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Changing loadout during game

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BlackenedPies:
I noticed that I am no longer able to change class/loadout once a match has started. I cannot stress how essential this is for players. If I accidentally choose the wrong loadout I am stuck with it. Yesterday I joined a match right as it started and was stuck as a second pilot and unable to switch. Please please PLEASE revert this. It only causes problems and now ships will be stuck with extra pilots and gunners unless they leave- which is unlikely to happen. PLEASE

N-Sunderland:
Leave the match, switch your tools, hit the resume button (if you're the wrong class the resume button doesn't help, so find the match you were in via the match list and join through there instead). It's not that quick, but it prevents people from gaining an advantage by changing their tools on the fly.

BlackenedPies:
Ok i get it. I don't see how this prevents people from gaining an advantage because they can still change their tools mid-match, it just complicates class switching. I don't see how switching classes constitutes an advantage because you switch classes to fix a DISADVANTAGE on your ship. Removing a disadvantage is not gaining an advantage. I don't get the point of locking people into one class.

N-Sunderland:
There are many ways an on-the-fly class-switching system could be abused. A player could effectively get the three ammo types of a gunner and the engineer's three repair tools by timing their class switches right. For example gunner would be able to switch to engineer during lulls in action to buff everything, then switch back to gunner. Even a system with a one-time switch would be flawed. The player could still, for example, get one round of buffs in before their switch, which they wouldn't have otherwise had the opportunity to do. Same goes for engi and loading different ammo types.

Though a big part of your problem seems to be jumping into matches right before they start, which is always really annoying. Muse should definitely make it so people are blocked from joining during the match-start countdown.

macmacnick:
Certain Loadouts occasionally are used to counter particular situations, such as countering a galleon with lochnagar Flaks. The example in this case is a Galleon. If the gunner brings ammunition such as greased, lesmok, and heatsink, and then switches the greased and the heatsink for charged and Lochnagar, the change can cause an unexpected advantage, as beforehand, the Heavy Flaks wouldn't be as much of a perceivable issue, but with Lochnagar, it starts to become worrying, as Lochnagar heavy flaks one-shot any ship that is not a Galleon (or Goldfish if it has no damage or barely any on its permahull), thus the other team might have long range such as a hades and a lumberjack, along with an artemis or so, but they wouldn't be worried as much, due to the perceived Loadout being different from the one actually used.
(Edit: made the paragraph three sentences from one.)

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