MinMax Spaz

MinMax-Games.com

The water cooler of outer space
  
It is currently Sun 19 Nov, 2017 9:01 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 210 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9  Next
Author Message
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 8:47 pm 
Offline
Ranger
User avatar

Joined: Thu 24 Nov, 2011 10:14 pm
Posts: 328
Location: Weert, the Netherlands.
BanzaiBlitz wrote:
*twitch* I'm not anxious, I swear! :D

me neither! honest!!! :mrgreen:


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 9:36 pm 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
The test version has been uploaded to Steam, so it all looks good for Monday. :) Just writing the changelog now. biiiig.


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 9:57 pm 
Offline
Hound
User avatar

Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
And noe, I am definitly not makin speling errors out of exitment for teh patch. ;)

_________________
What makes me a good Specialist?
Well, if i was a bad Specialist, I wouldn't be sitting here, discussing it with you, now would I?

Professional Vanquisher of bots
+100% Banpower


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 10:05 pm 
Offline
Hatchet
User avatar

Joined: Fri 25 Feb, 2011 8:33 pm
Posts: 199
Location: Finland
It's 16th already! Powerplaying ME3 sure made time fly! And I have to admit that I enjoyed the coop-MP way more than I anticipated.

Very interested to see the changelog and all the little things in it. Can't wait to get my hands on the new ships, specifically Brute and Big Trouble. Hopefully we get flak-PDs too to deal with those pesky zombie critters. spamming huge particle cannons and SRMs all over the place works well, but is a bit overkill.

_________________
Nothing is impossible, not if you can imagine it!


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 10:07 pm 
Offline
Hound
User avatar

Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
On a side note, there is this really awesome game that's due to receive an update next mond...

Oh wait, wrong forum.

_________________
What makes me a good Specialist?
Well, if i was a bad Specialist, I wouldn't be sitting here, discussing it with you, now would I?

Professional Vanquisher of bots
+100% Banpower


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 10:40 pm 
Offline
Hatchet

Joined: Sun 04 Mar, 2012 9:22 pm
Posts: 183
There are days that I sit back and thank my lucky stars that I have mondays off.


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 11:14 pm 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
@EvilNinja, Excellent, thanks for the promotion offsite! :)

Also, here is a sneak peek at the change log we just sent Steam:

Version 1.500

Added Bounty Hunter Faction
- 10 new advanced and highly tunable Bounty Hunter ship hulls.
- Player can also obtain new bounty hunter ships
- Global Bounty/Respect system
- Bounty Hunter Starbases (Strongholds)
- Hire Bounty Hunters as ambient helpers
- Hire Bounty Hunters to clear warp gates
- Hire Bounty Hunters to clear infections (Chapter 4)
- Bounty Hunters can insert themselves into any mission within their borders.
- Extortion demands on leaving their systems
- Additional Chapter 4 BH protection/resistance strategic element.
- Achievement for destroying a Chapter 4 bounty hunter stronghold.
- Bounty Hunter audio chatter

Added Arena
- Arena accessible through Bounty Hunter Strongholds
- 150 Challenges Total
- 10 ladders
- 5 tiers per ladder
- 3 difficulties per Tier
- Specialist reward for beating a ladder on each difficulty level.
- Achievement for winning all arena events

Added AlienFX™ Support (Requires AlienFX™ lighting hardware and DLLs)
- Lighting Modes (per light):
- Nebula Color (default)
- Ship Status
- Capacitor Capacity
- Hull Integrity
- Shield Integrity
- Custom Coloring

Changes:
- Projectile 20% weaker vs. Shields.
- Projectiles 12.5% weaker vs. Armor
- Projectiles 33% weaker vs. Hull
- Explosives 12.5% stronger vs. Armor
- Explosives 20% stronger vs. Hull
- Energy 10% stronger vs. Hull
- Specialist drop chance 150% higher
- All hulls have 100% more health
- Mass Bomb secondary explosions 20% sooner
- Individual Star system tech level spending rebalanced to prevent grind
- Reworked tech tree to be deterministic and evenly distributed
- 50% more research blue prints distributed on game start
- Energy Burst Cannon damage lowered 25%
- Zombie critter damage 33% lower
- Zombie critter max population 33% lower
- Point defense damage increased 50%
- No faction relation changes on mothership assaults
- Weapon boosters 20% less effective
- Huge core mining beam available on any huge beam mount
- Torpedoes do 20% less damage
- Torpedoes have 50% less health
- Early story flow distributed better to prevent long system jumping grinds
- Double mount turret from 3 to 2 blueprints
- Fusion Beams 30% longer range
- Mass driver damage lowered 33%
- 4 Black boxes per huge hull from 6 (to combat Bounty Hunters better)
- If frame rate dips, effects are less likely to play.
- Gravity missiles from rare to uncommon
- Huge ship AI upgrade. Much better at attacking stations and kiting.
- High capacity reactor given better charge rate, only 5% less than basic.
- Double turrets from rare to uncommon

Fixes:
- Large goon pod pickups at mothership and beacon now report 10 goons instead of 1
- Round off error with Slaver bonuses.
- Optimization pass to many systems.
- Save game CRC checker to prevent corruption


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 11:24 pm 
Offline
Ranger
User avatar

Joined: Thu 24 Nov, 2011 10:14 pm
Posts: 328
Location: Weert, the Netherlands.
These are really nice balance fixes!(bounty hunter stuff is epic without fail) altough i am wondering if the Torpedo health reduction is a good thing, i mean, 50% is alot!! and they are't guided like normal missles are.
Still, we'll see how it goes! can't wait!!!


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Fri 16 Mar, 2012 11:37 pm 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Yup, we are expecting a counter tuning patch shortly after 1.500, we will need to collect some opinions and then make some adjustments I am sure.


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sat 17 Mar, 2012 1:08 am 
Offline
Scout

Joined: Mon 19 Sep, 2011 11:51 am
Posts: 44
I have a confession to make :cry: . Back when this came out I couldn't wait for the Mac release, so I brought and played it anyway. I only played it to completion once since I can't be bothered to keep rebooting each time I wanted a game. This update is very tempting for me to do that all over again if it wasn't for the fact that the Mac release is soon to be eminent. 8-)

Anyway, I do have a couple of observations about the game, although they do date back some so they may no longer be aplicable.

Cannons and beams. Only one of these weapons is a primary weapon despite taking up the slots of most ships. One is more of a utility weapon. What makes it extra problematic is that they are on 2 techs meaning picking both means there are other whole techs left under leveled which use other free slots. Picking beams, while initially viable, meant you were sacrificing firepower, the primary function of the primary weapon for utility which meant you took forever to kill something even when you stunned it into submission. This left you open to everyone else to open up on you and your friendlies couldn't help since they had the same weaknesses you did. One solution is to make them both only effectively cosmetically different to each other with key weapons, with beams slightly weaker to compensate for improved accuracy. Another way is to fold beams into both cannons and reactor techs if beams are never to be made into viable primaries.

PDS. Besides being too weak, short ranged and having no cannon based equivalent, it took up a utility slot, something that is always in short supply especially on warships. One possible solution was to move it to a turret slot, making it a PDS turret that is limited to small turrets with cannon and beam variations. Or better, changing it to a proper utility item that is a PDS computer/radar which allows all small turrets to engage small ships and missiles with an toggle off switch to un-slave it from the PDS module.

In any case, I will be holding off for the Mac version this time and will no doubt be bringing in the bug reports that are sure to show up. Hopefully it will be a better Mac launch than the embarrassment that is Dungeon Defenders. It's outright unplayable in it's current state since it crashes before the opening menu. It can't even play it's opening splash without long a long pause :shock: . It was only in beta for one day. :roll:


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sat 17 Mar, 2012 3:42 am 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
Thanks for the changelog Blorfy. Happy you and Richard have been working very hard to have it released by Monday... unfortunately, I'll get to play it very little in the coming 2-3 weeks as its crunch time for me school wise, but I'll give it a go when I got a chance and give ya guys some feedback.


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sat 17 Mar, 2012 10:19 pm 
Offline
Dart

Joined: Fri 09 Mar, 2012 1:14 am
Posts: 10
Just bought the game (on steam) today, and it is now installed and ready to go when monday comes around! Really anxious to play it in all its glory :D


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sat 17 Mar, 2012 10:36 pm 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
Do you know if in the future it would be possible to use the Triple Mount turret on a Large Turret (Split into 3 Medium Guns)?


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sat 17 Mar, 2012 11:51 pm 
Offline
Ranger
User avatar

Joined: Thu 24 Nov, 2011 10:14 pm
Posts: 328
Location: Weert, the Netherlands.
I can't believe i'm saying this but i'm actually counting down every minute till the release!!!
I really need a life...


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 12:16 am 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
@Palandus,
Tripple mount large is easily possible, but will also be slightly OP really. It will make the already powerful grinder and big brother into real menaces. reason being is that a gun is 2/3 as powerful as the next tier, so 3 meds = 2 larges. = 1.333 huges. This means that the fixed mount size upgrade which was cool, becomes a downgrade. In the end tho it will be a 5 minute job to add once modding comes around.

I am passing the time by bug hunting :) Trying an insane run while being a complete pacifist. Slave trading my way around the universe. Right now I have 52 research points saved up for when I FINALLY find a suicide cannon and a stable cloak. Then the fun begins.


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 3:27 am 
Offline
Shortbus

Joined: Sun 18 Mar, 2012 3:16 am
Posts: 2
Hello. Will there also be an sale for the game on Steam when this update comes out?.

Thanks for you time.
misaki~


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 4:54 am 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
@Blorfy, have you tweaked goons any more to support more usage of the Grunt Shuttles and Suicide Cannons? ie Using combat robots, or additional cloning of goons or something?

@oohhboy, it must have been a long time since you've played SPAZ as the stuff you are mentioning seems to be pre-release and in the beta stage of the game where your Utility tree actually boosted the range of beam weapons. I think at least... your paragraph is a bit vague on details, but thats what I get from the jisk of it. Now beams and cannons are distinctly different and altho, pre-expansion cannons are more powerful, they are being tuned down so now Beams will also be viable.


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 5:48 am 
Offline
Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
@purpletentacle
Definitely wait till Monday at 10am, but you didn't hear it from us.

@Palandus
I agree the crew tree needs a bump, and it will come. It is probably the most interesting weapon, but friggin hard to acquire and use.


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 7:15 am 
Offline
Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
Also I know that it was on the drawing board about 2 months ago but ever still think about a Lv8 Crew Weapon that works similiarily to how the Purple Beam from Zombie Clockwork? ie teleport goons directly to an enemy vessel instead of allowing some crew to but shot to death by PD and guns?


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 11:22 am 
Offline
Shortbus

Joined: Sun 18 Mar, 2012 11:20 am
Posts: 1
I can't wait till this patch comes out!


Top
 Profile  
 
 Post subject: SPACE RESIDENT EVIL: Racoon galaxy
PostPosted: Sun 18 Mar, 2012 1:22 pm 
Offline
Shortbus

Joined: Wed 29 Feb, 2012 1:09 pm
Posts: 2
+Added to SPAZ
1/ humans and animals infected into zombies
- (small-->) zombies animal(octopus,dog,shark,whales,jellyfish...)
http://ooh-shiny.net/?p=7093
http://www.google.com.vn/search?hl=vi&c ... 16&bih=574

2/
- ("Huge Hulls"-->) newship ("tank train"
http://www.rapidtyping.com/img/online-g ... r-logo.gif
2/ http://www.mymilitaryvids.com/media_thumbs/2045.jpg
3/ http://www.rapidtyping.com/img/online-g ... nshot0.jpg
4/ http://www.bgames.com/downloads_thumbs/1033_296x191.jpg
5/http://farm6.static.flickr.com/5065/5652396634_86f1e764aa.jpg
6/http://games.webgamedesign.com/gamepics/635.gif
7/imag.jeuxkiffe.com/img/5363.jpg)

3/ infected machines into zombitech
("Huge Hulls"-->) zombitech(<--general) ("space station octopus"[<--+arm+teeth+chewing and swallowing =ALL ZOMBITECH)

(zomship(<--private)"tank train"-snake) sorry I do not know English


Last edited by umbrella+ZOMBITECH on Mon 19 Mar, 2012 4:16 pm, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 1:53 pm 
Offline
Scout

Joined: Mon 19 Sep, 2011 11:51 am
Posts: 44
It was just after launch. I don't know how it plays now, but at the time using beams would get you killed outside of one on one since there were nothing good against armor or had absurdly short range, taking you forever to burn through and do some real damage. Breaking off to evade would just mean you had to do it all over again as they regenerated the damage and more importantly the armor. It got worse as armor went up. It got so bad I simply respecced as Beams were unusable.

The only time I used PDS was for those stealth missions to clear critters. Otherwise it was too short ranged and to weak to even stop one torpedo. It would shoot down the odd missile, but to big ships missiles are no more than an irritant. You were far better off trading it for a tractor beam so you could pick things up and just take the damage.


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 2:00 pm 
Offline
Shortbus

Joined: Sun 18 Mar, 2012 1:55 pm
Posts: 1
Will you be able to use the old save games, or is this experience intended for a new play through?


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 3:34 pm 
Offline
Shortbus

Joined: Sun 18 Mar, 2012 3:29 pm
Posts: 1
@Revolver:
Quote from the first page:
"This patch will integrate itself into an existing save game, but we recommend finishing your current play through of vanilla SPAZ and starting a new one with Bounty Hunters on March 19th. Progressing through the galaxy with this new menace completes the game and should adjust the feel enough to make a new playthrough worthwhile."

Emboldened areas of reference to answer your questions ;)


Top
 Profile  
 
 Post subject: Re: SPAZ Bounty Hunter Expansion: To be released March 19th
PostPosted: Sun 18 Mar, 2012 3:41 pm 
Offline
Hound
User avatar

Joined: Sun 12 Feb, 2012 8:27 pm
Posts: 1058
Lurk moar.

IT WILL BE OUT SOON OMG OMG OMG /hyped

_________________
What makes me a good Specialist?
Well, if i was a bad Specialist, I wouldn't be sitting here, discussing it with you, now would I?

Professional Vanquisher of bots
+100% Banpower


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 210 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group