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Mic "Radio" effects.

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pandatopia:
Hum, if you die, the extra 10-15 seconds you save getting on point with moonshine is pretty useful. Plus galleon rams on unsuspecting enemies will destroy them. A moonshine galleon ram on a spire almost oneshots it, certainly kills all the armor at the very least.

Also the claw is basically necessary or you will never shoot anything.

Sadly as an engie you'd have to pick one or the other, and as claw is vital on the majority of ships, bye bye ramming =(

Anyway to get back on topic:

I support some sort of indicator. It would actually even be more useful in lobbies, where unsuspecting crew have divulged your entire ship's strategy to the enemy team before.

I also sometimes completely forget which button goes with which action (and iirc they behave differently in lobbies too).

Another problem is party chat...I've responded to people on ship or team chat before while instead it was a party chat. There is literally no way to tell how your captain is speaking if he is also in your party.

AscendantWyvern:
The radio static idea is nice. Add a bit of immersion to inter-ship communication.

HamsterIV:

--- Quote from: Milevan Faent on June 06, 2014, 12:53:02 am ---Do you know what use a pilot is on a CP map in a Galleon?

--- End quote ---

Kerosine to get to the point faster, Claw to bring your guns on target when you get there, and Drogue Chute because they everyone and their mother will be trying to pop your balloon.

I could make do with just claw if I had to, but Drogue Chute gives you a chance of killing the guy who is trying to balloon lock you which is preferable to lasting a few more seconds hoping your ally can save the day.

MrJeff:
Do recall, it has been stated that all of the classes should be able to cover each role. (Something that is brought up in the Gunner usefullness discussions often.) So, if someone wants to fly with 3 of a class, or no pilot (Or two), the UI is going to have to take that into account because it is an accepted choice by the developers.

My thought: the overlays for comms should include some sort of visual indicator if it is local or off-ship. Even if it is just the difference of team color versus no color.



Milevan Faent:

--- Quote from: HamsterIV on June 06, 2014, 01:02:29 pm ---
--- Quote from: Milevan Faent on June 06, 2014, 12:53:02 am ---Do you know what use a pilot is on a CP map in a Galleon?

--- End quote ---

Kerosine to get to the point faster, Claw to bring your guns on target when you get there, and Drogue Chute because they everyone and their mother will be trying to pop your balloon.

I could make do with just claw if I had to, but Drogue Chute gives you a chance of killing the guy who is trying to balloon lock you which is preferable to lasting a few more seconds hoping your ally can save the day.

--- End quote ---

That's why I'm an Engie and not a Gunner. The balloon is basically my primary job, leaving the other engineer to shoot and maintain the Hull. Drogue Chute becomes redundant then. I don't NEED to get to the point fast, because my ship's design doesn't really lend itself well to TAKING a point, as much as DEFENDING it. The ability to "ram" isn't impressive enough to me to warrant taking Moonshine on a Galleon, and the increased speed isn't worth it for the straint it puts on the engines. Unless I've actually got a team I know I can trust, I wouldn't use Moonshine most of the time anyway. Kerosene. while nice, isn't necessary either. If the enemy team takes the point, it will take a bit of luck, or help from an ally, to recapture it. But once it's on the point, it's going to probably take AT LEAST two enemy ships to take me off of that point, simply because my ship can maintain balloon, hull, AND firing 2-3 guns REGULARLY at all times. Not a good situation to be in for any enemy. And I've proven it can work. I just need Phoenix Claw to be able to adjust the ship so the guns line up with where I need them. This also means I can keep the balloon chemsprayed myself, leaving the other Engineers to focus on their areas.

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