That Galaxy in conflict review really helped me, didn't even know how it worked because people keep repeating that "From the ashes, you shall rise" bullshit instead of talking about, y'know, the actual mod
GiC is my favorite starbound mod. Yes I have a mental illness, how did you know? GiC has severe communication problems. When I played the mod for the first time I also came to the conclusion that brute forcing the bosses is the better way since the mod never tells you why you shouldn't do that. Killing the bosses without dying is essential since it is how you gain access to all the equipment that lets you counter the bs. That is also where the mods challenge comes from, the challenge is figuring out how to exploit the mods features to turn yourself into an unkillable touhou boss. The character building system in GiC is so much better than in vanilla that it makes it hard to go back after playing the mod to completition. Overall I think the mod would be much better if it were less cryptic and it gave newer players more methods of actually staying alive.
Its another thing they just took from souls like games, little communication. But once again didn't realize all the subtle ways those games would communicate information.
I had no idea the dark souls weapons came from GIC, I just remember seeing very asymmetric damage which made me uninstall all mods and start from zero again and wonder who tf would made a dark souls mod for a scifi space exploration game
damn i didnt think galaxy in conflict was this bad i thought the idea was pretty cool but seeing your opinion on it and what the mod is trying to replicate from other games especially that last part where they banned you from their server i think i might drop the mod completely i didnt think they where of a cult like mindset and yeah i do think galaxy in conflict devs should just make their own game if their that passionate about it and its not unheard of for mod devs of a game to make their own game look at vintage story it started out as a mod for minecraft and became its own game with its own game engine
@@NorthernMaple_ I bought it recently and I love the game I think the best decision the devs made was switching from making a mod to making their own game with their own custom build game engine allowing them to do and add anything they want without being limited by the shitty code mess that is minecraft
Gonna have to agree with that part, I knew the mod wasn't really worth it due to the realistic combat system like overly damaging weapons and guns that both you AND the enemy has is just, non sense, I found it more frustrating and boring than fun honestly when I came across these enemy types, and when going against normal enemies.. yeah, just gone faster than I can walk into melee range with them using one of those guns.
that's a shame seeing one of the very few starbound youtubers go, but hey wish ya luck on future stuff, starbound is dying slow and painful death either way. (i accidently deleted that commant cuz i wanted to edit it)
In DaE it makes sense: The only enemies that merc you at long range are snipers. You know, the guys with the guns that have scopes on them specifically made for long range engagements? Like, why would you be the only person in the universe that understands how sniper rifles work?
Something I realized while watching this again: Betabound’s ammo system works because it’s optional. Some guns (mostly procedurals) “can use ammo.” What this ammo does is change the gun’s projectile to something with enhanced / special properties, which can do some crazy stuff (exploding bullets on an assault rifle, elemental damage on a non-elemental weapon, etc.) However, if you don’t have ammo… the gun just uses energy and fires its standard projectile. The ammo isn’t a hard requirement, it’s a powerup.
You're based, I'm subscribed now. GIC bosses are realistic because in war you can just throw bodies into the meat grinder until the problem stops. Which is also stupid.
Nice reviews! I know you're not playing starbound anymore, but I still wanted to leave a comment. I'm currently playing GIC and FFS together and I'm enjoying it a lot, despite never having played the games they were inspired by. I really do love GIC (mostly because I understand the Touhou references) (and I'm also a filthy weeb so I fell hook, line, and sinker for GIC and FFS waifu bait lol) I actually found crafting ammo to be much easier than finding it. Ammo only costs iron to make, whereas finding ammo requires exploring a whole ass dungeon, and you might not even find the correct type. I also enjoyed GIC's ammo system more, because FFS uses your energy bar, which really screwed over the race I liked to play (Kitsune), cuz they get a 2.5x max energy boost (which was useless) and a 0.7x health (this was terrible). GIC uses ammo instead of the energy bar, so I can actually use the energy bar for other things(like magnorbs shield). That being said, GIC does have many flaws. I remember almost exclusively using ranged combat, and avoiding any weapon with semi-high miss chance like the plague cuz RNG does suck. And I hate using that +500 health/minus like 90% speed amulet which was garbage in every way (Especially since i only got 350 health from that thing), so I exclusively used light armor+light weapons, which I meant i died basically in a single hit. And it does not play nice with other mods, (fortunately, i''m fine with being cuz i'm boring, but its still a flaw). It was really nice to hear an alternative opinion though!
@danielchen1047 Thanks for at least being civil about having a different opinion on GIC. The devs should just branch out and make the mod it's own game, I don't know why they want to latch onto Starbound so much when they change everything about it.
@NorthernMaple_ Maybe it's easier to make a gamechanging mod than a new game altogether, I suppose. I am glad they made it, cuz even if it has many flaws, it is spectacularly flawed, which is at least better than boring. And hey, Starbound itself is also kind of janky.
Alright, I Believe I see a *Lot* of Miscommunication and Players Not being able to Explain Dev intent, or just Mawd's Fuckery within Development as Well as in our personal Lives. Alright, to Go Through some of your points faily, 1. About Half of the clips you Used are from the old Mawd builds of GiC. I Won't blame you for Never touching Wartorn, I'll get to that later. Many of these arguments Do Work for the builds Mawd was around for. 2. Ranged Combat is RNG for Both sides, this Doesn't mean you Can't stack the odds in your Favor, however. With that Khurto clip, if you Check the Trench rooms, you'll find Weapons and Ammo, Especially a Grenade with Multiple heads. This is an Anti-Tank grenade, an extremely Old kind of grenade, so I Can't Fault you for that. 3. Bosses in GiC Don't reset their health Because they Wabt players to Beat the bosses, instead of wasting Hours having to fight from the very Start again. Also, there Is a Reward for Beating the bosses Without dying, in that Erchius boss fight, that Small Chest you can see generally in the Bottom Left of the Arena is Only accessible if you best the Boss Without dying. This can include Far Greater Weapons to use Against bosses, like the Hydra on the Glitch Crusade world. 4. GiC is Not Supposed to be Starbiund+, to put it a Different way, you're Playing on Worlds that do Not have a Geneva Convention. Though, on Energy and Vanilla melee being Resistant by GiC NPCs, don't know, never noticed that, even when playing with a Friend who Just started his Experience with GiC. 5. Indeed, Dying by an Enemy FAR Off screen IS pretty evil, which is Why it's Only on Wartorn now, since every Other planet like Razed has been Changed to have that Removed. It's Only On Wartorn because it's Not been Changed yet. Each Planet is Not supposed to be Just Dark Souls or Tarkov, every single One has a Few thiughts brhind it, Glitch Crusade being Vermintide And Dishonored, Wartorn being Battlefield inspired for . . . A Reason I will get into Now. 6. *The Mawd Question*, He was one of the Worst Decision makers, it's Only Story writer, and it's WORST Representitive. The Issues with Enemies being Far, Far away? Mawd wanted that. Mines Exploding Instantly or Enemies that go Against the advice Given on thise worlds? Mawd pushed that. Everything seems to be Only against the player in ways a player Wouldn't Know, even After that? Mawd Again! I've had Personal experiences with him, played "Hunt: Showdown" with him too. In That, he revealed his True colors. He is a Narcissist who cannot STAND being slighted, or rather, "Slighted" in Any way. Using his Personal History with Tengu, he had a Lot of say when it cane to Balancing, Layouts, Enemies And Encounters. Keep in mind, he made things Far more Hypocritical for Any Defense the mod Has by using Boderlands Shields. I am Sorry you had to Deal with this man, I Only kept my head because Tengu and I could talk Touhou WITHOUT Mawd's attempts at belittling it. All-in-All, Sorry for giving you a Bad Taste in your mouth. While I May have my Gripes with your Assessment, this is Only because I Like the Direction that GiC is going towards. May you find your New titles enjoyable, fellow Protector!
Thanks for your calmly presented counter argument to the points I made. I think the RNG for ranged regardless if you can stack it in your favor is still a bad system for the reasons I stated in the video. I still think bosses should have their health bar reset, like I said dying in Starbound is already meaningless, and this would incentivize players to learn the parry system in order to beat them (with the no dying item being a reward for those who mastered it). Even with the off screen deaths limited now, there is a lot of unfair deaths still present, on one of the winter planets if you go left from spawn there's a tank that will gun you down , or the clip I showed of me getting the jump on someone and shooting them a bunch only for them to 1 tap me. But yeah Mawd is a colossal asshole, even before he blew up on me every interaction I had with him was him being rude and arrogant to me. I found it so funny that when he was removed as a dev people were shocked to hear that he was an asshole, when 3 months prior he went on an hour long rant about how "idiotic" my community is. I wish you all the best
Imo the FFS story and characters are something the 12 year old me would've 100% love, but i agree that for a grown up it sounds like pure cringe; I still play it tho, the gameplay is amazing for Starbound standards. Sad to hear how the GiC devs really are, if they where more able to accept criticism maybe their mod would have been much better.
The GIC devs hate any kind of criticism, after they banned me from their Discord they started shit talking me to try and discredit my opinion before the mod review video game came out.
I have some thoughts on how Galaxy In Conflict could be rebalanced. I didn't play it that much myself because it didn't fit into the balance and style of my modpack. So I'm mostly going off what you said in your video and the footage you showed. ---------------------------------------- They could keep the RNG of the GIC weapons and change stats to work with vanilla weapons and armours. GIC weapons and armours could be an alternative to vanilla gear, rather than a replacement. You have vanilla which uses energy, takes longer to kill, but is reliable and scales with vanilla armour. And you have GIC which takes out enemies quickly but is unreliable. Both would take about the same amount of time in combat, so it would be up to the player's preference in playstyle. They could also make crafting easier so you can actually use the weapons. If you don't want modded weapons to insta-kill enemies maybe find a way to add a damage cap so you can't deal over a certain amount of damage. And you could do the opposite for GIC weapons, that they have to do a minimum amount fo damage. Which would certainly make them distinct from vanilla without having to have insanely high stats. / If it cannot be seen, cannot be predicted, and cannot be reacted to: It cannot insta kill you, regardless of how crap your gear is. If it can be seen but is difficult to spot, it should only insta-kill if you have crappy protection. If it can be predicted but not reacted to it should also not insta-kill you, because otherwise melee is not viable most of the time. In other words: If you cannot play it on Hardcore, then it is not balanced. Long range weapons that can shoot off-screen should deal less damage the further you are away. And if you are properly prepared you should be able to take that hit. If it can't be seen, predicted, or reacted to: It cannot insta-kill you. But if it can be seen, predicted, and reacted to: It is allowed to. This would make slower predictable enemies still threatening, because it would be similar to zombies in other fictions. They're slow and predictable, but one mistake can cost you your life. Which keeps it exciting. If that's too much, maybe armours could add a damage cap to you? GIC armours don't provide much general protection unlike vanilla, but they prevent you from taking too much damage at once. Vanilla would provide more protection from attacks, but it wouldn't save you from something that could insta-kill you. / Lastly I would have an optional addon that resprited some of the assets such as the armours and races to work better with the vanilla style. But keep it optional for those who don't want it. I myself don't like to use mods that don't fit the general aesthetic, and I bet many others are the same.
_If you don't want modded weapons to insta-kill enemies maybe find a way to add a damage cap so you can't deal over a certain amount of damage._ GiC bosses (and miniboss enemies) already have this. It's why you can't instakill them with a sword that does 1m damage. Though it does have a blind spot in that it only checks per hit/projectile. Which means while a gun that does 1m damage per shot but takes 1 min to reload won't instakill it, a gun that does 1 damage but shoots 1m bullets a second or a shotgun that shoots 1m bullets will. _And you could do the opposite for GIC weapons, that they have to do a minimum amount fo damage. Which would certainly make them distinct from vanilla without having to have insanely high stats._ North forgot to mention this, but GiC guns are already static. With other weapons (including FFS ones), slapping on an armor that has an attack rating of 1000 will turn basically any weapon into an insta kill weapon. However, a GiC gun that does 75 damage per hit will do 75 damage per hit naked, and 75 damage per hit with 'invincible armor' on. _Lastly I would have an optional addon that resprited some of the assets such as the armours and races to work better with the vanilla style._ Already semi-exists in GIRZU's cutebound patch.
my game was lagging .. when i found a mod collection containing all these mods .. like 500 mods .. so i downloaded Linux just to play these mods .. also i have rx6600xt = rtx 3070 also ty for the vid helped me alot with these mods .. also cant wait for the .. project zomboid mod bc i am a big fan of pz
The sad part is for gic I beat the whole mod and fucking hated the mod it was so bad I had to download a mod that a adds gic item that gives you a insane amount of health I didn’t even learn any of the boss nor did I want to I just cheesed the mod by using crew members
10:30 "..I've only scratched the surface.." Yeah, that explains a lot. Get good and learn what "unbiased" means. 14:02 "recoil management" - there are no recoil shown, nor implemented into the mod. It's basically a miss-chance roll based on your weapon durability and attachments used. You clearly didn't elaborate any further than "omg big damage tons of items literally eft". It has nothing to do with Escape From Tarkov, it's just not the source of inspiration.This is a take that you came up with for yourself. 18:34 "a crafting based gameplay in crafting based game", i guess the mod has it's own unique concepts and understandings of play-style? Why are you even playing it then? Get back to FU
19:30 "..Weapons doing a lot of damage.." I guess a mod has it's own concepts and understandings of gameplay and play-style again? We are definitely not going to talk about that the mod is mostly oriented around you exploring dungeons and missions in GiC planets and hubs, for which the vanilla direction and concepts of gameplay just doesn't work? We also aren't going to talk about that almost every single weapon has it's downsides of usage, like you get slowed down movement speed, depending on weapon class? It misses the enemy if you don't crouch too. Oh, it's also does not scale with your vanilla stats which gives it a solid-based number of damage. You must reload it, find ammunition and repair it also! Damn, this might be too overpowered for FU fanboy..
20:37 "..I don't care to see what changed after the rewriting.." okay? Then why did you include a review on GiC in a first place, if you didn't care to elaborate in even base mechanics of mod?
21:44 ".. Oh! I just died to an enemy 4 screens away.." someone tell this guy about screen scale and ctrl button, please. And what's up with Gabe's quote about realism? It's you being straight up lazy and unwilling to elaborate into the gameplay that differs from FU a little. Maybe people have different interests than you? Maybe they want the game to be challenging and rewarding? Maybe they want a different Starbound experience? Also it doesn't seems that they are making a whole new game, it's just a mod for a dead game. And also let's talk about the balanced and unique experience, that you're pretending to be told about as "realistic", because for those who may have told you that, did not try to at least understand GiC balancing. It's just hard, not realistic, not even trying to be. This may be a take that you have come up by yourself, again.
24:28 "..Boss healthbars does not reset on player dying, so it doesn't stop player from progressing..", we are playing the game for kids, not Dark Souls game. For those who think that they have so much skill so they might take on a whole world, there is an option to defeat a boss without dying, which gives you extra reward. The part that you have ignorantly missed.