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awkm is op

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Mr Arrow Captl Fello:
All joking aside, I truthfully only have two gripes: but let me summarize what I've written below first:

1) make the useless guns useful again
2)stop making the game harder for new players
---------------------------------
(read on if you dare)

1)perhaps it's time to stop thinking in terms of weakening weapons, and start thinking about raising the other weapons to meet that competitive level.

Banshee is a good example...at some point in our distant past it was buffed to a "useful" status, which earned it a nurf shortly thereafter to where it's at currently in the "useless" category...in stead of nurfing it there should have been a counter created (chem spray at the time wasn't working) to help combat it's usefulness

example if a sniper gun exists, there should be a tactical tool to counter said sniping
like forward shooting smoke screen, that doesn't damage your own ship

or when the Artemis was "op" something like chaff that would cause the missile to miss the target

(when I say useless, a quick look at a competitive match would easily indicate what I mean by "useless" guns...as they are never used)

at one point there was a time when you would really have to ask yourself should I take gun a, or gun b, as they could be match specific, or target specific...now all you have is choice a

there are tons of other options if you don't want to raise the bar:

you could add new guns to the game to add challenge, I'm still a huge fan of a muck gun that prevents an airship temporarily from rising

or return fire to being a real threat...maybe there should  be a captains tool that would make a ship temporarily immune to fire (at some fun expense, like all guns shoot slower)

2) I have yet to see one change that improves the feel or learning curve for new players

example, does shaking the Lumberjack serve any purpose other than increasing the challenge for experienced players? does making any gun harder to shoot improve the game play at all?
(sorry that is a rhetorical question, please withhold your rounds of Duck No)

My point being is that making the game harder does not make it better...

(are we trying to turn GOIO into a Korean professional competitive game? I hope not!)

our efforts should be in making the teamwork portion of this game even more involved, more exciting, keeping new players hooked into our community in preparation for the upcoming release of adventure mode....

one game, played against one team of new players, who finds every other gun besides the Mercury in this game too difficult to learn in less than 500 matches Should not mean please nurf the Merc...it should draw to our attention how we are failing our community


why not give new players a moving target reticle...fire bullet with gun in this box to hit target (like in Tribes 2)

or add something to the game to bolster teamwork

I would love to see a truly heavy cannon that requires a gunner to fire it and an engineer to load the ammo (min of two people to fire the single gun)

or a ship that needs a crew for more than just repair and shoot
for example...the map could be a tool to bring instead of the spyglass...so you need to act as the navigator and tell the captain where to fly

add challenge that ADDs to the gameplay, not to the learning curve


This is all


-Mr Arrow

indeed a Capital Fellow

Queso:
While it's always nice to have new content to deal with annoyances, it just isn't practical. Guns take art, programming, and a hell of a lot of time to add to the game. Plus with work going on towards Adventure Mode, it would take months just to push out a counter to a single strategy.

Feature requests. Feature requests are the bane of awkm's existence.

Squidslinger Gilder:
Banshee problem was more that it was replacing flamethrowers. I wrote in on it and encouraged a change because the fire spray was just too much. Course at the time flamethrowers were pretty bad so yeah. I remember using Banshee on my squid instead of flamer and just decimating ships because I could stay at range and accomplish the same goal as if I was on a flamer at close range. Enemies couldn't do much of anything to stop it since I'd avoid their firing arcs.

Think buffing that gun is fine as long as it isn't like last time where it replaced another weapon entirely.

Keon:
I guess I don't agree with everything here, but I would like to see it discussed.

As for difficulty of guns, some should be easy and some should be harder to fire. That's just the way of things. Making the guns make more sense; IE gatling while moving is fixed, so that it's more intuitive to new players. I guess I think this thread says a lot about what's wrong, and I agree with a lot of that, but you don't get into specifics or propose solutions.

Anyways, what guns do you feel are useless, and what things do you feel are hard learning curve?

Calico Jack:
Why not allow adding restraints manually, through a GUI, where you can limit ammo counts, ship types, ship loadouts.
Currently the ship types and loadouts gets done by reaching agreement in or prior to entering, a match lobby, why not formalise it - whoever starts a Match lobby has the option to leave everything alone or place limits.

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