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Author Topic: Stellar Impact. MOBA set in space. With spaceships.  (Read 15032 times)

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Re: Stellar Impact, Moba set in space
« Reply #15 on: October 12, 2011, 02:13:48 pm »

DotA I know. What is MOBA?

Multiplayer Online Battle Arena. A term created by one of the DotA creators/contributors to give a name to all the DotA-likes that are popping up these days.
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Bremen

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Re: Stellar Impact, Moba set in space
« Reply #16 on: October 12, 2011, 02:17:31 pm »

If the download isn't working, there's a torrent for the client linked in the CynicalBrit video description. That's how I got it.
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KaelGotDwarves

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Re: Stellar Impact, Moba set in space
« Reply #17 on: October 12, 2011, 06:04:24 pm »

Looks pretty fun, I hope to get some bay12 or DFC games going.

Roboboy33

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Re: Stellar Impact, Moba set in space
« Reply #18 on: October 12, 2011, 06:07:26 pm »

It wont connect.
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Bremen

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Re: Stellar Impact, Moba set in space
« Reply #19 on: October 12, 2011, 06:42:40 pm »

The server is unfortunately down for 24 hours due to maintenance (read: Vast overloading due to sudden publicity)

I did manage one last game before the server went down, so thought I'd mention a few things I've noticed. I've been playing with a cruiser and specializing in the project forcefield and summon escort ship powers.

1) Project forcefield is awesome. It can absorb a decent amount of damage (roughly 1/5th what it takes to kill a ship, if I read the stats right) at level one, and doubles when maxed. At higher levels it also regenerates strength and helps regenerate the shields of friendly ships inside it. It does have noticeable weaknesses though; obviously it's large and easy to hit, but more subtly if your forcefield intersects a friendly forcefield they both shut down. This takes some getting used to and can be a particular problem once your team upgrades minion waves to have their own forcefields. Not only do you waste your cooldown if you cancel out with another field, you hurt your minions/teammate by costing them their field.

2) Summons are fun, but tricky. I expected a summoning role to be all about standoff tactics, but its rather the opposite; the escorts have shorter range than other players or turrets, so I found the best way to utilize them was to head directly for point blank range. You can stack the skill up to three times (a stunning 18 escort ships if the skill is maxed, which I never got because the skill is off spec for cruisers), but keeping them alive long enough usually means either extreme care or simply sitting back in your base for several minutes while the skill recharges (bad idea). Turrets and enemy minion waves in particular seem to love tearing through escorts, so if you want to build up a force you'll probably have to play defensively. For my last game I gave a medal to my science officer that gave all my escorts rockets (and higher level of the skill gives them torpedoes) and their firepower shouldn't be underestimated; I was able to devastate several enemies by simply summoning a wave on top of them when the skill came off cooldown. They're quite fragile and grant cp to the enemy when destroyed though, which is one reason this skill combos well with forcefield.

3) Small ships are powerful, but require proper handling. I'm pretty sure just about everyone I was playing with was also a new player drawn by TotalBiscuit's video, and my cruiser was devastating small ships left and right when they tried to match broadsides. But I did get taken to school by a pair of frigates that tag-teamed me; one would dart in and blast at me, then retreat (and regen shields) when I got a few shots in while his friend did the same. This was even worse than might be expected because turrets take time to turn and aim, so they were getting in several volleys for every one of mine. On the other hand, I'm not quite sure how well they would work solo; the game tip says to try to stay behind your enemy, which might work against a dread, but my cruiser was consistently able to turn inside a strafing corvette or frigate. Of course, it's a MOBA; at the end of the day you don't have to outfight your enemy to win, and small ships can outrun enemies to escape or capture undefended objectives.
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Nilocy

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Re: Stellar Impact, Moba set in space
« Reply #20 on: October 12, 2011, 08:28:36 pm »

I always like it when devs post in threads. Makes everything seem so much more official.

I really really like the style of the ships, was looking at them in the client (obviously server issues), but man they look so like Battlefleet Gothic ships it uncanny : P Not that thats a bad thing, dorsal turrets and wings are my favourite things on space ships.

Also kael, if you can do the organisings for games then yaaaay... (totally not shifting of the responsibility here)

Edit: also, really eager to play this. If its any good I'll probably start splashing cash on it like I did LoL : P
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Roboboy33

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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #21 on: October 12, 2011, 11:16:31 pm »

I'm planning on making my ship super fast. How does the speed work? Can you upgrade your engine or is it just the ship?
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Bremen

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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #22 on: October 12, 2011, 11:24:26 pm »

I'm planning on making my ship super fast. How does the speed work? Can you upgrade your engine or is it just the ship?

There's a lot of ways to upgrade a ship. I know for a fact there's a skill to increase you speed for a short period, and one of the things you can spend command points on in battle is improved "boosters". Since I haven't noticed an option to boost, I assume this is a passive speed increase. As for equipment or officer skills to increase speed, I couldn't say right now.

Speed could be nice in the game since all attacks are effectively "skillshots". You can lock a target, and your turrets will automatically lead it, but the shots still have to travel and can miss if the target changes course enough. Though since weapons have arcs, rapid maneuvering will mess with your accuracy as well.
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Roboboy33

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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #23 on: October 12, 2011, 11:29:34 pm »

I plan on just having a hit and run type ship. Generraly being a nuisance to the other team.
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PrimusRibbus

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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #24 on: October 13, 2011, 12:13:14 am »

Speed could be nice in the game since all attacks are effectively "skillshots". You can lock a target, and your turrets will automatically lead it, but the shots still have to travel and can miss if the target changes course enough. Though since weapons have arcs, rapid maneuvering will mess with your accuracy as well.

Now you've perked my interest.

I've been waiting for a DotA-esque that doesn't intentionally try to be an awkward Warcraft 3 mod.

Kudos to the devs for being innovative in a stagnant genre.
« Last Edit: October 13, 2011, 12:19:33 am by PrimusRibbus »
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Bremen

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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #25 on: October 13, 2011, 12:28:42 am »

Speed could be nice in the game since all attacks are effectively "skillshots". You can lock a target, and your turrets will automatically lead it, but the shots still have to travel and can miss if the target changes course enough. Though since weapons have arcs, rapid maneuvering will mess with your accuracy as well.

Now you've perked my interest.

I've been waiting for a DotA-esque that doesn't intentionally try to be an awkward Warcraft 3 mod.

Kudos to the devs for being innovative in a stagnant genre.

Try being the operative word here, unless your ship is very fast; turning rates are fairly slow and shots fairly fast. Also, there's a certain amount of inaccuracy built into the guns, so by maneuvering you can occasionally turn a miss into a hit.

A more reasonable situation that I've had happen sometimes is targets moving so fast that the point the guns aim for to lead the shot (as opposed to where the enemy currently is) is actually outside of their range, usually as a result of the target moving nearly as fast as the shots themselves. Unfortunately this requires the faster ship to be moving away from the firing ship, so it's more useful for escapes than fighting.
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Shadowlord

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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #26 on: October 13, 2011, 03:52:54 am »

Oh, free has no upgrades? Meh. So it's like an MMO, but if you try it out, you'll just get ganked by everyone who is paying for it, it sounds like. That sounds... Fun?
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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #27 on: October 13, 2011, 04:32:49 am »

I'm not sure how many ranks of ship there are, but apparently going up a rank only gives you an extra skill point during the game (starts at 6 for rank 1, gaining an extra point per rank. I'm not sure what the max rank is), so your maximum potential is higher if you buy the game (once) than if you are playing for free. I don't believe it will have that much impact.

EDIT: apparently there are four ship ranks, and buying also gives you better drop.
« Last Edit: October 13, 2011, 04:39:43 am by Mini »
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Bremen

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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #28 on: October 13, 2011, 09:01:04 am »

I've been playing with the free account and doing just fine. There's also a team balancing mechanism.
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Anvilfolk

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Re: Stellar Impact. MOBA set in space. With spaceships.
« Reply #29 on: October 13, 2011, 09:23:37 am »

As far as I understand there's no monthly fee. You buy the game and you're good to go. Can anyone else confirm this? I won't play a game that requires me to pay every month...
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