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Preface: please think about this mega-post as a compilation of many little bits of feedback, with an introductory foreword. I'll spin off separate threads for any items that garner more detailed discussion. Plus, usual disclaimer: I think this update's really great overall, well done devs!
Please forgive me if I skip over many positives, to try to get to the point.
Initial Impression (overview):
This update broke all my favourite mobile techs. Many of those aren't going to be salvageable via tweaks to control schemes on my end, or even changes to that part of the code. E.g. all my helicopter/drones that used hover steers for pitch/turning, to avoid the use of the hover-bug glitch, got hit by the massive buff to hover steer power (about 3-4 times stronger now, but Kris is scaling that back 25% next patch).
My lean-in bikes, too, by that change and also propellers now powering up in both their directions (for turning), plus wheels turning the wrong direction (a bug).
When the devs said that they didn't want to break any of the old techs. I don't think that's quite true. I think that the new system has been aimed more at making as many techs that look like they should work, actually work. Like one of the most popular helicopters on the workshop, which got many subscribers (and a 4 star rating
) purely on looks, even though it was utterly horrible/useless to actually fly.
That now works great with the helicopter scheme, as do most of the many hover-bug helicopters, which tend to have the additional lateral fans to work well with the other axis of control. And they tend to look more like real life heli's. But the non-hover-bug techs that were optimised to work the best with the old system (e.g. in my Steam collection of "VTOLs that fly well") are mostly unsalvageable.
This is fine.
It makes sense, catering to the majority wanting realism. Less imaginative as that is, and disappointing for me personally, in not being able to show off clever work-around tricks (I was too slow).
But also, in apparently focusing first on making (Better Future) hover techs and hover-bug helicopters fully viable, planes seem to have been given short shrift. While flying 'cars' have been left without a coherent control method - it's very messy to go between driving on the ground and flying.
My first day impression of the control scheme menu was that it's far too complex; not in fitting with TerraTech's simple aesthetic. I was thinking that the whole thing needed a substantial rework....
But, I think it may be a little less confusing for entirely new players; I was hoping for a way to directly emulate the old system, and that's just not there. Plus, once I'd got to grips with what other things were breaking my existing techs, I figured that the remaining few stumbling blocks can probably be removed with relatively minor tweaks and additions to what's been implemented already.
I finally started to appreciate the scope of the possibilities once I got my hover-bug dropship into play - it seems perfectly made for the all-axis control (with the new BF control block for positional stability).
Initial Impression (overview):
This update broke all my favourite mobile techs. Many of those aren't going to be salvageable via tweaks to control schemes on my end, or even changes to that part of the code. E.g. all my helicopter/drones that used hover steers for pitch/turning, to avoid the use of the hover-bug glitch, got hit by the massive buff to hover steer power (about 3-4 times stronger now, but Kris is scaling that back 25% next patch).
My lean-in bikes, too, by that change and also propellers now powering up in both their directions (for turning), plus wheels turning the wrong direction (a bug).
When the devs said that they didn't want to break any of the old techs. I don't think that's quite true. I think that the new system has been aimed more at making as many techs that look like they should work, actually work. Like one of the most popular helicopters on the workshop, which got many subscribers (and a 4 star rating
That now works great with the helicopter scheme, as do most of the many hover-bug helicopters, which tend to have the additional lateral fans to work well with the other axis of control. And they tend to look more like real life heli's. But the non-hover-bug techs that were optimised to work the best with the old system (e.g. in my Steam collection of "VTOLs that fly well") are mostly unsalvageable.
This is fine.
But also, in apparently focusing first on making (Better Future) hover techs and hover-bug helicopters fully viable, planes seem to have been given short shrift. While flying 'cars' have been left without a coherent control method - it's very messy to go between driving on the ground and flying.
My first day impression of the control scheme menu was that it's far too complex; not in fitting with TerraTech's simple aesthetic. I was thinking that the whole thing needed a substantial rework....
But, I think it may be a little less confusing for entirely new players; I was hoping for a way to directly emulate the old system, and that's just not there. Plus, once I'd got to grips with what other things were breaking my existing techs, I figured that the remaining few stumbling blocks can probably be removed with relatively minor tweaks and additions to what's been implemented already.
I finally started to appreciate the scope of the possibilities once I got my hover-bug dropship into play - it seems perfectly made for the all-axis control (with the new BF control block for positional stability).
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