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Ships with the power to kill

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Eukari:
I'm not saying we need to cater to every little complaint or issue, but just ignoring concerns wholesale because "those people are never pleased" isn't a hugely productive strategy, especially for people (Muse) who actively want/need new players to get invested in the game. Not saying that's what you're saying, but often whining has a grain of truth to it.

I definitely agree that there needs to be a more robust training system. Right now, I think the vast majority of new players end up in games before learning anything about how to play. I think making the tutorials much more elaborate and instructive, making it required to complete the tutorial for a class before you can take that class into the real game and adding a wider selection of loading tips (or even putting the tips on the main/in-game lobbies; do we have that? Would make the 10-30 minutes between each match a little more useful) would do a lot to raise the bottom end of the bell curve.

Echoez:
My point is, people will not complain about something they know has counters and work-arounds.

So bloody well teach them how to do it, punch it into their skulls that teamwork is an essential skill into playing this game. Tutorials need a lot of work.

I realy think tutorials should be a requirement before you can play any class, starting with the Engineer tutorial to unlock that class, then you will have to complete both the Engineer and Gunner tutorial to unlock the Gunner and you will have to complete all tutorials to unlock pilot as piloting requires knowledge of engineering and gunning beforehand.

It's ridiculous that people are allowed to pilot without even knowing how the guns they put on their ships even work.

treseritops:

--- Quote from: Echoez on August 30, 2013, 07:39:15 pm ---It's ridiculous that people are allowed to pilot without even knowing how the guns they put on their ships even work.

--- End quote ---

Amen. We were in a casual match filled with a lot of assorted clan level people and a level 1 captain came in and was like "yeah, I'll give it a try, I want to practice captaining." We had to figure out how to tell him that this was an awful idea without being rude. He was understanding, they aren't always unfortunately.

Thaago:

--- Quote from: James T. Kirk on August 30, 2013, 04:50:19 pm ---Like I said in the Pyra OP thread, disablers need a strong buff.

...

--- End quote ---

Something we discovered when we tested triple hull health was that it made disabling weapons more viable. When the killing weapons couldn't kill so easily on the initial charge (1 clip explosive = dead) the disablers had their chance. That said, triple health was too much - the matches just took a really long time, even though we were all having a fantastic time. A general hull health buff might do the trick, or slightly lowering the damage explosives do to hull.

TimTim LaBaguette:
When I take a disabler, although it can be very fun to see the other ship being totaly incapacitated, I often wonder why going through such trouble ( in a gameplay perspective, not a "fun" one ), because I figure, taking a gat/mortar setup would have given me the kill twice if not three times as fast, because killing the ennemy ship is the most effective disabler since gatling can take away armor so quickly and one mortar clip can destroy any ship's health.

That said, having one type of playstyle very effective makes it much more satisfying to use the other ones, like getting a kill with a heavy flak spire for example, using mines, the slow and painful full banshee, dominating with a squid...

But, I still want to see something to make disabling a bit more viable, be that a buff to it or a nerf to killing ( double health ? less ammo in mortar/gatling ? more jitter ?... )

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