
- Heavy armor on sides and front, standard on back
- Thrust engines
- High-cap. reactor
- Standard shields

This ships is nasty; I've destroyed about three improved or advanced Star Cruisers and couple Carriers in pure one-on-one fights with it. Just dances, disables and slowly picks apart any target. Drones are the only problem, but spreading them with particle cannons works well. Doesn't work so well against zombies, but it's still extremely fun ship to use.

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 Post subject: Re: Deployable Turret Update
PostPosted: Thu 12 Jan, 2012 3:02 pm 
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Shortbus

Joined: Wed 14 Dec, 2011 11:58 am
Posts: 8
I am using this setup now for my AI ships and its also fun to play myself as my AI carrier gets stuck in with long range pain.


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