Super Melee beta feedback

Like many of us, this week’s beta was my first hands-on exposure to the game. Overall, as an old dude who’s a fan of the previous 3 SC games, I’m impressed. I think you’ve got the “feel” and a good start on things. Here’s a few specific observations:

 

The Good:

-Theme music. Spot on.

-Immediately playable by veterans of the series. I didn’t need a tutorial and was able to jump right in. That says a lot about the work you’ve done to stay faithful while modernizing.

-Whatever you’re doing with camera angle/zoom feels fine to me. It never got in the way, meaning I never stopped to examine exactly how it was working. 

-General approach to graphics. They still need work, but I like where you’re headed.

 

The “doesn’t feel quite like Star Control”:

-Part of the victory ritual for me always involved waggling around in a little taunt or dance while the music played. The beta, however, locks out flight controls after the fight ends. Please give us control during this timeframe (also genuinely needed to avoid planets, etc. that could still destroy you before the next match begins)

-Everything feels slightly sluggish to me, as in not quite as hectic or immediately responsive as the older games. I can’t tell whether this is an intentional choice, a natural byproduct of the newer engine, or simply my hardware trying to keep up with the beta software.

-Since the human ship in this universe seems to be identical to earlier versions, both in design and weapons configuration, it feels wrong to only be able to fire one missile when the round begins. That ship could always immediately fire two on a full energy meter. I’d say rebalance the missiles, if you have to, so it can fire two. File this under “throw the old guys a bone.”

-Absence of screen wrap vs the reality of fleeing enemies. Discussed elsewhere on the board, not going to get into it here. It’s a real issue during play… not sure how you’re gonna pull that one off.

 

The bad:

-Crew dots as a bar graph. The current approach of representing linear damage incurred as fractionally disappearing crew dots is, well, psychotic. It’s neither good data visualization nor good immersion. If you want a linear graph, fine — call it something like “hull integrity,” ditch the units, and make it a bar graph. If you want crew, keep the dots but quit partially dismembering the little guys.

-Needs more/stronger visual/audible feedback of weapon damage occurring to opponents. Many times, I had to look away from the action and watch the HUD to learn whether my enemy was actually taking damage from my attacks, especially since I didn’t know how the weapons worked yet. Black holes, for example — I felt like the CPU was flying right through unharmed until I noticed his green graph was dropping. Better feedback (creaking hulls, venting compartments, loosened bits, explosions, etc.) if successful weapon impacts across the board would’ve aided in discovery and playability.

 

Overall, it’s a hopeful thumbs up from me, team. Feel free to merge this into a master feedback thread if one materializes. Thanks for the beta.

27,308 views 31 replies
Reply #1 Top

Hello, long time founder, first time poster.

I just tried out the beta and it looks great! The original Star Control was one of the first PC games I played as a kid and I've kept up with the series ever since (even 3).

This feels very much like SC melee. I didn't have much time to play around with it tonight. I'll spend some more time with it later to really see what I like/don't like, but I will say that so far I like what I see.

Reply #2 Top




-Everything feels slightly sluggish to me, as in not quite as hectic or immediately responsive as the older games. I can’t tell whether this is an intentional choice, a natural byproduct of the newer engine, or simply my hardware trying to keep up with the beta software.

-Needs more/stronger visual/audible feedback of weapon damage occurring to opponents. Many times, I had to look away from the action and watch the HUD to learn whether my enemy was actually taking damage from my attacks, especially since I didn’t know how the weapons worked yet. Black holes, for example — I felt like the CPU was flying right through unharmed until I noticed his green graph was dropping. Better feedback (creaking hulls, venting compartments, loosened bits, explosions, etc.) if successful weapon impacts across the board would’ve aided in discovery and playability.

I definitely agree with both of these - the controls feel floaty and the ships generally lack a certain "weight." The controls in SC1/2 were super tight and it was obvious when you got hit. Even SC3, for all its problems, basically got it right here. And a lot of the time it doesn't really feel like my attacks are hitting even if they are. I assume the feedback from attacks will be fixed; I'm less certain that the physics in general will be tightened up. To be honest, this is enough to push me into a more critical stance. In a game like this snappy controls and immediate feedback are so, so important.


-Since the human ship in this universe seems to be identical to earlier versions, both in design and weapons configuration, it feels wrong to only be able to fire one missile when the round begins. That ship could always immediately fire two on a full energy meter. I’d say rebalance the missiles, if you have to, so it can fire two. File this under “throw the old guys a bone.”

Actually I kinda like this. The Earthling isn't meant to be identical - it's the same general design as the original, but they're retooling it from low tier to mid or high so as not to follow it too exactly.

Reply #3 Top

My post from the discord:

"So here's my first impression:

1. Only played on what was probably the equivalent of medium, but AI was great with human ship, so-so with the other ships
2. Would like mouse cursor to be different in game than the default cursor
3. Maybe it's just because I created a ship that was largely round shapes, but what imagined to be the front and back of the ship, and what direction the weapons would fire in, were drastically different in game than my intent
4. Only made the one ship, but is there no thruster animation for custom ships?
5. Long-term, as I recall from materials, there will be more going on in these battles (planets, asteroids, comets, etc), right? I'd like some environmental hazards to spice things up and play off of. It feels a bit empty right now
6. Sound effects are solid! But, overall, I'm enjoying the feel of it! Kudos guys!
 
 
 
Oh - no idea how feasible this is, and I may just have missed it, but adding affects to custom ships in general (lights, smoke, etc) would be cool
 
 
 
Anyways, I'll be sure to check in again when I've played some more :smile:"

 

To follow up on this a bit:

I agree with OP, with more play, I find that it isn't always clear when I'm actually doing damage, more feedback in this area is needed.

I still think more things should be going on in the battle (environmental hazards, planets, etc.). This could also be a means of reducing kiting, perhaps more barriers/damage over time type hazards show up the farther from the starting area of a battle?

I've yet to spend more time in the ship creator, but will try to get around to it soon to expand on my first impressions.

Reply #4 Top

Quick feedback after playing 4 rounds against the Challenging AI.

1. Sound and music are great! Visual style and lighting also terrific. There's a few things to clean up but overall it's fine for an NDA closed beta imho.

2. The AI is likely to murder you with the Human ship unless you also have that ship. Although just as likely I need to practice some more with these new ships.

3. The lack of screenwrap is annoying and leads to lots of situations where the AI runs and you can't catch him or go back the opposite direction to change the fight up. I've seen some threads about this, can't say I agree with most of the suggestions other than... just give us screenwrap.

4. Performance is fine, loads very fast off an SSD, runs like butter in fullscreen 2560x1440. i7-4670K (4.6gHz), 16GB RAM, GTX970, SSD.

5. Controls are maybe a little on the mushy side but perfectly playable. Like some others I do not like the lack of control after destroying an enemy ship, or starting the next fight completely stationary every time. I see that this might be implemented to reduce planetary collisions at round end but it's far more annoying than the rare planet-surprise.

6. The ship editor was immediately frustrating and I gave up fairly quickly. I was expecting to be able to rotate the pieces with the mouse and have 'click' connection points at set places on each piece that a new part would snap to. Doesn't seem to work that way but I'll give it more of a go.

Good stuff in the main guys, appreciate your efforts.

Reply #5 Top

Hello, 

I'm really excited by the potential of this beta. So far it's got plenty of nostalgia reminiscent of Star Control II which is awesome, but the new style is also fun and eye-catching.

In melee, the controls felt a bit unresponsible and the lack of screen wrap around meant you couldn't catch up/double back on some ship types so you were forever out of range. I also agree with others about the crew/battery meters - either use plain columns or plain units, combining them is confusing and not aesthetically pleasing. The explosions were faint and I couldn't really tell the extent of their damage sphere was.

I was having a lot of performance issues. My computer and graphics card are mid-range but the melee battle often slowed right down. I was really looking forward to the ship customisation and crafting part of the game, but this crashed before I could even start. Is there any patch I can download or is this a common problem being looked at?

Well done for all your hard work so far. 

Can't wait to see further updates :)

Greg

Reply #6 Top

Quoting andy330, reply 4

Quick feedback after playing 4 rounds against the Challenging AI.
3. The lack of screenwrap is annoying and leads to lots of situations where the AI runs and you can't catch him or go back the opposite direction to change the fight up. I've seen some threads about this, can't say I agree with most of the suggestions other than... just give us screenwrap.

6. The ship editor was immediately frustrating and I gave up fairly quickly. I was expecting to be able to rotate the pieces with the mouse and have 'click' connection points at set places on each piece that a new part would snap to. Doesn't seem to work that way but I'll give it more of a go.

Screenwrap is not going to happen, that much is certain. Stardock let testers play Star Control II, and the consensus was that wrapping was confusing and irritating. That's why everyone is trying to come up with other solutions.

Use the middle mouse button to rotate parts in the ship editor (should be right mouse button, I know...)

Reply #7 Top



The bad:

-Crew dots as a bar graph. The current approach of representing linear damage incurred as fractionally disappearing crew dots is, well, psychotic. It’s neither good data visualization nor good immersion. If you want a linear graph, fine — call it something like “hull integrity,” ditch the units, and make it a bar graph. If you want crew, keep the dots but quit partially dismembering the little guys.

-Needs more/stronger visual/audible feedback of weapon damage occurring to opponents. Many times, I had to look away from the action and watch the HUD to learn whether my enemy was actually taking damage from my attacks, especially since I didn’t know how the weapons worked yet. Black holes, for example — I felt like the CPU was flying right through unharmed until I noticed his green graph was dropping. Better feedback (creaking hulls, venting compartments, loosened bits, explosions, etc.) if successful weapon impacts across the board would’ve aided in discovery and playability.

Dots are promised to come. They will be rectangles visually though.

Flying off and fading out damage numbers idea was thrown around to visualize the damage feedback. Just like new Quake. Even maybe translucent Crew Bar around your ship. No comment from Stardock.

Reply #8 Top

Quoting Hunam_, reply 7

Dots are promised to come. They will be rectangles visually though.

Nah, there's a screenshot of the new dots in discord, they're dots, just like the old SC2style, although they seem to have shrunk, so there are more and tinier dots than SC2 would have had (the human cruiser has 42 for example)

Reply #9 Top

^ I'll take those over anything we had so far. Thank you Bradley! :D

Reply #10 Top

Quoting joel_ds, reply 2


Quoting ,



-Everything feels slightly sluggish to me, as in not quite as hectic or immediately responsive as the older games. I can’t tell whether this is an intentional choice, a natural byproduct of the newer engine, or simply my hardware trying to keep up with the beta software.

-Needs more/stronger visual/audible feedback of weapon damage occurring to opponents. Many times, I had to look away from the action and watch the HUD to learn whether my enemy was actually taking damage from my attacks, especially since I didn’t know how the weapons worked yet. Black holes, for example — I felt like the CPU was flying right through unharmed until I noticed his green graph was dropping. Better feedback (creaking hulls, venting compartments, loosened bits, explosions, etc.) if successful weapon impacts across the board would’ve aided in discovery and playability.




I definitely agree with both of these - the controls feel floaty and the ships generally lack a certain "weight." The controls in SC1/2 were super tight and it was obvious when you got hit. Even SC3, for all its problems, basically got it right here. And a lot of the time it doesn't really feel like my attacks are hitting even if they are. I assume the feedback from attacks will be fixed; I'm less certain that the physics in general will be tightened up. To be honest, this is enough to push me into a more critical stance. In a game like this snappy controls and immediate feedback are so, so important.

 

I agree with both of these posts about the the ship responsiveness. I often find myself pushing down harder on the buttons in a vain attempt to get the ships to respond correctly. The movement just feels weird, like I'm flying through glue or something (especially the Trandals). Say what you want about SC3, but the SuperMelee at least was awesome.  I'd swap a Trandal ship for a Ploxis any day of the week.

Reply #11 Top

Loved the Super Melee Beta - this is filling a void i didn't realise i had for nearly 20 years.

I agree with OctateZero:

-Part of the victory ritual for me always involved waggling around in a little taunt or dance while the music played. The beta, however, locks out flight controls after the fight ends. Please give us control during this timeframe (also genuinely needed to avoid planets, etc. that could still destroy you before the next match begins)

  • Dancing the ship to the victory music was definitely something I did in the past SC games.
  • Also not sure if it was possible but winning a battle only to crash into planet and cutting the victory music short was always hilarious - not sure if it's possible with this version.
  • Speaking of.... the Earthling victory music (and a few of the others) are just not catchy enough.  It doesn't have to be the same, but something more memorable maybe?
  • Apart from the planet, could there be asteroids or other debris floating around the battle like in the earlier SC battles?  Maybe this could be an option.
  • The ship editor was too hard to use for me.  I had no idea how to incorporate the weapons and propulsion systems and found it hard to snap the parts to the right arrow.  I just ended up with a big blob which was so big that I managed to cripple the Melee fight with massive lag.

Mind you, these are just minor nitpicks/suggestions.  Aside from all this - this is the absolute closest i've gotten to a SC2 game in such a long time.  I'm proud of you guys!

Reply #13 Top

In terms of balance and UI, I think the crew bar is really weird right now. I'm used to knowing exactly how much damage I will do with each shot. Ur-Quan Dreadnought used to kill 6 members with a shot. Kohr-Ah razor did 4 dmg. Spathi BUTT missile did 2. Because I had this hard info, I could make decisions in a split second about what move I wanted to make in a fight. But the fuzzier nature of damage in SC:O makes me feel like I'm doing a lot of guesswork. I have no clue how much damage that black hole thing does. I just know their life bar sort of gets munched on when they fly through it. If competitive play is being promoted and Stardock is hoping to build a competitive community around super melee, then I would advise taking out this sort of fuzziness and giving the player complete information about how much damage will be done when a weapon hits.

There is also a lot of other randomness like the Menkmack's replicator. I can't understand where the replicated unit is going to appear. Nor do I understand when it shoots. Same goes for Jeff. Sometimes I summon Jeff and I have no clue where he's appeared. Other times, he appears right on top of the enemy. It all feels really random. 

Skill-wise the AI is no problem. I beat a full fleet of every ship of crazy cyborg reliably after only having used the ships once. But I also attribute this to some of the ships having quite ridiculous abilities. That ship that can shoot black holes with super maneuverability is pretty obscene. The Jeff summoning one is sort of nuts as well, so is the speed boosting helix shooting ship, while some other ships are quite obviously underpowered. 

If supermelee is just for fun then no big deal. I guess leave it the way it is. But if Stardock hopes to generate a competitive scene around this game then I would advise they go back to the drawing board in terms of ship design. SC2 had a ton of unique ships with very cool abilities but none of them were blatantly overpowered, except for perhaps the Chmmr, and at least the Chmmr was expensive in consequence. It also only had a few ships that could fire weapons with a sustained presence, AKA Orz, Ur-Quan, Kohr-Ah, Vux, etc. SC:O seems to be littered with a ton of ships that can just drop replicants, drop weird bio blobby things that shoot pollen, drop drones that fire streams of plasma, summon massive ships called jeff. In general, it feels like there are more ships with weapons that have sustained presence than there are ships that have projectile based weaponry. 

This creates an uneven sort of feel to the supermelee experience. I find a lot of time I'm using these ships I am simply spamming the summon while flying around avoiding the enemy ship. It's an extremely passive style of ship combat and does not make for an exciting game. One of my favorite ships to use in SC2 was the Supox because when used to best advantage it could be quite a powerful ship, and the way it had to be utilized made you feel like you were juking and jiving like a regular space ace. Pkunk, Spathi, etc same feel. There were only a few ships that had more sustained presence type weaponry, and those ships were massive flagships by some of the most powerful races in the sector. The ship design and lore were in perfect harmony.

I don't know the story to the SC:O aliens but a lot of the ships just feel ridiculous to me. A ship that can just replicate itself all over the map seems to be an alien species that has overcome material scarcity and can replicate matter at will. I hope in the game the Menkmack are at that level of technology and have a culture which reflects such sophistication. Another ship can fire off black holes. I hope in the game they have a good explanation for how a ship can generate a freaking black hole, considering how much energy it would take to do so. And I hope in game they have incorporated a good story for why a race so powerful that it can generate black holes at will and fire them off as projectiles is bothering to talk to any other species and hasn't conquered the known galaxy yet.

I could go on and on, but I think that is my biggest problem with the ship designs. Yes, there are a host of other things I could mention that I find not so enjoyable, but I don't think focusing on the specific details are what matter. I think the biggest issue is the design approach I'm seeing to the ships. There seems to be no grounding in physics or general believability. I think the ship that fires a black hole is fun to use since it's super maneuverable and overpowered as all hell, but if the aliens in the actual game who own this ship are of middling power and there's no good explanation for why they can shoot black holes I'm going to be really concerned.

Because a great part of the charm of SC2 was that the ships all felt very much true to the character of the races who designed them. The Mycon special ability was regenerating crew, which made sense because they are a hive-mind fungi. Creating more spores of themselves should be doable given enough energy. Their main weapon which was the homing spore, while the physics of it were never really explained and yes there are believability issues as to how a ball of energy would have guidance capabilities, it still generally falls in line with the personality of the race. It's a ball of energy that got belched out by a Mycon pod crewed by a species of lava dwelling bio-engineered fungi who specialize in geothermal energy. So a ball of plasma that dissipates over time makes sense to me.

Ur Quan had a hellbore cannon powered by a fusion reactor and fighter ships crewed by their slave thralls. This too is very much in line with the ship.

The Utwig had abilities that were a bit OP, such as the ability to absorb all energy, and guns that could fire endlessly without needing any energy, but at least there was a general sort of feeling of limitation due to running out of energy if the special ability was used without being fired upon etc. 

The likes of the Menkmack or Jeff or a few of the other ships just feel odd in the way that they are detached from any sense of scarcity.

So yeah, that's my two cents. In general I quite like the feel of Super Melee and had a lot of fun playing it. But those were the things that ate away at me after marinating on the experience for a few days and asking myself how I felt about going back to play more. I think the # of ships is also quite limited as well? Not sure if more are planned to be added, but I would hope for at least double the variety to really have a rich experience playing.

Also, fiddled with the ship creator for a bit but it was really non-intuitive and I just couldn't be troubled to try to figure it out on my own. Hopefully there will be a robust tutorial that ships with the final product, or else I'm afraid that's a functionality that will only be enjoyed by serious modders, etc. 

Reply #14 Top

Crew dots:

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Reply #15 Top

When a ship is hit, you can see the crew that just died for a sec.

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Reply #16 Top

As for the Xraki who control the Dan'Nath Trickster, their civilization is based around being able to manipulate time and space.

The humans have a nuclear missile.

The Phamyst, ring a dinner bell to lure your crew to a feast.

The Drenkind shoot an ion bolt to slow your ship down so that their shock troops can board your ship.

and so on.

Each race has constructed a ship that fits to their backstory.  

 

Reply #17 Top

As for the Xraki who control the Dan'Nath Trickster, their civilization is based around being able to manipulate time and space.

The humans have a nuclear missile.

The Phamyst, ring a dinner bell to lure your crew to a feast.

The Drenkind shoot an ion bolt to slow your ship down so that their shock troops can board your ship.

and so on.

Each race has constructed a ship that fits to their backstory.  

Here's a video update:

https://1drv.ms/v/s!AuBwidOf1nOuif4KNkNCt2-c8oGFOQ

 

 

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Reply #18 Top

^Please fix Trickster sound effect. It is really annoying, overpowering any other sound in the video.

Also, AI doesn't seem to handle border barriers well at all. Planet gravity is problem for them too.

 

Reply #19 Top

Quoting Frogboy, reply 17

Here's a video update:

https://1drv.ms/v/s!AuBwidOf1nOuif4KNkNCt2-c8oGFOQ

-Part of the victory ritual for me always involved waggling around in a little taunt or dance while the music played. The beta, however, locks out flight controls after the fight ends. Please give us control during this timeframe (also genuinely needed to avoid planets, etc. that could still destroy you before the next match begins).

-Since the human ship in this universe seems to be identical to earlier versions, both in design and weapons configuration, it feels wrong to only be able to fire one missile when the round begins. That ship could always immediately fire two on a full energy meter. I’d say rebalance the missiles, if you have to, so it can fire two. File this under “throw the old guys a bone.”

-Crew dots as a bar graph. The current approach of representing linear damage incurred as fractionally disappearing crew dots is, well, psychotic. It’s neither good data visualization nor good immersion. If you want a linear graph, fine — call it something like “hull integrity,” ditch the units, and make it a bar graph. If you want crew, keep the dots but quit partially dismembering the little guys.

:D

Thanks for the update! 

Reply #20 Top

Quoting Frogboy, reply 17

Here's a video update:

https://1drv.ms/v/s!AuBwidOf1nOuif4KNkNCt2-c8oGFOQ

That video does highlight my issue with screen camera centering though. Right at the start of the video there's a fight where there are 4 copies of one ship and the entire action is zoomed way way out because one of them is heaps far away. It's not much fun playing SM when the ships are all teeny tiny like that. It would be OK if I was *trying* to keep far away because I'm playing a Mmrnmhrm ranged shooty form or a Druuge, but in this case they both have short range pew pew weapons and all the actual action is tiny onscreen which takes away most of the fun (IMO).

It also just occurred to me that a ship like the Druuge simply cannot work in the new bounded arena format. One shot from that ship sent you rocketing off in the other direction with a very slow turn; you would be unable to avoid the edge and would simply die after one shot.

Reply #21 Top

Quoting player1_fanatic, reply 18

^Please fix Trickster sound effect. It is really annoying, overpowering any other sound in the video.

Also, AI doesn't seem to handle border barriers well at all. Planet gravity is problem for them too.

 

Over the next several months you'll see a lot of improvements across the board.

Reply #22 Top

Quoting Xiaorai, reply 13

In terms of balance and UI, I think the crew bar is really weird right now. I'm used to knowing exactly how much damage I will do with each shot. Ur-Quan Dreadnought used to kill 6 members with a shot. Kohr-Ah razor did 4 dmg. Spathi BUTT missile did 2. Because I had this hard info, I could make decisions in a split second about what move I wanted to make in a fight. But the fuzzier nature of damage in SC:O makes me feel like I'm doing a lot of guesswork. I have no clue how much damage that black hole thing does. I just know their life bar sort of gets munched on when they fly through it. If competitive play is being promoted and Stardock is hoping to build a competitive community around super melee, then I would advise taking out this sort of fuzziness and giving the player complete information about how much damage will be done when a weapon hits.

I'll say part of that is being familiar with the ships.  We had 25 years to learn what those ones did.  I do think there might be too many crew dots that are too small.  Then again I'm old and my eyes aren't so good anymore.

Reply #23 Top

Quoting bleybourne, reply 20

It also just occurred to me that a ship like the Druuge simply cannot work in the new bounded arena format. One shot from that ship sent you rocketing off in the other direction with a very slow turn; you would be unable to avoid the edge and would simply die after one shot.

This is good point. These kind of changes to battle system may make it impossible to recreate some old ships, without making them super bad.

Also, I loved using fly by with Mhrmrmrm through the wrap in its speed mode. With its super low turning speed it was perfect for this kind of use, where you just go and go in one direction.

Reply #24 Top

I'd like to have a "random" selection button. Usually instead of paper-rock-scissors, I like to have all random battles.

Additionally, I don't think the "arena" surrounded by asteroids works well., Even if the weird edge effects are improved, I'd prefer a torus like the original star control (though sometimes fighting in an asteroid field or other scenario such as nebula would be cool too).

Reply #25 Top

My two cents...  negatives comments only - no news is good news (anecdotally I would also say my 2nd time playing after a few weeks is far better than the first)

There are balancing issues (of course as its a beta) - but I wonder if there is an issue with difficulty scaling - played a game on crazy cyborg and earth ship was one shotting a number of my ships or so it seemed (does this imply that a harder cyborg just gets stronger weapons - which would fly in the face of SC2?)

Why limit the points in melee - since perhaps we want a full line up of behemoths -  i can see sense with PvP though

Explosions are at times pitiful wrt animation - especially flak cannon and mines which make this 'sparkler' effect.  

Mines (and other proximity attacks possibly) - have an area effect that isn't apparent... you take huge damage despite being away from the 'sparkler' - there is a slight ripple but it needs a little more clarity in my opinion.  This is problematic with 8 Menkmack ships firing at you. 

Drenkend Carrier in particular (and other ships with low acceleration) - get knocked into the asteroid field far to easily.  I get the potential tactical option of using the outer rim asteroids at the risk of damage - but basically fighting to keep away from it seems weird.  I do like the asteroid PUBG style closing in - thats a thing right, not just my imagination?

The Measured ship is tricky - don't know which way it will shoot due to its maneuverability.  A little like the SC2 probe but that had omni-directional lightning so wasn't that big an issue.  

I second some of the previous comments on origin of summoned craft - and Jeff does seem like a real oddity and very random.  A more targeted and predictable Jeff (even if less OP) would make for a better experience?  

I don't know if its just me, but the Tywom Defenders drones seem irregular since sometimes they circle the ship like a Chmmmr but most times they appear to sit stationary in a location far away from you?   Need to chose one or the other if so - but since its called a defender it should probably be closer to a Chmmmr?

As for animations - I mostly like them with exceptions of perspective (i.e. top views/side views) which look random and sometimes 'work' but sometimes 'dont'.  Close in cuts after victory also appear odd at times - earth ship parts 'pulsing' as if connected by some tendon and not firmly set on ship.

  

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