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Synthetik 2 on Linux
In S2 - Feedback & Balance
Taro
DEV
Jun 20, 2021
When I have a bit of time and we are done with setting up the proper exporting pipeline I wanted to just build a linux export and should this compile throw it on a branch for you guys to test. Spending a lot of time on this doesn't seem wise at this point so no promises. Linux is somewhat notorious for issues in the game dev community.
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Sniper: Playing With The Drone
In Synthetik 1 Discussions
Taro
DEV
Apr 20, 2021
@DatGameh You are doing it right, I just wanted to take the opportunity to clarify this. The core thinking behind having a super aggressive drone is actually not the offensive but the defensive capabilities it gives the drone. For example say you look downwards so that your character is close to the upper screen edge. Should now an enemy "ambush" you from the top, the drone can shoot before the enemy does thus saving you. The ability to effectively double snipe using the drone is more of a bonus I would say. Generally I play about 50% of my time sniper and used correctly the drone is absolutely deadly and allows you to effectively engage groups of multiple enemies with slower shooting precision rifles is a natural problem for snipers.
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Sniper: Playing With The Drone
In Synthetik 1 Discussions
Taro
DEV
Apr 19, 2021
One thing regarding Drone targeting because it has been claimed over and over again: Drones never shoot at idle targets. It needs the targets to be at least in the spotting state. The enemies have delays in the spotting and shooting state before they start shooting at you so it looks like the drone is pulling but actually never does. You can easily try this, look for an idle enemy that is not looking in your direction. Move behind him (not so close that he hears you) and wait for him to turn. As soon as he is half way around your Drone starts shooting. In the first video above the shotgunner that the Drone is blasting starts to spot the player.
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Impressions on the new graphics?
In S2 - Feedback & Balance
Taro
DEV
Apr 16, 2021
Not the Artist in the team, but a quick point regarding the fov. We tried pretty much exactly that and everybody in the team hated how that felt when playing. It makes everything super flat and especially the backgrounds very boring but still feels very different than S1.
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Improving the Downtimes of Synthetik 1 (cooldowns, hp regen, finding bolts)
In S2 - Feedback & Balance
Taro
DEV
Apr 15, 2021
Definitely a super big topic for Synthetik and def not something that can be "solved" in a single forum post so only a couple of thoughts of mine below. Keep in mind these things belong into finetuning and right now we are mostly busy working on core combat so these things may change. Punish players for taking too long in levels: I personally in this case strongly dislike mechanics that in some fashion "punish" players for waiting in between groups of enemies. Given the aleady rather steep learning curve of the game this style of balancing is very hard to do for each player skill level and very easy to feel bad for almost everybody. HP5: We don't like it. For most playing styles it is a super strong choice therefore devaluing alternatives so we are probably going to completely remove it as a thing or at least make it very rare. Healing should be achieved by using other mechanics, best case some that require skill in combat. Collectibles: We haven't made a decision yet on collectibles. The cool thing about collectibles is to reward players for paying extra attention on the environment WHILE doing the regular gameplay. Backtracking after cleaning the room defeats this purpose so my thoughts are to add a mechanic that cancels backtracking such as make them disapear after some time. Shops: Some shops will definitely move to the end of the levels or in mini levels in between, with the shops I kind of like the moments where I just don't have enough credits and walk through the level desperate to find some cash source to pay for the Weapon/Item whatever. Cooldowns: I'm most relaxed on this one, I think not everything should be stacks/charges based so having cooldowns in general I think is fine. They probably all should be equal or smaller than the time it takes to clear a group of bots. So if you really want to stand around for 5-10 seconds to be able to open with a particular ability I don't see big harm in it.
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Taro
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DEV
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