Infinity: Battlescape - Railgun interceptor in a bit if everything

  Рет қаралды 4,446

Random_Passerby

Random_Passerby

Жыл бұрын

Part time interceptor, part time attacker, part time general nuisance. Again, check out how quickly attacks end, when no one mops small ships, and how hard it is to stop all of them.
Credit to CMDR SmartAss and SpiritGum for participation in the battle.
The game is Infinity: Battlescape by I-Novae Studios, version 0.9.2.0, server is US-East.

Пікірлер: 14
@alternative915
@alternative915 Жыл бұрын
Holy crap, how come i never heard of this?
@random_passerby4672
@random_passerby4672 Жыл бұрын
Well, easily, as dev team has scheduled proper advertising for the game for 1.0 release, and is focused on improving it until then. It is still a good time to join the game and try it out, to help find and fix bugs, for example.
@thomasclewer
@thomasclewer Жыл бұрын
i bought this game last night because of this channel. Bravo sir.
@random_passerby4672
@random_passerby4672 Жыл бұрын
Great thanks, man! Looking forward to seeing you in flight, and hope the game will be easy enough for you to learn. Also, so far I only posted nearly unedited recordings of the game, the most edited being the "Early in the match" a while back, with its intro experiment thing. What other types of content do you think would be entertaining as well, or more?
@thomasclewer
@thomasclewer Жыл бұрын
@@random_passerby4672 it’s simple enough. However the different controls from fighter to capital ship without explanation confused me until I got the hang of it. Perhaps come different weapon explanations would be good!?
@random_passerby4672
@random_passerby4672 Жыл бұрын
Hm, so tutorials or something like them. Noted, will think through at some point. In the meantime, a short explanation can be made here: Shields and hull are represented with damage points, their pools are separate, but the weapon damage is split in thee same way. Simple as - weapon does kinetic damage that reduces hull HP, and it also does energy damage, which reduces shield HP. Either kinetic OR energy damage is dealt per hit, the result is governed by ship's shield percentage, so it's semi-random, as in can be modelled, but harder to do in flight. Weapons are split into ballistic and guided. Ballistics have more variety and more varied stats, while guided have less of both, and also have a proportional damage calculation rule instead of semi-probabilistic one. Ballistics are split between kinetic and blaster variants, with hybrid weapons in-between. This split is mainly in terms of the ammo source, with kinetics taking ammo and generating heat, blasters taking energy without heat, and hybrids taking both to fire a shot, also generating heat. Kinetic weapons generally do more kinetic damage than energy, blasters deal more energy damage than kinetic, hybrids are less defined, as only small railguns are available, and those have even more difference in their damage, barely able to dent shields on ships. Guided weapons are three types of missiles, a torpedo, and a mine. Almost all of them deal mainly kinetic damage, proportion of it actually being dealt to hull instead of shields is governed by the shield percentage the target has. EMP missile will deal damage to shields exclusively. All of these, except one immobile variant of a mine, share physics with ships, and maneuver in a manner close to a Sidewinder, probably. They will partially head towards the target, but also partially try to match lateral velocity. They go for a moderate speed on collision, return after a miss, can be confused by countermeasures for ~10 seconds, and can be shot down with any weapon, although dedicated defenses work best. Hope it helps, until a closer look will be posted someday.
@brianawilk285
@brianawilk285 Жыл бұрын
I really like this game but one thing i would like to see is a little bit of ground combat, vehicles and more extensive base defenses. Then it would be complete.
@random_passerby4672
@random_passerby4672 Жыл бұрын
Well, this would be put of the scope, according to the dev team. One gameplay side to it is in that ground vehicles would be too easy of a pick with current flying ones, so their addition would be somewhat expensive in dev time, but without as valuable as a result.
@GalladeTheWarrior
@GalladeTheWarrior Жыл бұрын
@@random_passerby4672 there would have to be some very powerful ground based air defense or something
@random_passerby4672
@random_passerby4672 Жыл бұрын
It is already so powerful it wins ground battles on its own! It is due to orbital cannons placed there. Although their stats are truncated, their damage is not, so they shred all the capitals and all the ship points AI has scheduled to be spent on the attacking side there, thus winning the battle. And as cool as it would be, it won't add a real lot of value compared to something flying. Devs are the ultimate judges here, but I suppose it won't be added.
@anderu2384
@anderu2384 Жыл бұрын
@@random_passerby4672 Balancing CAS is very hard, just look at war thunder... CAS either just mops the ground or ground forces AA spams everyone
@random_passerby4672
@random_passerby4672 Жыл бұрын
Absolutely. It is even more interesting from the point of energy application, as ground vehicles with the same energy expenditure as I:B ships would not be harmless by any means -- less thrusters means more shields and more guns, for example. The difference in movement combined with this is the source of the difficulty imo.
@alessandrop1984
@alessandrop1984 Жыл бұрын
Why should I buy this game instead of star citizen
@random_passerby4672
@random_passerby4672 Жыл бұрын
I don't know. What do you like? For grand space battles, sharp controls, and one-time purchase?
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