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Messages - Mr.Bando

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46
Feedback and Suggestions / Re: Flame Vortex Cannon: Ixion
« on: August 21, 2014, 06:08:50 am »
That thing is screaming of OP to me. It better have just one shot, short ranged and long reload time cos impact damage is effective against everything AND can juggle a ship so its not facing its intended target. I can imagine a pair of those mothers on a galleon destroy you, your family and your dog as well. And I haven't mentioned having it buffed and loading lochnagar into it either.


Other than that, bloody awesome.

47
Gameplay / Re: Fire Extinguisher - your opinion?
« on: August 21, 2014, 05:48:44 am »
If fireX didn't need to share the repair cool down and can put fires out in the middle of it, would it still be OPed?

48
Gameplay / Re: Fire Extinguisher - your opinion?
« on: August 21, 2014, 05:45:30 am »
-use against spot fires you might get when struck by a strong explosive damage shot, ie heavy flak. They have a good chance of setting things on fire.
-as third engineer with chem, fireX and wrench if you worry about flamer heavy opponents.

But as things stand at the moment, chemspray is your main defense against flamers while fireX is your plan B.



49
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: August 06, 2014, 07:49:37 am »
Battery ammo.

-does -20% damage of normal ammo
-must be charged. Either by keeping the ammo loaded in or a gunner tapping R to charge it up
-can charge up to do +50% extra damage

50
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: August 06, 2014, 07:41:04 am »
When you're bored, you are boring.

Fireworks ammo.
-gun does no damage but shoots out pretty sparkly fireworks
-Different fireworks effects depending on gun loaded.

51
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: August 06, 2014, 07:35:20 am »
Passive abilities don't work? What about if it takes up one of the gunner ammo slots? Gunners might only have 2 ammo choices but the passive 3rd will make them useful on a gun in a way that an engineer cannot be since they only have one slot.

52
Feedback and Suggestions / Re: Match replays
« on: June 03, 2014, 04:59:26 am »
The server and client exchange info during the course of the game. Is it possible to collect and save all this data into a file and then use all the data to reconstruct the game? Being able to have this kind of replay to allow you to watch from any ship or players perspective and watch it many times.

53
Feedback and Suggestions / Re: Match replays
« on: June 02, 2014, 08:15:47 am »
Old bump but yes. If you are able to save all crew and ship actions into a file where it can be rebuilt into a match replay, it would give the competitive scene a much needed boon. Commentators can analyse and choose better angles of the action. Players can store and share some of their best moments with others. Also a good learning tool for new captains, gunners and engineers alike

54
Gameplay / Re: Idea for new Game type?
« on: March 01, 2014, 08:45:19 pm »
-Attack and Defend. 

Attackers only worry about attacking and defenders only worry about defending. Attackers have to capture and hold an objective for a short amount of time in a certain order and only have set number of shared lives (or timelimit) to complete the objective. Respawn locations change depending on current objective and attackers gain more lives (and/or time) for completing objectives.  Red and blue switch roles after a round. After each side finish their turns as attacker and defender, whoever achieved the most objectives /or does it the fastest wins the game.



-Escort VIP/Cargo ship or Pirates vs Traders

A specifically designed VIP ship that players volunteer to crew for this game mode that needs to reach map exit to score. VIP ship should be slowish, only 3 light guns in total, facing fore, starboard and port, but reasonably armoured. VIP respawns back to the beginning if destroyed and the pirates get a point. Escorts and VIP gain 2 or more points if VIP successfully reaches goal in one piece. Map can either be linear for the clash at the chokepoint or it can be completely open with more than one exit to make things interesting. After time is up, the team with most points wins

55
Gameplay / Re: Squid Love
« on: March 01, 2014, 09:20:33 am »
Make the squid hull 2 metres shorter so crew can get around on it quicker and is slightly harder to hit

56
Feedback and Suggestions / Social slot
« on: February 14, 2014, 04:26:03 am »
We got captain item slots. gunner item slots, engineering item slots.

I propose a new slot

SOCIAL SLOT

For your fun and non combat needs. Every class should have one

-You can load fireworks into your gun and it shoots out fireworks. Different effects depending on gun loaded
-Shoot out a mine like projectile that detonates and transforms into a pink balloon shaped as a pig

Any fancy ideas welcomed.

57
Or maybe sometimes the simplest solutions are often the best.

have a -40% ignition chance (instead of -100%) that last for 20 seconds or less. It would render most flame attacks ineffective, unless prolonged or under intense dual flamers with incendiary loaded into them.

Nerfing the anti fire tools would be indirectly buffing fire weapons

58
Gameplay / Re: Range-Finder
« on: February 09, 2014, 05:39:18 am »
If the range-finder could mark a ship's distance and have the numbers be visible for the whole crew to see, then there'd be no use for the spyglass. Instead of using the ship's name as the indicator of where the vessel is in the distance, you would then just be firing based on seeing the numbers through the clouds, so now everybody knows where the vessel is and how far away it is; which would make the spyglass obsolete.


Then they could just rename the Spyglass "Name-Finder".


But rangefinder cannot put a box around enemy for the rest of the team to see. Maybe range should only appear once spotted with spyglass.
I use it as gunner of medium to long range ships to get rough idea on how high to aim or lead by

59
Currently as it is, when an engineer uses the chemical spray religiously, ships become nigh impervious to fire attacks and makes fire extinguisher next to usless.

Maybe instead of being 100% immune, perhaps it adds a -75% ignition chance or something that flame attacks would need to overcome to apply their stacks onto components. It can be applied like the buff hammer effect and last a while till it wears off.

Or perhaps the chemspray can apply "anti-fire" stacks onto a component that is neutralised or burnt off when an ignition chance procts.

Or even a combination of the two, having a -50% ignition chance and any chance that succeeds, it strips off a layer of fire retardant. Will help resist all but the most intense flamer load outs that some ships should be rewarded for taking the risk of bringing.

Engineers are suppose to buy time for ships to stay in one piece, they can only repair so much damage. In that same vein, their anti fire options should not grant 100% immunity to the point where they can ignore flames altogether.

60
Gameplay / Re: 1.3.5 Balance Changes
« on: February 07, 2014, 07:21:05 pm »
Other suggestions welcome.

I'll reiterate my previous suggestion of decreasing the downward arc and adding an arming time to the projectile then. I'd probably change things to make the gun's primary shatter damage and its secondary explosive. This would do two major things.

Secondly, adding an arming time and making the Shatter damage the primary makes the gun a disabler/hull killer at range, but limits it to simply disabling at close range: this gives an obvious counterplay (fly close), while allowing the Artemis ship to disable engines to regain their distance. The gun remains effective in its primary role (disabling) even at close range, but isn't the end-all of versatility that it is at medium/long range.


Correct me if I'm wrong, but does primary damage have any AOE? I thought it was reserved only for secondary damage. If you made Shatter primary, then you'd need to get direct hits on components to knock them out. You might as well do that with a gattling at that range. But I do like having an arming time added tho, they pretty much added it to most of the hard hitting ranged weapons available.

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