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awkm is op

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Plasmarobo:

--- Quote from: Calico Jack on August 15, 2013, 07:41:45 am ---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.

--- End quote ---
I have strong feelings against limitations of any kind. While it might be effective I resent the loss of choice. And why shouldn't anyone be able to choose anything? It's how you learn: experimentation. Sometimes, other people's experimentation.

I honestly feel there should be massive skill continuum in the game. I don't think it should be weighted. I think there should be a few easy to use guns, a few middle o the ground type guns, and some very difficult guns. Newbies should be provided the easy guns by default. This only becomes a problem when more experienced players pick on newbies (to which I say: fix the community, not the game). For comp matches... I should hope everyone would be mature enough to agree on limitations and self-impose them. We don't need a system of censure.

There are definitely some guns that could be improved, but I understand Muse is working on it (and lots of other things). The recent changes went in to fix a very real problem at low level play, with the understanding that it would shake up the comp world, but we should be able to adapt. As far as I know, the fix has solved the problems in beginner matches (which is discussed to death elsewhere).

That said, the CAs and some folks are working pretty hard to train up newbies, and drag them into the more advanced parts of the game. I know tutorials have been touted, but honestly with so much going on with Muse at the moment, I think we need to do the best we can ourselves. Obviously they've seen this thread, so we know that some things are coming.

I sound like a broken record lately, but these things do take time. Patients is required.

Calico Jack:
Plasmarobo

I think you're misinterpreting what I'm describing


have you ever wanted to play a single ship type match, or use a single loadout (thinking all squids with harpoons and flares as I write this) with all captains?

Have you ever had 1 new arrival in the situation described above who refuses to accept this pre agreed match type?


Who says the default type has to be restrictive ? Why not start with generous amounts of ammo on the mercury , flak or LJ?

RearAdmiralZill:

--- Quote ---have you ever wanted to play a single ship type match, or use a single loadout (thinking all squids with harpoons and flares as I write this) with all captains?
--- End quote ---

Very rarely to be honest. Limits like that would just segregate the matches to me. 

As to the point brought up that a lot of guns aren't seen in competition, is that (at least I do) like to use certain tactics, and we use the guns that fit those tactics. I don't use banshee in competition not because it's crap (honestly I like it in other situations just fine) but because it doesn't fit the tactic.

HamsterIV:
The guns are only weaker to those of us who are accustom to how powerful the guns were in the past. Newbies who experience the gun for the first time will assume that is how the gun always worked. I came in after the Artemis lost its tracking powers, and can't fathom how that gun would work with tracking.

Also awkm is way OP. He knows the new meta for each weapon before the patch is released. We all have to play catchup as he gleefully watches our floundering attempts from his doom fortress and laughs. At least that is how I assume a game designer goes about his work.

snor-laxatives:
I agree that there should be guns of varying difficulty.  For example, the Lumberjack.  I love that gun to pieces, but in pubs it doesn't pop up a whole lot, so every chance I get if the gunner is willing, I fly lumberfish and walk him through the gun.  I cant tell you how many matches I've had were the gunners thank me for taking the time to teach them how it works.  I think the same goes for any gun, and any strategy, as the community grows and we continue to pass on the tricks of the game we will see noobs, turn into pros.  (It also helps that a large part of our community is friendly and looking to teach more players)

Also, I love the idea of a map tool!  Actually any kind of tools or adjustments to make the game more team based.  Maybe right under the commander slot during the lobby there is a 1st mate slot, who can also be any class but will also be the only one who can use the map.  Some people might say "well then the pilot will just always play in the first mate slot so he can use the map, but then he would lose the ability to talk to the other captain.

Good discussion.

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