M.A.S.S. Builder: WIP 0.10.0 Whack’a’mole
![](https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34774518/77838d24750b9fe3f89b21f22958953f74a06b81.png)
These remind me of the turrets from that one platform mission, but you can actually target and disable them. Works for me as long as I can run and gun and don’t have to rely solely on melee attacks.
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These remind me of the turrets from that one platform mission, but you can actually target and disable them. Works for me as long as I can run and gun and don’t have to rely solely on melee attacks.
Spawning more weak enemies means a lot more ammo drops during missions–provided nothing else about them changes. That’s fine by me, since one of the hardest things about playing on very hard difficulty is constantly running out of ammo during boss fights and having to ‘take a break’ while I farm mooks for more. It’s understandably pace shattering …
That said, this will probably get annoying on missions where mooks keep spawning until a key target is down or an objective is fulfilled. Sometimes I like to kill off all the mooks and fight just the strong leftovers, but if the mooks keep showing up constantly that won’t be a thing anymore.
As for certain enemies engaging with players in more than just a chase, stop, attack, pattern, you could have enemies that just plain refuse to commit to the fight until certain conditions are met. EG: The player’s health is really low, they’re using a long range or melee weapons (binary selection to match enemy’s strengths), or that enemy (or their type of enemy) is the only one left on the field. Those are all the spitballs I’ve got for that right now, though.
My previous computer, an ASUS gaming rig that I had for about 7 years, finally died on me. While I was able to save all my project data, most of my games data was lost. Space Engineers was the hardest hit by a landslide due to the hilarious amount of blueprints I had saved over the years.
The only blueprints that I still have are the ones uploaded to the workshop on Steam. That makes the Admiral Hipper, and the Cosmo Messers E and F the only survivors. All other builds are lost.
But remember, what doesn’t kill you …
The Admiral Hipper’s already received a ton of upgrades and optimizations, and there are plenty more on the way before I upload the new version to the workshop.
Changes include:
It didn’t seem like a lot had changed before I actually started writing it all out. Can’t help but feel I’m forgetting some things I’ve already finished, too. Oh well. This is enough of an update on its own, I think.
I still plan to build all the ships I’ve mentioned or listed in the progress bars at some point, it’s just going to take most if not the entire rest of the year thanks to the data loss.
Things are kind of shaky in real life, too, but I’d rather keep the details to myself for now. Suffice to say, I really don’t want to be on my feet for too long.
I do like them, unfortunately due to a serious problem on my end, it’s going to be a while before I can really dig into the accessories in general, not just the stuff coming in 0.10.0. More on that in the post immediately following this one.
I especially like the bits that resemble jousting lances. They remind me of a couple of autonomous support units I was trying to build in Space Engineers recently. Well, not just trying, I built a perfectly working prototype, but that’s gone now. Alas.
I’ve gotten the sense for a while now that VD’s slowly going to squeeze most of the challenge out of this game. That’s not necessarily a bad thing, and as someone who’s grown up with ridiculously punishing mech games like Armored Core, I’m sure my tolerance for money and part grinding is fairly high. I do worry a little that players like me are going to run out of things to do pretty quick, though.
Who knows, maybe one day the game will have mod support and we can put together our own missions. Lots of Battletech games have those and the ones that do are alive and thriving. As for farming credits, I only ever play the game on Very Hard difficulty anyway, so credits have been the least of my problems. That 1.8 multiplier is no joke.