The game probably just needs a bigger team and about another six months in the oven. All that having been said, this is still an impressive effort from a small indie developer. non-auto combat)? That's a crashin' more often than not. Actually winning a space battle in hands-on mode (i.e. Want to start a game with a custom race? That's a crashin'. There are a fair number of rough edges all round. If you have multiple fleets around a star its sometimes impossible to click on one of them because they display in the exact same position. Even the galaxy maps aren't very friendly. That's about the only victory you can hope to see in Stardrive 2 past the first couple of random encounters with space crystals or pirates. There are all sorts of side missions that recruited NPCs offer but they require playing an annoying turn-based tactical game ala Front Mission or X-COM.but at least you have a chance of beating them if you're careful. Many aspects of the UI are vague and difficult to figure out as well as lacking polish and even the most basic of "smart" features. Forget about winning - its impossible to even keep pace with the computer. The AI isn't just ultra-aggressive but also cheats more than just about any game in recent memory. It doesn't take very long to discover this isn't quite the case. It doesn't take very long to discover Stardrive 2 starts out with the enticing possibility that it really is a modern answer to MOO/MOO 2. Stardrive 2 starts out with the enticing possibility that it really is a modern answer to MOO/MOO 2. I suggest even those who posted negative reviews based upon the release version, and especially those who are sore over SD1 and try to poison SD2, to try the game again now. Mod support with guides from the dev and a helpful community, this is a very enjoyable game and I've personally had no crashes or bugs in 40+ hours. Outside of the sandbox game there is a ship battle arena where you can design ships and fight with them, good for testing things out. Great graphics and effects, the galaxy map is gorgeous. Clean and intuitive UI, detailed ship design (although not as detailed as SD1), punishing AI which separates the 4X players from the casuals, interesting enemies and ships and many varied galactic map events. I recommend this because it's the closet thing to a MOO2 successor yet. As it stands, the single dev is absorbing and responding to all feedback and incorporating new options.changes regularly. Long version: A month after release and much has been done via patches to address community concerns for diplomacy, weapon balance, tweaks, and AI which is excellent and punished the weak (some people are just bad at 4X). Long version: A month after release and much has been done via patches to address community concerns for TLDR: superb and engaging. And I’ll be trying to present a few from every category.TLDR: superb and engaging. Since there are a lot of shields (74 to be exact), and ranking all of them would make for a huge article, I’ve handpicked the top 10 worth using. You’ll often need a lot of points in strength to wield one, and their substantial weight might take a toll on your rolls. Greatshields are the big baddies of the shield family, rocking the best physical and elemental resistances, and the highest stability. They have great defenses, a higher stability, and any build can pick up even the best standard shield with minimal stat investment. Standard shields are the bread and butter of Dark Souls. ![]() Small shields usually provide the least amount of defensive bonuses, but also have barely any requirements, are very light, and sometimes make your parries better. Shields are divided into the three categories: small, standard, and greatshields. ![]() While the tools that help you dodge are limited, there’s a vast sea of shields to choose and hide behind (depending on your situation)! Quite often in the Dark Souls franchise when you’re fighting an enemy, it’s considered a good idea to either dodge their attacks, or hide behind something.
0 Comments
Leave a Reply. |