Infinity: Battlescape - Dizzying corvette Capital-like flying

  Рет қаралды 1,951

Random_Passerby

Random_Passerby

Жыл бұрын

With recent ones of prior updates, the corvette has found its place as more of a dedicated repair and resupply ship. Its armaments are lacking, as a result or no - no definite idea. But that's a bummer - it is supposed to be the tank of the battlespace, heavier and more generally dangerous one of the small ships, once it gets in position. Instead... it provides a feel of being a battle elephant with mice running all around. It is large and slow enough to be reliably hit from afar, but not sturdy enough to sustain damage for long enough. A single interceptor turns from its barely easy prey to its absolute doom, once it knows what to do. Examples are all here.
What had an interesting benefit to its survival (apart from several moments :D) is the increased awareness the Capital Ship Control Scheme can give it. A drone-s perspective with an option to look anywhere lets it aim faster, manoeuver better, and notice opportunities and targets from afar. Just needs to get used to.
Credit to Serafine, Tymalous, and tha_pzycho for participating in battles on Havok side.
The game is Infinity: Battlescape by I-Novae Studios, version 0.9.3.1, server is EU.

Пікірлер: 18
@KiltenthTV
@KiltenthTV Жыл бұрын
You are probably the one who plays and uploads this game the most. I'm sure you can contact devs. Please tell them to make some discount :D
@random_passerby4672
@random_passerby4672 Жыл бұрын
Message sent, the dev team is in the know for years already ;D More serious addition is in that their plan is to further improve the game, so that it would fit its current or new price. Growing the price with the game has the potential to dissuade people from trying it anyway, as either it will be lacking, but fitting the price, or upsetting newer players with rising price. Or somewhere in-between, I have not studied economics thoroughly to make a better guess. But the idea to improve remains key here. A question in return - what (and how much of it) do you think would be fitting for the game's price? I'm interested in fair assessment.
@KiltenthTV
@KiltenthTV Жыл бұрын
@@random_passerby4672 Aaah thanks a lot. I live in Turkey so we have a regional pricing going on here with Steam. It's currently at 80 Liras. It's quite a lot for a early access game that has low population and almost no advertising. Just to make a comparison, GTA V is 75 Liras on discount, Forza Horizon 4 is 92 Liras without a discount. Elite Dangerous is 75 Liras and Odyssey is 61. Therefore, considering what this game currently has as a content and being in early access and having only 6 classes of ships and 1 type of each, I would say 40 or 50 Liras would be better for now. I would buy It the second I see this game at 40 Liras honestly. However I'm also OK with raising prices as they add more to the game. Thanks for both the info and question ^^
@josevelazquez5721
@josevelazquez5721 Жыл бұрын
I've been playing it quite a bit, killaceone here. Right now I typically use the bomber to do my best and hold off assaults, and then Cruiser when it comes to really getting in the way. Keep rocking these video's, your videos are what got me into the game!
@random_passerby4672
@random_passerby4672 Жыл бұрын
Thanks, will do! :D When you use both the bomber and the cruiser, is your objective to attack capitals and possibly the carrier? How much of the base is left after the battle? And how big of a threat the small ships are? Asking to learn how the balance feels.
@josevelazquez5721
@josevelazquez5721 Жыл бұрын
@@random_passerby4672 Well I'll say this, normally what I focus on is I'll start as a bomber. I'll stick relatively within range of either the hanger or carrier and I'll go max torpedoes', engaging all the fighters and bombers that are targeting the objectives. I'll do this for a while to whittle down the enemy and then start to focus on larger ships that have lower shields. Like 60-70%, i'll hit them non stop with torpedoes and missiles to try and get their shields lower to 20-40% At the shield range the torpedoes tend to do much more damage and I can focus them down. As a larger ship I try to focus on putting myself between major objectives and doing the same to stop larger ships. Just focusing on not spreading out too far so you aren't singled out. I think small ships like bombers can be a major threat if they focus on you and continue to replenish. Their biggest weakness are those laser defenses that shoot down missiles and torpedoes. You get enough corvettes around you with those and the bombers can only attack you by rushing you at close range and doing flybys
@random_passerby4672
@random_passerby4672 Жыл бұрын
I like this strategy. Flying a bomber with maxed torpedoes, but engaging small ships, is a bit surprising, even with missiles involved, but it can work with corvettes around. And then, if weapon platforms survive, next part makes a lot of sense, as attackers either stay back, or slide in like AIs do, possibly getting hit in either case. And capitals are a significant chunk of momentum, regardless of their effectiveness. Not spreading out is another good choice taken. Though sometimes there would be capital ships flying away in pairs, or being locked in a duel, and attacking these would also be a good choice. If allied ship survives, it will find its way back to the battle. Oh and there also is another trick to help defend against incoming torpedoes: • Have railguns, if flying a cruiser, otherwise have AMS on a destroyer; • Target the incoming torpedo, when it is on approach (the earlier, the better); • Set railguns/AMS to Manual; • Aim manually at targeted torpedo's lead, until turrets turn to it; • Set these turrets to Auto again; Turrets will fire at incoming torpedo, since it will be the closest target, which somehow beats turret's interest in other targets for now. This can save you HP or the hull, as hit probability is decent. Thank you for the answer, and hopefully these tips will also help :)
@ummerfarooq5383
@ummerfarooq5383 6 ай бұрын
Space station needs more lighting
@sentinal94gg
@sentinal94gg Жыл бұрын
as an interceptor main.. something that big shouldnt move that fast XD, just glad i have a higher velocity transfer between directions
@random_passerby4672
@random_passerby4672 Жыл бұрын
Good news - it does not in fact move as fast XD. It's all in keyboard controls and continuous movement, as well as very dynamic external camera. Keyboard controls are too binary, 0-to-max all the time, so the corvette feels more responsive in this control scheme, despite actually not changing much. Then those continuous manoeuvers straight copied from capital flight allow it to get places fast, as well as to tumble a lot. One thing I'd like to know though - does the lateral movement of the camera help convey its speed much?
@midsansan
@midsansan Жыл бұрын
I think the game have great potential. Phenomenon atmosphere and sound design. Excel in what it focus on which is space combat. The player number worried me a bit. But that understandable as it not finished product yet. I will get this on discount. But I have one question. Where the server located? I live in Southeast Asia region and high ping terrify me.
@random_passerby4672
@random_passerby4672 Жыл бұрын
I forgot where it is located, but there is a dedicated Asia server. With I:B's decent error correction latency probably won't be a problem. Probably, of course.
@TheKeule33
@TheKeule33 Жыл бұрын
*has great potential
@OniFeez
@OniFeez Жыл бұрын
This game looks amazing. I assume the 'physics' of combat though is the same whether you're 'on' a planet or in space though? I just realized but, if you turn your ship off, do you spoof missiles to lose lock on and disappear from radar to fool players into thinking you're destroyed?
@random_passerby4672
@random_passerby4672 Жыл бұрын
Almost yes, as projectiles do not arc in planetary gravity, but ships do if they shut thrusters off. There is "Anti-gravity" subsystem that is always on, which uses thrusters to compensate for planetary acceleration, so all ships can fall to the ground, and overweight ones fall most often. Gravity is also felt in flight too. It would be nice if they did, but they do not do that yet. The ship disappears from radar and can not be targeted from further away, but missiles have their own code that handles that, so powering down does not make them lose lock. According to the dev team, and only if I remember correctly, this can potentially change. So no missile spoofing yet, but spoofing players - possible already! It also works on AI, they can be seen re-targeting here. Players can close in and check, and it can still buy you some time. Alternatively, ambushes are also possible.
@ToggBott
@ToggBott Жыл бұрын
how is this game with a hotas... and how do the ships feel... heavy.. weightless... sim/arcade?
@random_passerby4672
@random_passerby4672 Жыл бұрын
According to input from HOTAS enthusiasts, especially on the bug-fixing part, it feels really well. On top of that setup is also pretty flexible, lots of things are bindable. Ship physics are sim-like, with arcadey amount of thrust on some of them. Yes, there is ramp-up technically, but it is pretty sharp even on a carrier, so ships feel both heavy - as they are chunky metal shapes - but responsive. With some thought and skill put to it, a cruiser can do some thrilling combat acrobatics, akin to what interceptor easily does at its own scale.
@doltBmB
@doltBmB 10 ай бұрын
your videos have this obnoxious crackling and snapping that is deafening
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