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Posts
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Everything posted by Cleric
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HTML5 client? Yep, pretty much everyone else.
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Huh? Is it really a good idea to include a hull which has totally different controls from others?
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That's weird, because on the Flash version (HTML5 version crashes), there are essentially no difference on how to control Ares when enabling or disabling mouse control
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When I enabled mouse control, am I supposed to able to strafe Ares with A and D key? Because when I do so on the Flash version, it rotates the hull instead.
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Actually, are Ares supposed to move sideway? Because for me, it seems that it is basically a normal hull which will drift when it turns
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It is a good thing and a bad thing at the same time. Now you can test equipment without spending a lot of crystals. While the downside is you have to spend more if you want to buy something completely new and upgrade them all the way up.
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See my edit, they changed the system so that if you want to buy MK 7, you have to buy everything from MK 1 all the way to MK 7.
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Am I stupid of something? I can't quite feel how's the control are different on PC with both keyboard only and keyboard and mouse.
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I think in HTML5 client, you have to buy EACH MK. This applies to all equipment. Edit: Never mind, now you have to buy each MK modification on all platform.
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Wait, aren't Ares suppose to be able to slide sideway?
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Guys, I bought the bundle and the best thing I got from containers are Electromagnetic salvo. I thought 50 ultra containers + 50 normal containers could at least give me one XT skin....
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Those guys forgot to release the bundles in HTML5 client. They are there in flash version of the game.
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Yep the HTML5 client crashes. For love of god.
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Where are the bundles? It is not in the HTML5 client.
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For god sake, after equipping Ares and close my game client. It keeps giving me the ResourceBatchLoadException: null Error.
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Care to elaborate that? I am playing Vulcan with heavy hull and considering whether Ares will be the best heavy hull.
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Honestly, if the bundles are not super expensive (less than US$100), I would properly buy the Special Bundle «Level: Supergod». I don't have that much time for the missions.
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And Murder Hornet + Vulcan with Heat Immunity.
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When I first saw the overdrive, I'm screaming "MOIRA" hard.
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So the turret still turns? For turrets with slow turning speed (e.g. Vulcan and Shaft), does the rotation of hull help?
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Guys, let's be real. This is a F2P game and the devs have to make profits. This is a business, not charity after all. It inevitablely has to include P2W system. And let just be honest, this is not the most aggressive P2W system I have seen.
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First of all, nice job of creating the new UI. It gives the game a modern look and some of the UI elements have clearly taken mobile platform into consideration. Yet, I believe there are still rooms of improvement on the UI. Current behaviour: When you are queuing for a match, a pop up will be prompted in the top right corner of the screen to show the queuing time and indicate you are queuing for a match Issue: The popup blocks some of the UI elements (e.g. full screen and logout button) Suggestion: Move the popup to the top centre of the screen, where no UI elements are present there. Current behaviour: Most of the time, when you interact with an UI element (e.g. button), it takes quite some time to response (e.g. loading a new page). I suspect this is the workflow of an user interaction currently is (correctly me if I am wrong) Player interact with an UI element (e.g. press a button). The game client sends a HTTP request to the server. The server reply an HTTP response to either confirm or reject the interaction The game client received the response and perform action(s) accordingly (e.g. loading a page). Issue: This gives players an impression that the client is badly optimized and have poor responsiveness. Suggestion: Most of the resources are in fact stored on client side and can be loaded immediately without interacting with the server. For those information and resources which must be obtained from the server (e.g. equipped gear, gear level, etc), placeholders can be rendered first and replaced with the actual data when they are ready. An example of how Material Design (by Google) implements it: https://material.io/design/communication/launch-screen.html I noticed part of the HTML5 client actual implements this. e.g. When the game starts up, it renders the Recruit rank and the corresponding icon as placeholder, and replaces it with the correct rank afterwards. In my opinion, it is unnecessary to implement the Placeholder UI when the game client is first launch because people expect a game client loads quite a bit of time. The devs can simply wait to receive all remote data necessary to display the home page before rendering it. Yet, Placeholder UI is absolutely necessary for rest of the UI elements.
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@At_Shin Any suggestions?
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Oh, so normally do you earn enough batteries (through missions, challenges, etc) without actually buying it?
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So the drone will automatically activate for every kill and grant additional overdrive charge. Is this the case? Also, how do the batteries consumed? Does it consume 1 battery when the drone is active? Or for a 7 min battle, it consumes 7 batteries, 1 per minute, regardless how many kills I get?
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