Info > Feedback and Suggestions
Hull and armor system overhaul
Terrkas:
--- Quote from: Van-Tuz on October 06, 2014, 01:10:07 pm ---
Hflak is no more difficult to use than another long range guns like Mercury field gun.
--- End quote ---
Now I want to see a video, where you hit 80 % of your Hflak charged shots on sniping range in a real match.
RedRoach:
Would a junker, with only light guns, have light armor? Or heavy armor because it has so many guns? Or a standard armor because it strikes a medium?
I'm a beginner, and again, it is semi-sort-of misleading when you see those big marks show up on your screen while pounding on someone with mortars. Then again, this is a team game. People will actually, for the sake of success, do one of two things: 1) Complain that you're not doing it right and then do number 2, 2) Tell you that piercing weps come before explosive weps.
The Gatling gun is an easy weapon to use, it's a "Point and watch your enemy's armor die" weapon. Kinda like every other gun in the game should your system be put into place. The question would then be a "should I leave for saftey's sake?" Doesn't the hades cannon also melt armor? And spread fire stacks as well, making it a more viable weapon than gatling?
Hwachas are like shotguns when it comes to their spread in my experience. Maybe you're talented enough to be able to hit all of them in a single volley of normal ammo, I don't know. I use heavy, always preloading the ammunition on Hwachas so the second a ship is spotted I can unleash a volley, then get close and use other stuff.
And finally... H flak is not easy. I can't snipe. Whatsoever. If it were as easy as you were saying, then lots of people would be using H flak. Besides others complaining of patches long before my time, I don't see a lot of mention about it.
sparklerfish:
I still don't understand why "these guns are better against armor" is harder to learn than "these guns are better against balloon" or "these guns are better at sniping out components".
Van-Tuz:
Here comes the "you are noob" arguments again. Both from CAs... *sigh* I won't even try to reply to that because you haven't even read the whole sentence. No use speaking for the deaf.
Next time you want to reply - start it with something like "The current system is better than suggested here because..."
or "Your system have these flaws: ... "
--- Quote from: RedRoach on October 06, 2014, 01:40:23 pm ---Would a junker, with only light guns, have light armor? Or heavy armor because it has so many guns? Or a standard armor because it strikes a medium?
I'm a beginner, and again, it is semi-sort-of misleading when you see those big marks show up on your screen while pounding on someone with mortars. Then again, this is a team game. People will actually, for the sake of success, do one of two things: 1) Complain that you're not doing it right and then do number 2, 2) Tell you that piercing weps come before explosive weps.
--- End quote ---
Whichever armor class Junker would have in my system it's supposed to be shown in the ship description. This information is easy to show and easy to understand.
On the other hand, a newbie captain may be completely misleaded. His learning is completely dependent on the other people. If his mistakes were noticed and were politely explained and he didn't took it as insult then good. But if not? What if he have all AI or other newbies on the crew? They would shoot and white marks would pop up showing that damage is dealt but in fact they would deal no damage at all. The current system is just counter-intuitive in this case.
Alistair MacBain:
Cant see a anyone saying youre noob.
We ve just got a different opinion.
And besides the argument "this system would" i dont see any reason i can agree with that your system would be better.
Its much easier to realize that a piercing gun is needed against armor than to figure out against which armorclasses i might need a piercing gun.
I agree that the current tutorials are sub optimal but i know that there was a plan to fix that issue. Just dont know how far it is atm.
And youre system would simply be a way bigger benefit for experienced teams than for newer players.
By taking away the ability to deal permanent damage to the enemy you disallow newer players to benefit from a previous engage. It would lead to singled out engages where no benefit is taken into the next fight if you ve dealt serious damage to the enemy.
It would rather end in the experienced team always repairing up and then starting the engage at 0 and cutting the ability to get a kill or two even against more experienced teams.
And im not talking bout a competetive/highlvl crew vs novice players. Thats a different issue.
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