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List of suggestions
Safewood:
It's common courtesy to not assume everything, in such case, editing has a time limit. Can you please refrain from doing that in every single post, or I'm just going to completely ignore you next time.
1. No, it isn't.
5. Changing this with the class, would definitely solve the class balance. I'm sure of that.
6. If you do not change ammo between reloads, then you've effectively dumpstered your DPS. The ammo from gunners is only used once by others, which the gunner can only provide in dead time, hence they're completely and utterly useless. You have 3 engineers with 3 different ammo's. One who rotates, and two stationary. Hence, you don't need a gunner. Fact.
Crafeksterty:
--- Quote ---I still want to hear bullets hitting and ricocheting when someone shoots a gatling gun at your ship. Especially since gatling guns are so common, and very important to notice.Overall i feel like good sound design is under-appreciated in games.
--- End quote ---
This! Fucking This! THIS THIS THIS THIS MAKE ITS OWN THREAD DO IT DO IT DO IT It needs attention!
Captain Smollett:
--- Quote from: Safewood on July 02, 2014, 05:32:18 pm ---
1. Show enemy's fire projectile, or a more aggressive fire on the machinery to show fire is being applied.
Reason: Makes it easier to tell whether you can use the fire extinguisher or not.
2. Visual feedback, such as a 'No' symbol with text under it explaining "Can only repair when off cooldown", "Cannot extinguish when fire is applied", "Can only extinguish when off cooldown", and so forth.
Reason: Makes it easier to understand what you can and can not do in different situations (tailored for new players). Option to turn this off.
--- End quote ---
I'm still really confused by what you're asking for here. The fire extinguisher and chem spray can always be applied to any component not under cooldown regardless of whether they are under fire.
Safewood:
@ Captain Smollett:
If an enemy ship applies continuous fire to a machinery, then the fire extinguisher is rendered useless. You can not put out the fire, if there the fire is constantly applied. Therefore you need to put chemical spray on it, and then extinguish the fire.
That's why I would like to see a more "aggressive" fire on the machinery, or see where the enemy is throwing fire.
Piemanlives:
As an engineer it is pretty much your job to know what is taking damage. An engineer will typically take one fire tool, whether it be the extinguisher or chem spray. And I'm sure that components on fire in fact blink when they're burning, alerting you to the damage.
Again, most ships run 2 engineers 1 gunner, 1 engineer takes chem and the other takes the extinguisher, it's fairly effective once you get it down, the one with the chem spray is the main, as they repair things they spray components, in the situation something catches fire then the other engineer can extinguish it, while the gunner, who is not needed in repairs is left to shoot things with reckless abandon.
--- Quote from: Safewood on July 02, 2014, 07:18:28 pm ---You have 3 engineers with 3 different ammo's. One who rotates, and two stationary. Hence, you don't need a gunner. Fact.
--- End quote ---
I'll disagree with this right now. This is a rather short sighted view on the usefulness of gunners, sure I can agree that I sometimes feel that gunners don't always a have place in the action, but a good gunner provides an edge. If you have 3 engineers with three different ammo types you'd have a situation like this:
We need lesmok on the flamethrower, so we pull the lesmok engineer from his repairs to load the gun, soon we need to load greased so we pull the greased engineer from his repairs to load greased, and then we'll need the incendiary engineer to load... well you get the point. While certain builds and people use three engineers on their ship, having them load the different types when they could be doing something useful is needless tedium.
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