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A cry for change

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River Turtle:
I love being engie.  Over 6k matches, probably over 5k of those as engineer.  Yes, there are hard limits in the game that can dictate what you can achieve, but prioritization is a huge part of being a good engineer.  I'm not talking simple stuff, like rebuilding the hull before harpoon gun.  It's about knowing whether to rebuild the main engine or the turners first, based upon the situation.  Or if you need the second turner before the main.  Knowing when to mallet the hull after a rebuild or chemspray it, even if it means it's going to go down almost immediately.  How many rebuild hits you can squeeze into a component before abandoning it to mallet the hull, returning to finish the rebuild afterwards.  Or if it's more important to finish what you're doing before leaving.  Whether to mallet a flaming component or chemspray it.  Whether or not to brace a failing component with the spanner before a mallet hit to extend its life. 
 
Sometimes, when dealing with inexperienced pilots, it's about not rebuilding the main engine, knowing that you're saving the ship from a suicidal 1v2 charge. 
 
The same is true in every class:  knowing the basics and having some experience will get you 90% of the way there.  But the last 10% earned from fine-tuning and situational awareness is a really big 10% and can make all the difference. 

BobyWilliam:
Naoura I was not saying QTE should lock you down, or they should absolutely make QTE, again it was just me giving quick thoughts on how I would like the enginneer job to improve, aka more direct skill involved and less repetitive routine mechanic style of gameplay that I personally can't bear. If they could improve AI bots to help them prioritize more, then for me engineer would be like the ultimate bot job right now.
It's clear engineer need to be a job based around mobility and time management even after the change of direction I am suggesting.

But I hear you, we have just opposed affinity about this position I guess, you like it and I don't. Who I am to tell you you are wrong after all. It might be not made for me that's all. Personally I can only bear playing captain position, and I often pity thoses poors engineers who are non stop paying for my own mistakes and never get praised for their hardwork, it feels like a painful job to my captain's eyes (I try to praise them after every game).
Gunners seems a bit more fun imo, because you know people like to shoot stuffs, personally I don't in this game as it is too basic with nearly no depth in the aim mechanic, but I can understand the players who do even though I am always wondering inside how long thoses guys gonna enjoy shooting stuffs with their brain off.

When I am the captain I like my crew to have a good time, to have fun shooting weapons that are the same time fun and effective, have fun repairing stuffs but I rarely get the impression they are truly having fun after a couple of matchs on thoses jobs, more like they are waiting the first opportunity when I get out to take my position or that they are so bored they go idle/afk in the middle of the match, and I need to remind them the objectives through my voice to make them motivated to perform their duty again.
That makes me sad sometimes.

Naoura:
No offense Boby, but what levels are you often playing with? Higher level engineers rarely go afk in the middle of match, or don't have a good time along their run. Honestly, I don't see what you mean with them wanting to take your place. I know one absolutely fantastic engineer who actively despises captainig, and my clan has made a fantastic inside joke about it.

As for QTE's not locking you down, indirectly, I believe it would. People would end up focusing on getting a perfect QTE on a failing component rather than giving it a mallet and running to repair the next thing, which would, in the longer run, cost you the ship. Perhaps for higher levels, they might be able to disengage from the idea of getting a full repair with a well done QTE in order to repair a failing engine, maintaining maneuverability so as to not lose the ship, but less experienced players would keep on the component, going so far as to camp it for the QTE rather than repair engines, which would slow them down and lower their effectiveness.

As to no depth in the aim mechanic... You've never been on a Lumber, have you? Or really used a Hades, or mines? A lumberjack shot from nearly 3-4 kilometers is a lovely thing to behold, especially on a ship that is moving. Or maybe a Typhon, which is underused simply because it's not paired well with anything besides a Hades, and it's rather difficult to time the shots between the engineer manning it and the gunner attempting to land the extremely slow, extremely hard to hit with flak rounds. Meanwhile, mines offer something completely different, trying to utilize different ammunition types to get more or less range before the mine hits it's arming time and deploys. I cannot begin to describe the satisfaction of getting a Loch mine detonate on an enemy ship after you've fired it perfectly into their path.

Again, it might be a difference of opinion, but I think you need a little more time when to see some things out. Engineering can be fun and satisfying, but even I'll admit, some people find it boring. Same goes for gunning, where they might not feel like they can ever do anything, or else get annoyed at missing juuuuust that one shot. And the same goes for captaining, those who don't like the complexity and the difficulties of coordinating with a second captain, and would prefer the simpler side of things, like engineering or gunning.

Please note I'm not being hostile to you, or trying to be dismissive. Just giving my opinion on things, and how I don't see some of the suggestions as being healthy for the ships in Guns. I admit, having a tool that would assist camping would be a nice addition, especially since it'd be balanced because it slows your engineers down and makes them less mobile, and therefore unable to keep the ship alive. Hell, I suggested and posted a concept of such a tool ages ago, I may send it to you if I can find it again. The reason I mention it is because Guns is starved for content, and should the devs, after hell freezes over, decide to look at the forums to try and grab a few new weapon, tool or ship concepts, then I would rather there be something for them to look at. Post the ideas you have, please! People are going to poke holes in them, but that's what can strengthen them, not dismiss.

Red-Xiii:
He's giving a quite an honest opinion about his perception of the game from a novice viewpoint.  He's not the only one.  I'm sure many novices walk into this game saying "wtf, all i do is swing this hammer thing. no wonder the player base is this small."  then switching to gunner gets double gunners and vets rage. 

I see alot of response is give it time, tips on what a true engie does, however it doesnt matter because of the systemic issues this game has only a select few make it through the "boring" phase to understand the game as a whole and/or even care.

Naoura:
Red, those are the people who see CS:GO on the Games Similar to This on Steam. They think the game is only shooting, and that they can solo the fight. That goes on a fundamental misunderstanding of what Guns is.

I agree, something new would be wonderful. Something new that isn't Skyball or old VIP. Something for each of the classes to spice things up a little. But that's not going to matter much if someone still thinks of Guns as CS:GO, or a game where they can go on a solo killing spree, or only want to watch the pretty explosions.

The reason the response is 'give it time' is because it takes time to take apart the expectations and replace them with the truths. Tips on what a true engie does is because if a lower level tries to simply play gunner as an engie, everyone suffers even if they didn't switch to double gunner. A select few make it through any position, possibly with the exception of gunner.

A lower level pilot might stop trying to play captain because they rage quit after realizing that no, they can't solo the match. Or they are tired of dying all the time, despite the fact that they've been told multiple times why they've been dying and how to fix it.

A lower level engineer might stop because, yes, engineering feels kind of unsatisfying... if you don't know what you're doing, or else you think the game is something it isn't.

A newer gunner might leave because they can't snipe a ship with one shot, or else don't enjoy just sitting on a gun and waiting for an arc their captain might never give, or else gets tired of having their weapons be ineffective because they're using the wrong ammunition.

Those that quit due to the game being 'boring' are those with different expectations. Not wrong expectations, just not the one's that Guns would deliver on.

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