New Skaar RE2 Combat SV WIP
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- Опубликовано: 21 авг 2024
- In this video I first show and talk about a new Skaar combat SV for this months Anvil Challenge. After that I show and talk about the recent Vanilla update and ask the question on how you feel about RE2 SV CPU. I try to explain where I am coming from on my views of it.
Also, sorry about the audio issue on the previous version of this video which was now removed. I must have not had the mic fully active and then bumped it around 14 minutes in the video to have it work. Thanks for the heads up on that.
Nail on head. The mod is making the ship building way more restrictive and less fun with each update. You have to build massive size class ships that take endgame grind materials just to spawn in something practical these days. The size of parts added to the game over time has also increased drastically adding to the frustrations of building compact, capable ships.
No-one wants to wait months into endgame grind to spawn in decent ships and another annoyance is thrusters, not just that there is now a "space engineers" selection of thruster types but the fact that they have to be in specific locations away from CoG to get any decent manouverabillity out of them. I would of rather had a selection for certain usages like Drive thrusters for Forward and reverse only, but also a different type that actually gives a bonus to YAW/Pitch etc that totally irradicates "placement location dependency"
The mod devs are awesome but they do seem set on making every aspect of the game more complicated and difficult.
Yeah, the game CPU usage should be balanced for SVs that allow for light, med & heavy builds; each with their own advantages and trade offs (same for HVs). They should fix that in RE2. Your right. First rule developers should follow is “make it fun”.
While I agree that the new restrictions are really tight, I also like the challenge of creating a working, effective vessel within the limitations. Gone will be the days of gigantic gunboats with endless lines to furrets. Now, it will be the design of the vessel, built to absorb damage, while freeing it's limited number of guns to wreak havoc on the target. I think that's fun. I do wish it was easier to convert builds and upgrade builds, though. I miss a lot of your designs that don't work anymore. One thing I don't like is how big mandatory equipment became. Solar panels are gone and now replaced by devices that are at the higher end as large as shields, requiring a massive volume inside the ship to contain. Same with the shield upgrades, and new CPU upgrades that become 4x1. It makes CVs need to be bulky, when bulk is something you want to avoid due to CPU limitation and thruster cost. A huge pain.
I agree about the cpu I hate nerfs
"It's spinnin'!"
XCal, we have a new entry for the soundboard.
lol!
I think the rocket thrusters are more something you'd find on pois and crashed ships then bring to the merchants for cash. Less a building item, more a cheaper thruster for loot/trade. Thats what I assumed anyway.
Please speak your mind...they need feedback. I agree that the restrictions are far too tight for SVs and material availability is just too scarce...making something more difficult doesn't automatically make it better.
I would second Dadrick here on balance and trying survival and also remind everyone the scenario is still in development.
Grindy and restrictive seems to be the dominating complaints brought up here. The scenario is designed to be challenging in some aspects and in that - for veteran players and builders. And yet a lot of adjustmets were already made to try to adress some of the tougher issues and we are now in a better and much more solid state with core mechanics because of the testing and feedback.
And yet other aspects may indeed be too grindy and not rewarding enough and that can still all be finetuned as we go. WIP
The reason for the CPU nerf, including with SV's, is to extend survival gameplay with respect to the dronelands farming for aux cores. Big SV's will need the maximum number of aux cores, so don't be afraid to make builds of that level of CPU, some people will definitely be looking for blueprints like that to work toward. However, Quantum's are harder to get now without a very powerful ship, so hold off on including those if possible.
after returning to empyrion i was super hyped to find out RE2 was even a thing....as a relatively new(bad) builder i just really don't agree with the heavily restrictive cpu...if you want to limit firepower for balance then limit guns...but it really sucks to dumb down the creativity in builds. so many parts but i have no clue how you could fit them...i am working on a new combat sv and even with t1 thrusters on a mid sized sv i cant imagine fitting half of these new parts. i think reducing thruster cpu usage and raising total cpu would go a long way...even if they restrict total turrets for balance.
It would be cool to have a fifth type of vessel to bridge the gap between SV & CV, like a Heavy Assault class or something. Maybe use the same SV blocks & weapons as the SV, but the CPU is expended & has a minimum of 5 or 7 Complexity
The RE2 CPU definitely seems like it doesn't go as far.
I've gone as far as making an excel spreadsheet to see what the most efficient thruster combination is, but's still rough.
The higher tiers cost more materials (time of mining), as well as CPU (which require more CPU blocks which are bulkier in volume too).
It's not much gain. Just more balooning costs.
RE1 was already a battle get some reasonably good looking to move with the intense weights/thruster requirements/CPU. (I built primarily in carbon materials)
With the new bleedthrough damage systems, these thin and smallwe builds will get shreaded.
Yes. It is extremely restrictive. I have tried to update some of my personal builds and realized that it would be impossible to do so. Sad, because I really enjoyed those things and they did a great job for me. So I am looking for cheepos to fulfill my needs.
First, I am fine with CPU limitations as it adds an interesting challenge to building.
However, there is a problem with SV CPU limitations. They don't scale up enough. The Core1-5 is about right (you can build a warp miner), but the higher tier it's really lacking.
One serious consideration: if we give SVs more CPU, why would we use HVs. There is finally a reason to have a tank now, so letting us build a "flying tank" would undo that effort.
i dont think vermilion will inkreas the cpu but i hope to incrase the aux core amunt and the quantum so we can buld some very nice ships...i lookd entes max out sv and it took the center coomand quit good...
I would also encourage everyone not not think about RE2 as an itteration of RE1 scenario. They are not the same scenario, RE2 is not an expansion.
This particularly applies to building. Do not try to compare RE1 ship loadouts to RE2 and do not try to convert your RE1 builds into RE2. It is not impossible, but it proved to be in many ways difficult even for veteran builders - there was not enough cpu, nothing fit inside, weapons dont make sense etc.
It is easiest to build for RE2 anew, using new systems and modules as given. You'll find it a lot esier and the variety in choices thay RE2 brings will become much more apparent.
Jay, i also fixed the Skaar Glaive for RE2 - she's waiting you in PMs.
I believe it is the GPU older team green GPUs don't have the right mussel to keep up with their own driver updates, especially on ones that require AI cores like DELLS. Try aiming for a 4070 ballpark (3070ti to 3080 super/ti, 4060 super/ti to 4080 super/ti) or see what AMD has, but AMD still has worse shadows. If that doesn't work, check the task manager for Bottle neck in the cpu or ram, then double-click if your recording software or any background application are impacting the game
Ps; I'm enjoying your work shop builds and videos
I am going back to vanilla, its too restrictive. Am not a diehard gamer who plays hundreds of hours. When i play i prefer not to do too grindy stuff. Nothing personal to the developers, they are doing great stuff. But its not for me 🤷♂️
Glad i'm not subjecting myself to RE2 lol. Vanilla still allows you to mostly build whatever you want. Also the ship gives me more kriel vibes honestly but that's just me i guess
Or just play RE rather than a combo mod lol, RE2 isn't the sequel to RE, or even from the same person
@@death299 What? Vermillion made Reforged Galaxy, revien made Project Eden, together they make RE... The same names that are on RE2. The same names that responded to questions in all three of those other scenarios.
Fluff Mobiles... lol, that's the type of build I end up using, I'm cheap, poor, and suck...
As for you graphic performance issues. I would not use nVidia DLSS, I do not believe Eleon has even optimized their game to really support it. There is the real FLUFF....
I really miss the big SVs and HVs. I loved the big hover bases, or the pseudo carrier SVs. The weak ass thrusters (or weight of everything, or CPU costs) in Reforged and its variants has always annoyed me, and it seems to be coming into a gameplay style of skipping HV and SV usage as much as possible to rush starter CV. I end up spending far too much time altering their configs to try to make the game fun again. I always felt that server size class limitations should be enough to hold monster builds back when needed.
I also dislike the "forced questing" in order to get components to build some things. I didn't mind getting rep to make purchases for some things.
Game performance has continued to get worse and worse in vanilla, I'm sure it is accentuated worse in RE2. I have my settings set to crap and 1080p, and my video card (3070) starts to sing like a jet airliner and game gets choppy and hard to play. Vegetation seems to make it worse.
Thanks Jeff!
Intel has admitted that they have issues with their processors and running games - a lot of i7/i9 core processors also 13th & 14th gen processors. I don't know a lot about it but maybe worth looking into (I googled Intel CPU and games problems).
I once read in some comment, that the mod author doesn't want ships that can do it all and if that is true, harsh restrictions are the only way.
E.G. for a combat CV the imoortant stuff is offense (guns and turrets), defense (shield and ) and maneuverability. Longrange jumpdrive is optional (short range mandatory unless you use carrier for that), medical and 1 constructor. Anything else is not needed (especially farmplots).
An explorer CV on the other hand would need less combat power and shields but more self-sustain like farmplots, plasma-turbines, a hangar for plenty utility vessels.
I could rant forever on this but unpopular opinion here. Purpose over style.😢
While I dislike purpose over style *a lot*, I do not dislike the need for specific purpose-built ships. The issue starts when your explorers have to be heavily shielded, and fast, and armored, because you may just land in the lap of a big bad on playfield change. Your carriers need a crazy amount of thrust to carry all the ships you need. Your combat ships have to be heavily armed, large, shielded, armored, small, light, and agile all at the same time.
@@tarsis6123 I don't disagree. The perfect ship in each class would need all the stuff you mentioned. However the situation is:
This are the 5 things your ship needs to be perfect. Pick 3
Jay, have u played the survival aspect yet?
100% not a big fan of CPU restrictions. Getting ridiculous any more. More and more regulation is going to equate to fewer and fewer creations.
For me I am finding the thrusters cpu is what is killing my builds, Like I was 80% done with a new CV in RE1 and decided to port it over and continue with RE2. Now the cpu is killing it and I can't fix it as the thing stopping me modding it is the cpu of the thrusters. I can't change it out for smaller thrusters because the build was big enough that it will look ridiculous with adv thrusters.
When you get around to actually playing, you will find SV's are mostly completely useless except for mining as 90% of POI's and OPV etc have the new flak turrets that have 25% shield passthrough damage lol. So imagine your sv now taking like 5 or 6 shots from a CV/base size flak, all your blocks get hit as its ae. all your detectors etc get wrecked as well as glass windows.
This passthrough damage needs to be limited to non area effect weapons as you can imagine even if you win a CV vs CV fight easily, your ship looks like a golf ball with all the stuff broken.
...RE2 isn't a replacement for RE. It's considered an entirely different scenario and Ravien warns you of such
@@death299 and?
@@dyeshan221 you're acting surprised by something the mod authors literally warn you about and if it is a concern to keep playing the other scenario..
It's like downloading a virus intentionally then complaining that you got a virus.
@@death299 so you think they will continue to update RE1 meaningfully when this is out of beta?
btw it is in beta for testing and feedback, this is feedback.
@@dyeshan221 I'm quite sure that other than possible bugfixes, RE1 is already static to where it will forever be. Whether that is a "replacement" or simply "moving onto a different scenario using the hype and fanbase of the old one with the same name" is probably semantics.
The problem with feedback in this case, the authors have a specific vision they try to create, when the vision obscures the fun, they choose vision.
turrents against drones needed or you can not leav the sv outside wile looting
That is a good point. I lost SV's that very way when I first started playing the game. Thanks again!
Hey Jef, I feel the same RE 2 is getting more a game for the niche in the already niche group playing RE 1 and RE 2. The cpu is rough atm for a mp server you won t gain any noticeable gains in performance going this way RE 2 is still in beta so there could be more changes in favor of a bit more wiggle room/freedom to build what we want to build. Just my 2 cents 😉
J you need to remember that RE2 is being made for veteran players. It's lego vs lego technic. You can build those huge SV/HV but you can't build them completely out of combat steel. And before you mention shield pen, I'd point out that it's really not that bad. Everyone is afraid of shield pen killing builds, but most people haven't bothered to actually play RE2 in survival. Please, these changes were made to balance Eleon's terribly balanced game and add real progression. The restrictions exist to create more variety of builds and encourage players to approach problems in creative ways. I implore you to try RE2 in a survival playthrough before dismissing it out of hand.
It doesn't seem to be creating more variety of builds yet though. It seems to be pigeon-holing everything into one style, much like when the spinny-spinny design phase began.
I cannot deny that the vanilla progression and balance is bad, on the other hand, RE2 often needs rare and hard to find or purchaseable only items that do not really reduce your CPU requirements or your overall ship weights. Instead you need MMO levels of grind to get *functional* ships so you can grind for endgame ships.
I found taking down turrets on 4g planets with SVs to be terribly unreliable in RE, now in RE2, I find it terribly unreliable on 1g planets. Some of that is a function of skill, but the mod currently does not really allow for HV tanks to do the job either. So why even make HV or SVs?
I really really love all the stuff RE/RE2 has added to the game. I *want* to see and experience what they offer far more than the relatively plain vanilla game. Yet it seems we have gone from having no choices to having many choices but only 1 works.
SVs get trashed pretty easy in survival. You can get out of the vehicle and repair with a multitool, but I would argue that if an appropriately designed SV can't beat the appropriate tier POI without stopping what you are doing and getting out with a multitool multiple times, the balance needs work. Shield Pen is too punishing for SVs. Its about right for CVs though.
@@tarsis6123 I'm curious, have you tried building anything for RE2? I've already got a few role specific vessels I've built and I am quite happy with them. Core 7 is quite viable for 90% of the content currently available.
@@lazarus3273 Don't forget that you can upgrade said SV/HV. The first time you hit a drone base with a core 7 SV, it may be a tough fight. But once you're done, you'll have the parts to upgrade to a core 9 SV. At that point the next drone base becomes much easier to run.
@@DadrickOriginal Yeah, but I'm not the builder you are. I'm just trying to play it in survival and finding walls where I should find ramps in difficulty.
re 2 stats suck for almost everything. they don't seem interested in changing it,either. i guess we just get used to it.
Tbf, they're mostly drifting towards actual physics limitations irl which was part of how RE was supposed to work.
Things like a hovering plane, let alone one meant to enter and exist atmo requires sooooo much
But yeah, they need to gamify it more abd let stuff be smaller than they'd be irl
@@death299 i just want to have good weapons and enough thrust get somewhere on the same ship without having to beat the game first.
@@guypierce7833 hence them needing to gamify it.
But the new system is them doubling down on the realistic elements of naking a spacecraft (it just so happens that irl physics make for terrible games)
@@death299 desperately
It sounds like you feel like most of your time and work ends up wasted. Could the devs not create a system that allows your builds to be functional and tunable? like if u go over limit it simply slows the vehicle down?
I am running a Corei7 12700kf, msi z690 pro, 64gb ram Corsair Dominator at 3600 mhz, 2x 2tb nvme drivers, Palit 12gb 4070ti on an LG 32" 1440p monitor and the game STILL runs like *ss, radiator sounds like it is going to take off and graphics never hold their quality settings, on a SP game of EGS frames dip all the time.
EGS is one of the worst optimised games ever.