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Minor Squid Buffs

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Daft Loon:
Lowering the top engines by the small amount the art will allow (speaking of which are the lower engines held on by mag-Lev or what?) making the repair and rebuild from below each a little less finicky.

Rotating the armor 90 and move it right up to the bottom of the stairs for its compartment, blocking getting stuck down there.

Rotating the side gun forwards about 10 degrees.

greendra:
Top squid engines are reachable from below if you do a stamina jump on to the railings on the right ( Facing the pilot ) and then if you jump and in mid-air hit, you can reach it.

I agree with that.

And also agree with that.

Daft Loon:

--- Quote from: The Teenage Wizard on July 22, 2015, 04:26:15 am ---Top squid engines are reachable from below if you do a stamina jump on to the railings on the right ( Facing the pilot ) and then if you jump and in mid-air hit, you can reach it.

--- End quote ---

You can reach them with a regular jump timed well when running down the ramp, jumping at about the point where it starts to slope. Its good for repairs but rebuilds are a bit too hard to find the spot and with the proliferation of reduced scattering, stamina arcing hwachas its the rebuilds that are needed.

MightyKeb:
Moving the gun 10 degrees to left would be a huge buff to side mortar squids/and some other potential builds that I haven't explored yet, but it would also take away from it's back-side trifecta versatility. I personally wouldnt mind it as my playstyle mostly involves the front guns but this could hurt people who do.

I think the problem here isn't its engines but rather the ridicilous amount of hwachas existing in the lobbies both pub and comp thanks to the buff. Nothing was wrong with the hwacha, the heavy carronade was just good enough to overshadow it. Losing an engine with the squid should be equivalent to losing your balloon as a junker. This would greatly improve its' recovery time, so I think it's a major buff.



I've never heard of the hull causing problems.

Squidslinger Gilder:
Actually awhile back, think Eric, or maybe it was another, suggested changing the side arc. Think this was after they nerfed the light flak which damaged AT squid's attack options. I was obviously not pleased and this was presented as a fix so then mortar could be used better.

Turned it down. Why? Because it wouldn't solve the problem and it would take away creativity in Squids as a whole. I've seen some pilots utilize their side and rear guns well in combination. While it isn't frequent, it is an option that is interesting to face.

Literally it would turn the squid into a faster Pyra which would then get nerfed to heck. That would solve nothing.

The inherent problem was caused by Muse and "fixing" something that didn't need to be fixed. It not only hurt the squid but it also hurt other ships which would often rely on fast hitting side guns. The LF was perfect for this role and was the king of lateral combat. Mortar was the king of confrontational.

LF nerf was all to appease some folks who desired midrange combat and remove LF from CQC. Which was a rather dumb move to introduce a new gameplay style that the game didn't need, nor really worked well at all outside of very niche roles.

All engagements happen in the long range and CQC areas. Midrange engagements were rare simply because there would be too much risk of a ship charging past arming ranges before the midrange attacks did anything. Ships in midrange have a lot of uncertainty to deal with. You're either going to get charged or you're going to get sniped. Hades was not a good weapon to couple with it as it is far too dependent on gunner skill and doesn't work fast enough to really hold it's own in a charge. Midrange would only work as a support ship where the support ship takes all the risks and the midranger sits back firing away. One way or another, a ship is exposed.

In 3v3s it has some meaning, but by messing with it, Muse created something totally unnecessary by nerfing multiple ships and many other builds. I honestly haven't seen a midranger in a long time that was any bit useful to their allies. In fact most of the time they cost a match because they get flanked easily then have no CQC ability.

Really, everyone lost in the LF arming timer nerf, not just Squids. So that is why I didn't want them to do arc changes on the squid. They also did similar with the Spire before it. For a long time people were arguing to buff the spire cause it died so easily. HP/armor was all it needed but when Muse touched it, they did the part rearrangement and arc changes. Neither did much till they finally touched the survivability which everyone had wanted from the start. So, roundabout ways to fix a simple problem instead of just simply fixing it.

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