Author Topic: Ship design pet peeves  (Read 28237 times)

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Ship design pet peeves
« Reply #15 on: December 05, 2014, 05:20:25 am »
I consider benchmark of obnoxious high lvl player is LeonX err... something.
Guy's so ragey even when he's winning. But he's the only badly behaved vet I know so...

Also notice how I say high lvl and not good.

He's my case study for obnoxious new guy that never learns to be a vet.

But yeah back to ships? Mobula... its like a spire but dies on balloon and hull at the same time at the majority of the time. Where does the hull end and the balloon begin? I always seem to hit both.

I only ever do a brawling meta build with it with low lvls. Otherwise I use a sniper. Which isn't that good anyway because it likes to strafe. Its like constantly trying to tame a horse. Nightmare to snipe on and very high risk to brawl with. Its understandable why its rather unpopular.
« Last Edit: December 05, 2014, 05:25:48 am by Ceresbane »

Offline Kamoba

  • Member
  • Salutes: 175
    • [♫]
    • 30 
    • 34
    • 45 
    • View Profile
    • Robin and Magpie Leather
Re: Ship design pet peeves
« Reply #16 on: December 05, 2014, 06:20:27 am »
I played alongside LeonXcross a few times myself he's a good guy, had a bad dear time meet with Kruegerz but other people say only good things so I now wonder if I just caught him on a bad day.

The problem is it's easier to remember the bad experiences an who thy were with than the good ones, and that's what new players see too

Offline Dutch Vanya

  • Member
  • Salutes: 107
    • [Clan]
    • 38 
    • 45
    • 45 
    • View Profile
Re: Ship design pet peeves
« Reply #17 on: December 05, 2014, 06:45:03 am »
Idk why you guys complain about power monkeys so much. There are high level players that are much more annoying. And brand new players who are good at games/ communication.

Seconded.

Just noticed 'power monkeys'.

Offline Kamoba

  • Member
  • Salutes: 175
    • [♫]
    • 30 
    • 34
    • 45 
    • View Profile
    • Robin and Magpie Leather
Re: Ship design pet peeves
« Reply #18 on: December 05, 2014, 07:10:07 am »
Idk why you guys complain about power monkeys so much. There are high level players that are much more annoying. And brand new players who are good at games/ communication.

Seconded.

Just noticed 'power monkeys'.

Yeah, it's like a powder monkey, except they're buffed for more power...  ::)  8)

Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Ship design pet peeves
« Reply #19 on: December 16, 2014, 08:09:19 am »
buff hammer gunners. I dub these power monkeys.

fire a spurt of flamer and watch the gun die.

Offline Kamoba

  • Member
  • Salutes: 175
    • [♫]
    • 30 
    • 34
    • 45 
    • View Profile
    • Robin and Magpie Leather
Re: Ship design pet peeves
« Reply #20 on: December 17, 2014, 04:30:24 pm »
buff hammer gunners. I dub these power monkeys.

fire a spurt of flamer and watch the gun die.

I'd sooner a buff gunner power monkey than a troll monkey...

buff hammer with loch....

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
Re: Ship design pet peeves
« Reply #21 on: December 17, 2014, 07:28:11 pm »
I wonder how if double jump would make parkouring the ships better.

It probably would but i bet there would also be not that suitable for goio.
I mean the game isnt based on jumping.

Offline ShadedExalt

  • Member
  • Salutes: 76
    • [♫]
    • 10 
    • 17
    • 12 
    • View Profile
Re: Ship design pet peeves
« Reply #22 on: December 17, 2014, 07:37:49 pm »
I wonder how if double jump would make parkouring the ships better.

It probably would but i bet there would also be not that suitable for goio.
I mean the game isnt based on jumping.

The Devs have talked about 'Adrenaline Abilities', like the engi running faster than normal.  Maybe have it be one of them?

Offline Kamoba

  • Member
  • Salutes: 175
    • [♫]
    • 30 
    • 34
    • 45 
    • View Profile
    • Robin and Magpie Leather
Re: Ship design pet peeves
« Reply #23 on: December 18, 2014, 05:37:57 am »
I wonder how if double jump would make parkouring the ships better.

It probably would but i bet there would also be not that suitable for goio.
I mean the game isnt based on jumping.

The Devs have talked about 'Adrenaline Abilities', like the engi running faster than normal.  Maybe have it be one of them?

Ah but are those idea's restricted to co-op and adventure?

But yeah I remember Howard talking about them, a double jump could be a thing.  8)

Offline Replaceable

  • Member
  • Salutes: 84
    • [Rydr]
    • 19 
    • 45
    • 24 
    • View Profile
Re: Ship design pet peeves
« Reply #24 on: December 18, 2014, 11:42:48 am »
Too many variables for me. Rather than 'mallet or chem' its 'power up, yes or no + mallet or chem. ' Can't handle it.

I'd have to learn engineer again. Current engineer class is good.
Vehemently opposed to the idea of power ups.

Maybe some quirky niche tools might be nice. But who knows?

Offline Indreams

  • Member
  • Salutes: 105
    • 17
    • 24 
    • View Profile
Re: Ship design pet peeves
« Reply #25 on: December 18, 2014, 01:08:54 pm »
Well, I'm thinking, for like co-op, that a mastery system in League of Legends or perk system in Sanctum 2 would be pretty nice.

I mean, when you are facing humongous boss ships with your tiny squid, you're going to want some passive buffs that makes you heroic.


But that aside, one of my ship design pet peeves is how things are "out-of-the-plain-sight" on a Galleon.
I can't count the number of times when I had to show a new player where the bottom deck stairs, bottom deck ladder, main engine, and the aft guns were. When you've flown on it once or twice, its fine, but every steam sale... It's just my pet peeve.

Offline Kamoba

  • Member
  • Salutes: 175
    • [♫]
    • 30 
    • 34
    • 45 
    • View Profile
    • Robin and Magpie Leather
Re: Ship design pet peeves
« Reply #26 on: December 19, 2014, 02:23:25 am »
Well, I'm thinking, for like co-op, that a mastery system in League of Legends or perk system in Sanctum 2 would be pretty nice.

I mean, when you are facing humongous boss ships with your tiny squid, you're going to want some passive buffs that makes you heroic.


But that aside, one of my ship design pet peeves is how things are "out-of-the-plain-sight" on a Galleon.
I can't count the number of times when I had to show a new player where the bottom deck stairs, bottom deck ladder, main engine, and the aft guns were. When you've flown on it once or twice, its fine, but every steam sale... It's just my pet peeve.

The Pyramidion, a ship who has both guns at the front up a ladder, will suffer the same issue during the steam sale, I'd say thats a pub pet-peeve over ship design ;)


Offline Arturo Sanchez

  • Member
  • Salutes: 119
    • [AI]
    • 45 
    • 45
    • 45 
    • View Profile
    • My spaghetti channel
Re: Ship design pet peeves
« Reply #27 on: December 19, 2014, 07:58:32 pm »
here's one I completely forgot about due to a forgotten reason why I hate flying junkers.

I remember why. The back of the junker obviously has railings, so I had this assumption that I could just walk backwards and stop at the barrier. You don't. You clip right through and fall through the back.