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It's The Clawwwwwww!

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Kestril:
Yeah, the claw has been a must-take-no-brainer for captains ever since I can remember, before the mobula. It's to the point where I think that the game would be better off without it. It's been high time to have it fixed. In fact, I think the claw is one of the main reasons we don't see many squids around.

Muse, you gotta follow the clear use and distinct effect philosophy of your design doctrine. Make the claw whirl the ship around even faster at the cost of outright shredding engines or armor. Make it "lock in" the effect for X amount of seconds once activated like hydro or chute. Make it very noticeable and able to save the day if used right, but very punishing if used wrong. Think of it like the "handbreak" turn for airships.

 Heck, go for broke and make TWO turn-y items: a claw ( for turning clockwise) and a talon ( for turning counterclockwise). So the ship will turn SUPER FAST, but only in that item's direction, and only for a limited amount of time which is "locked in" a la vent and helium. If a pilot wants both directions of horizontal turning mobility, they WILL have to sacrifice the item slot for it.

On that thought, I'd lock in the effects of kerosene for X seconds after deactivation as well to distinguish it more from moonshine. It would have less risk, but require more foresight and timing on the part of the pilot.



Arturo Sanchez:
on the top of my head one way to nerf the claw is to increase the time it takes to change a direction.

So when you turn left you are commited to that turn as turning right forces you to decelerate your left turn before you can turn right. I know this already exists in the game but just make it harsher. To the level of making it feel as if ur turning with no claw at all.

that way the counter for the claw is to kero/moon backwards when you were circling with kero b4 forwards. A gambit move as it puts you in directly sites of the ship for a few crucial moments but if it works.

You gain a temporary respite from the turning war. As you get about 8 seconds or so of enemy guns being out of arc.

Audere:

--- Quote from: Dementio on December 01, 2014, 04:06:28 pm ---Instead of circling a Pyramidion with a Squid, you could try to use superior vertical mobility or try to just fly past it and use your back gun on it or just turn your front gun back in arc much quicker than the Pyramidion could ever hope to.

--- End quote ---
Yeah, I'm aware of that. I just think that you shouldn't have to do that when turning speed is supposed to be the Pyra's greatest weakness. That strategy should be reserved for ships with higher turning speed.

Omniraptor:
naw, pyra's weakness is acceleration and vertical movement. If you're circling, you're not accelerating.

Dementio:
I still wonder who first said that a Pyramidion's greatest weakness is turning speed. That counts for the Mobula and very likely for the Galleon too.
Thing is, a turning ship can't accelerate forward or backwards very well and the Pyramidion's acceleration in that isn't the greatest either, so you could use that to your advantage too. While you circle you already are at full speed, you can just turn slightly away and be out of range (Warning: Not actually tested!).

As a side note, if you could stay out of a Pyramidion's gun arcs forever, would it be really balanced? Everytime you see a Pyramidion, you would take a Squid and win with little effort.
The Squid wasn't supposed to be the easy ship here...

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