Galactic Junk League
|26 июля 2017 г.
- OS: OSX 10.6
- Processor: Intel Dual Core
- Memory: 4 GB RAM
- Graphics: 512 MB
- Network: Broadband Internet connection
- Storage: 4 GB available space
- OS: OSX 10.6 or later
- Processor: Intel Core i5
- Memory: 8 GB RAM
- Graphics: 1 GB or higher
- Network: Broadband Internet connection
- Storage: 4 GB available space
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is a tactic sci-fi free-to-play shooter arena - a combat game mixed with almost infinite ship building possibilities.
Build anything. Fight anyone. In space.
What used to be a prosperous universe is now a post-apocalyptic rusty dump full of galactic junk. Savage arenas became the only amusement we have. To fight and destroy, we use all necessary means from super advanced beam weapons to makeshift torpedoes made from a rusty fridge. The most valuable thing here? Your team.
Build your junk ships to literally any shapes and sizes and fight against the creations of other players in 7v7 PvP capture arenas across 3 new maps. The more you fight the better ships you can build. Pick one of the classes (Frigate, Cruiser, Battleship and Destroyer) and research all the blocks to build your ultimate junk ship. Every classs has its own role in the team.
- 4 unlockable classes with unique fighting styles and build options
- 3 unique multi-level weapon systems (Rockets, Lasers, Gauss)
- class-specific abilities
- 3 different maps, each with unique play style
- infinite number of possible ship designs thanks to vast building options and mirror mode
- high level of replayability
- player profiles and top ladders
- skill-based matchmaking with players from all around the world!
New with the full release (compared to Early Access):
- brand new game mode: Galactic Conquest
- reworked game mechanics and abilities
- class system overhaul
- Tactical Communication Interface
- revamped game start
- AI opponents
- sales and new DLCs
Reviews about the game
Not as good as the old robocraft but much better than the new robocraft. Guess it'll have to do.
UPDATE: Developers have mentioned in Dev Diary #22 that they are planning to redesign arenas among other things. Look it up on the official website in the "News" tab. TL:DR for ex-robocraft players: You are playing Mars Crater and everyone is playing Rail Walkers. TL:DR (for everyone else) - Small maps, little cover and auto-spotting [i]kinda[/i] favor the point and click nature of long range armor cubes. The game itself has massive potential, though it's currently plagued by a couple of problems that complement each other resulting in a huge issue.. By reading other reviews you are probably aware of the "long range" builds issue with about 44.2% of the community focusing on two longest range weapons. You can find the data on the Dev diary #21 on the official site. I mean Jesus, how do you end up with almost half the community using only two weapons out of 7 total? We'll I'll tell ya, now buckle up, this is gonna be a long one. (As usually happens with my rants when I have a love/hate relationship with something) The major factors that are causing this issue: 1. Automatic spotting regardless of distance 2. Relatively small maps with huge open areas and very little to no cover 3. Simpler ship design when building a long range build. (fewer things to worry about) 4. The "buffer" #1 - Automatic spotting regardless of distance Looking at this alone doesn't seem like a huge deal, and in [i]some[/i] areas of [i]some[/i] maps its not a big problem. But it gets worse, or better in the case of 44.2% of players. xD #2 - Relatively small maps with huge open areas and very little to no cover Now when we look at the number 1 and 2 together, you don't need a PhD in map design to figure out which classes will benefit the most out of that. Add more stuff to maps, don't leave such massive open areas that allow the long ranged ships spot and engage threats the moment they get in range. Some potential weapon solutions can be seen in Robocraft ( I know I keep comparing these two, but alot of the problems are pretty much interchangeable). The range advantage was was reduced by adding the laser indicator that lets the targeted player know that they are being targeted, so he can start dodging or engage back. Other things that reduced the effectiveness of the long range (railguns atleast) were the slow turn rate and somewhat long recharge time between shots, leaving them vulnerable to fast moving close range vehicles and forcing them to pick their shots and not just spam left click at the first name that turns white. #3 - Simpler ship design when building a long range build. It's like point building characters in RPGs, you will have dumpstats, aka aspects that will get neglected to the lowest possible state that doesn't overall compromise the build in a significant way. You don't need insane speed, or incredibly fast turning rates, mostly because you can outrange or match anything that can threaten you the moment it's in your line of sight. Not to mention, you'll probably be aware of the threat long before they get to threaten you due to how the spotting works right now. So the result is people simply making so called "Borg cubes" that cover a large portion of the map, particularly from the top. 4. The distance "buffer". You will notice that gauss based builds end up dying far less often than average (in the graphs I initially mentioned). Atleast in the case of cannons, they have that buffer distance which allows them to engage the short/medium ranged enemy long before they are within range to respond. That usually results in you loosing a component, getting your core exposed or even getting outright destroyed before reaching cover. Now some will argue that they "need to git gud" and dodge, which you can try, but as mentioned in 1. and 2. the maps are universally open if not to all sides then atleast from above. to amplify the problem further, you will be constantly marked as long as you are in the line of sight of any other enemy, which is pretty much all of the time, resulting in the long range ship being ready for you once you pop out of cover whether to engange him or run away. Essentially the effective range importance goes up as the map size and complexity go down. You cover a much bigger portion of the map and you end up threatening other ships from further away, while they have no effective way of fighting back. Imagine encountering a group of such long ranged ships (with ~44.2% of people playing like that, that is statistically unavoidable) that can virtually make the entire map their killzone, while being able to cover each other at the same time. Countering something like that, well it leaves you with with few options out of which the most popular one is "Leave match". The change the devs did on these weapons is welcome (largely futile), but it's only treating the symptom, not the cause. Nerfing the cannons is merely a bandaid measure. As long as the maps are designed with large open areas where you'd get spotted the moment you pop out the domminant weapon will be whichever weapon has the longest range and the lowest skill requirement to use. Nerf the cannons and ubers bellow 3000, cruise missles will become popular, nerf the missles, heavy lasers will become popular. Balacing weapons this way can only go so far as it turns into a race to the bottom. Other issue I have to mention are the range/damage abilities. This is an issue I often see with games that have any sort of customization. If you intend to give players utility, stick to utility. The moment you give them ways to shorten the TTK (TTK - Time To Kill) those abilities will become the go-to abilities. Anyone who has played CoD4 MW1 knows this, with everyone picking Stopping Power perk +40% DMG, essentially shortening the TTK by 1 hit on average. And in a game where most automatic weapons kill in 3 to 4 hits, lowering that by 1 is a huge deal. Warframe also fell into this trap of the "game of numbers" years ago, with all weapon and warframe builds being laser focused on dishing out the highest possible DPS and some CC (though CC is another story). So these are all the problems, but what of solutions. Well those might be obvious at the first glance, but will take a lot of work and time. Larger maps, add some complexity, like those holes in that rock platform that cant fit oversized ships (forgot the name of the map). No auto-spotting, use radars and jammers if you have to have an automatic way of spotting. Rewarding scouting and supporting in general would be a good idea as well. The reason I wrote the "Great Wall of China" of text is that I really like this game and I'd hate to see it go down the same road of mistakes I've seen so many games follow. You guys have a good thing going here, don't let it go down in history like another robocraft. Also from the data devs gave in that table show other implications besides the sheer popularity. Average K/D ratios Gauss Cannon: 1.47 Gattling Gauss: 1.34 (despite having the highest average kills) Heavy Laser and Uber Cannon: 1.75 (the difference is 0.01) Cruise missle: 0.97 (Probabbly due to the fiddly nature of the rocket AI) And then the interesting part Phaser: 0.84 Rocket Launchers: 0.71 So it must be a coincidence that the weapons that have the lowest K/D on average are also the weapons with the shortest range.
EARLY ACCESS REVIEW Not a bad game so far, very inspired by Robocraft and obvious where it borrowed from its progenitor. But that does not make it a bad game by any means. The building is decent, but not hugely important. There is simply not enough depth to the building -yet- to make it matter much. The combat is very engaging and the ground work for a solid damage system are there, but as the building doesnt matter much yet so doesn't careful targeting. On the flip side, you can make a really cool looking ship without sacrificing much in the way of power/toughness. The weapons need a lot of work though... the game is currently a snipe fest. Everyone uses the big cannons and stays back at max range just pinging at each other. Few ships are well enough designed and piloted by skilled enough people to zip in and fight up close/mid range but they are still inferior to the large cannon cruiser/battleships in general. They have a tough uphill journey to balancing their weapons and creating better counter play. Over-all.... the game is worth giving a try. If you like it, throw a little $$ the developers way to keep growing the game. This is very much in the same boat Robocraft is, what they are trying to do is truly epic, very hard to balance, and requires strong community support to pull off. These guys are not 3xA developers and with no major Publishers backing them. They are making a great product and need a dedicated communities help to not only fund it but also test and balance it. This, as with Robocraft, has the potential to be one of the best multiplayer online games out there and far far exceed the 3xA big money games. So give it a try!
Its Meh Ill start by saying its not a bad game for being in the early stages. A bit of fine tuning and it will be a great game. My issues are, its really unbalanced, no moderation in the chat and the matches arent long enough. Ship building takes me back to Kingdom Hearts in a good way. Keep working and Iron out the bugs and it will be good. But at the moment, I cant recommend.
So I'll give an honest opinion about this game... 1. Snipers are too strong, they can completely tear you apart in a few shots. 2. Snipers also don't travel very far from spawn meaning IF you manage to get through the enemy team and avoid said snipers fire, he's just going to spawn up and remove you. 3. Rockets, phasors or cannon is really the only way to go... you have to aim everything but why should I restrict myself to trying to lead in this game when rockets are so much better? The machine guns are TERRIBLE. 4. No regen so if you get your stuff shot out... even though you won the fight... you have to press K and suicide giving the enemy a point anyway. 5. Maps are too small and too big at the same time. All the terrain you can take cover behind is limited to such a small space, yet you can fly out of that to rediculous lengths making that annoying flankers capable of just riding the edge into your spawn, then fly behind your spawn and never get spotted by your team. 6. Progression is so painful. It take quite a few games of 2x exp with a 225% increase on the match to get enough junk to research one thing. 7. Matchmaking is broken. I was seeing ships much larger and much more well equipped than I early game. Indestrucible badasses just taking on level 3 rookies. 8. Since snipers are so powerful, this makes games focused around a few pillars, with snipers daring anyone to peek meaning if you are a close ranged damage dealer, you better be able to take on their entire team. This game HAS potential but right now it just lacks the balance for me to recommend this to anyone.
The game has some balancing issues, but i believe it can be better than Robocraft, cause it has no random generate loot and it has FAR more rewarding match system