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Super Melee beta feedback

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 #26 Top

Super melee Update #2

Overall impression is good.

I like the arena solution much more than the leash.

 

Few things (and bugs?) i have noticed and suggestions.

 

Ships

- Tywom secondary drones are sometimes moving towards the enemy and sometimes static. Is this intentional and if so what triggers it?

- Menkmack weapon is sometimes visible sometimes invisible and you get hit out of nowhere. Intentional?

- Ship animation (moving parts) is sometimes jittering badly. 

 

Arena

- Planet gravity is really strong. Gravity well could be wider but weaker.

- Asteroid field has gravity? Why? It feels like a nuisance and i couldn't figure any reason for it. 

- Mouse cursor is visible at all times. It has no function during battle and could be hidden.

- Different sized arena options maybe.

 

Ship selection screen

- Ship selection should be usable with keyboard so you don't have to grab mouse everytime to select a ship.

- Random ship selection option. Like in SC2.

- Display name of the ship when hovering over/selecting it.

 

Fleet selection screen

- In human vs AI battle ability to turn point limit off.

- In stats window all the ships have same range value. This should indicate weapon range?

 

I assuming the sounds are WIP.

Im not a sound pro or anything and i can't really explain this well but something bothers me with the SFX.

Don't get me wrong there is cool sounds but for example when multiple sounds are playing it quickly becomes garbled mess.

Also some sounds are not allways playing and that does not help with the feel of 'something is wrong'.

 

I would also like to hear more beefy sounds.

Most hit sounds now are weak(ish) crack type sounds and that sounds just wrong when getting hit by gun that does lot of damage.

 

 

 

 

 

Reply #27 Top

Quoting markbols, reply 25

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?
  

The drones spawn around your ship at set intervals.  The secondary is to place the drones as stationary turrets.

Reply #28 Top

Markbols, the Tywom defenders drones essentially have 2 stages.  When you first launch a new drone it will be circling you.  You can get more than one circling you at a time.  Once at least one is orbiting your ship, if you push the button again one of the drones will "plant itself" in a location and act as what is called a "Captor Mine".  That's just a militaristic term for a mine that shoots at you with something.  So first you get a mine, or mines, orbiting you, then you place them by pushing the button again to place place on at your current location.  I still haven't figured out why they sometimes build up around you... you'd think you could never wind up with more than one orbiting because if there are any orbiting they would place instead of launching a new one.  So I'm still confused as to how you wind up with multiple ones orbiting you, but this is how it generally works.

Stardock, you should think of adding a "Ship Information" screen like my Space Hockey has.  You always want at least one place in the game where the ships are seen "close up, in detail".  Big, with some kind of "engineering blueprint".  This is just cool, but more important provides a place to show each ship in exacting detail and provide tutorial information about the ship at the same time.  Maybe clicking on the secondary or primary brings up a similar full page screen about each weapon/system explaining everything about it and how it works in the game, for example the Tywom drones.  On the ship "blueprint", go overboard with engineering lore about how all the aspect of each ship work, even those aspects that aren't even represented in the game.  A "Ship Information" (or "SFB SSD") screen would add a lot to the immersion and give you a place in-game to explain how each primary/secondary work in exacting detail.

You might access this screen by right-clicking on the ship thumbnails in the ship selection interface.

Reply #29 Top

Quoting Alverez, reply 27


The drones spawn around your ship at set intervals.  The secondary is to place the drones as stationary turrets.
 
That explains it!  And why it seemed like the button wasn't working a lot of the time...
Reply #30 Top

I'm still st

Quoting Dude3D, reply 26
 

Arena

- Planet gravity is really strong. Gravity well could be wider but weaker.

- Asteroid field has gravity? Why? It feels like a nuisance and i couldn't figure any reason for it. 

- Mouse cursor is visible at all times. It has no function during battle and could be hidden.

- Different sized arena options maybe.

 

Ship selection screen

- Ship selection should be usable with keyboard so you don't have to grab mouse everytime to select a ship.




I agree with all of this plus adding in the option for screen wrapping for us old fogies.

Reply #31 Top

Having played a bit with the latest update:

1. Love the new arena, much more interesting and would like to see a variety of environments and maps to fight in during the story

2. Collision with objects... is odd. It definitely makes contact, but bounces in weird ways, doesn't feel right. Wish I was better at defining what precisely would correct this

3. Now that there are things to run into, the camera is an issue. I hit things without seeing them because they were off screen moments before. One possible fix might be the addition of a radar map that shows object locations

4. I think the initial arena size could be a bit larger