A few bugs in 0.5 and other comments.

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Fireskull
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A few bugs in 0.5 and other comments.

Post by Fireskull »

I dont know if anyone has noticed these. I played Vega Strike a lot on my holidays and I hope this input helps you guys somehow.

Ammo:

Its not possible to reload HS missiles in a Lancelot. I haven't _yet_ tested it with other ships, but I intend to. To reload the missiles, you have to buy a different kind of missiles then buy HS missiles again.

The razor gun comes with 500 rounds of ammo, but it can only me reloaded up to 250. Either the gun you get should have 250 bullets, or be able to be fully reloaded. Personally, I also feel 250 is a bit limiting for that gun, even if its a very powerful weapon.

The jackhammer laser doesn't seens to use its "ammo" after each firing cycle. I can shoot ad infinitum. The 600 collants its able to be loaded with do seen bit too few considering its fire rate as well, but I couldnt really "test" that.

Of course, those guns having very few ammo as to limit them might exactly be the point you devs were trying to achieve. After all the razor is a medium gun with heavy gun damage ( it does more damage a sec than a reaper ), and that jackhamer fires up to 23km, if so, kudos.


Milspec ships:

Not a big fan of those, but I had to use a goddard of course. Is it a feature that when you are shoot the whole milspec package is damaged? Right now, repair costs for the goddard are like 50000 per shot and god save my credits if I meet aera ships. That makes it impossiple to use it for pure mercenary work in my opinion. I usually trade to make money, then take my goddard for a ride.

AI

I know AI is tough to work on, but here goes.

I have a couple of Aera squadrons SPECing around in Andolian frontier systems doing nothing at all. They look like they could be trade convoys, usually a couple of charlistons with an agasicle for escort. They are fun to shoot down when I manage to provoke them out of SPEC, but they don't seen to do anything. I wish that Agasicle would try to shoot bases down or something.

I also managed to shoot down an Aera commerce center without being attacked by other in system ships. I had good relations with them, and went for the base. Until it was destroyed, I only had to worry about base patrols.

The ships that are in-system as nav points ( you can target them with n ) don't seen to react to enemy threats. I have had an Tesla just sit there as an Agasile shoot me up and then went to shoot the Tesla. To its favour.. the tesla did shoot too... but forward and without targeting anything.

Capital ships should have torpedos as absolute highest priority targets.

oh yea, and those pesky uln keep chassing me, but you already know that :P. I hacked my reputations to get ride of them.

Ships: ( not bugs, just my experience )

The mule starts with a config that makes it unable to jump to another system. You have to go around hunting for a better energy capacitor for it. Don't know if its a bug or a feature.

The vendetta seens really underpowered for its price. For 8,8 million, I thought it was going to be fairly high end. Those 8 light guns look like a lot, but just don't cut it if you are facing ships that have decent shields ( and any aera fighter ) and though its fast, it pulls Gs just as a medium fighter so it can't dodge and roll with the best of them. I have changed my units file so its capable of sporting 4 medium guns in its inner hardpoints and that seens to have given it an edge,but it still needs a better reactor to keep up with all that shooting, sadly. I find this ship's design to be really really kick ass, and its a pity it can only be used to hunt down light fighters in its normal config. As a example, an Ariston milspec is less expensive than a Vendetta and I don't know how many times much more powerfull with all those missile mounts.

Speaking of which, though I haven't flied them, most hunter ships don't seen very... punchy? They seen to rely a lot on light guns, which I feel are fairly underpowered at the moment and this brings me to....

Guns ( again, not bugs )

As I said before, the razor seens to have very limited ammo at only 250. So does the jackhammer if it ever uses a single coolant :P.

Some of the light guns look fairly useless outside of a very low grade fight. Of course, this could be the whole point right? :P. Still, since some very expensive ships have light gun mounts ( ie: Gawain ) I feel they could be more effective.

Mass drivers: The damage they deliver ( even with phase ) is negligible nearly. I haven't used them after I was capable of buying better guns. Nice range, sure.. but what good is it if you can't damage anything? I've equiped 8 micro drivers in my Vendetta and couldn't get a Nicanders shield down with them... I had to ambush the thing as it was just leaving spec to blow it up.

Pugilists: Of course.. it could be just my flying style.. but if its a light fighter I don't get close enough to use these babies, and if its a bomber I dont want to get that close! The pugilists are very expensive as well, so maybe they could have a range that is more versatile in combat situations? 3500 km?

The only light gun Ive been using is the Ion Burster. I find all others can't compete at all with the medium guns in any situation, or even make much of a difference in combat if you have a bigger gun you can use, even if just one. The pugilists do have nice potential for damage, but their very low range means they are just energy drain for most of the engagement, and pressing G all the time when you are busy fighting ins't pratical.

It could also be that its the bigger guns that are overpowered of course. But I haven't explored this possibility, as I didn't find anything too over the top.

Thats it, congratulations if you managed to read everything ^^.
loki1950
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Post by loki1950 »

Thx Fireskull just about every one of those can be trace back to bad values in the ubiquitous units.csv all data side and connected to the python scripts that handle it so lots of work in checking each entry some 600 currently :wink:

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