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Reviews for "Aetherpunk 1.1"

Perfect!

I don't like that kind of games very much, but this is awesome! Good work!

Couldn't stop playing!

This game is great. I'm going to rate it five starts everyday for about a week or two! I got to wave 17 on my first try, and I loved every second of it. I know what I'm saving on my flash game folder today :D.

10/10

haters gonna hate

I had fun, nothing i didnt dislike about it till i died... should maybe change the
colours of them tho? Like to actual colours =P

wat i'd like to see done is less exp to lvl, faster mechics perk. etc

Nice game, some flaws.

Others have mentioned the repetitiveness of the game, so I won't go into that. For those who think you have to wait for the aliens to be in the workshop, though, you can actually shoot them THROUGH the barricade, and in fact is it absolutely critical that you do so.

However, I've noticed a flaw in the assignment of weapons. A top-end Gadgeteer skill, in fact one which I made my top priority to get, eliminates reload times, but only for physical damage weapons. Obviously, that in mind, I prefer the physical damage weapons, especially because just BLASTING the aliens is fun.

This limits the field to only four weapons: the colt pistol, the coil pistol, the fowling gun, and the flechette rifle.

Here's the odd thing, though. I crunched the numbers: the coil pistol (cost 250, cheap and easy to get) actually works out as the BETTER WEAPON over the Flechette rifle (cost 900) once you're fully upgraded.

I'm not sure how this was missed, but here's the math:
Basic Readiness grants +10% damage and RoF to all weapons.
Fire Discipline grants +10% range to long guns and pistols.
Long Gun Training grants +20% range and +25% rate of fire to long guns.
Long Gun Expertise grants -50% reload time, long guns only.
Pistol Training grants +20% damage, -25% reload time, to pistols only.
Pistol Expertise grants +45% range, pistols only.
The Hunter grants +30% damage to all weapons.

Now, we ignore Rate of Fire and Reload Time increases. With Autoloader, all of the weapons under consideration reload immediately, so the rate of fire becomes as fast as it takes the ammo counter to tick from 1 to 0 to REL to 1 again, plus the time it takes you to click the fire button again. The only stats in question, then, are RANGE and DAMAGE.

The Coil Pistol:
Price: 450
Range: 450 *1.1 * 1.45 = 717.75
Damage: 25 * 1.1 * 1.2 * 1.3 = 42.9

The Flechette Rifle:
Price: 900
Range: 500 * 1.1 * 1.2 = 660
Damage: 30 * 1.1 * 1.3 = 42.9

Both are equally perfectly accurate, meaning where you point the gun is where the shot goes. Their rate of fire is identical.

After Pistol Training has been learned, they deal identical damage concurrently, because the next skill that upgrades damage upgrades both equally.

Both have incredible range, probably farther out than the aliens actually spawn at, and definitely farther than you can accurately target, trying to pinpoint a far-off alien by shooting down the arrow. It can (and often will) be done, but you're still not going to be hitting as often as you would if you could see the target.

Therefor, then, the deciding factor is cost, and this is a no-brainer, as the coil gun costs precisely half as much, for a weapon that nominally shoots farther, does equal damage and at the same accuracy and rate of fire.

My suggestion would be to add a high-end Physical damage pistol and Physical damage rifle that have different combat paradigms. Sniping is out, but you could, for instance, make one a scattergun and one a machine gun, or a grenade launcher or something.

Alternatively and/or in addition to adding a high-end physical weapon in the categories thereof, you could tweak the stats of the flechette rifle directly to maintain the expected 20% damage increase over the coil pistol at The Hunter, which would mean that it should be dealing 51.48 damage per shot. That number is 36, by the way, which would make the flechette rifle well worth the price of admission even with no skill upgrades.

Yet another (even simpler) alternative would be to apply the same +20% damage increase to Long Gun Training as Pistol Training gets, which would equal the same number.

I've played this game before, but for some reason it's broken. The menu's unresponsive. FYI.