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Messages - The Sky Wolf

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31
Feedback and Suggestions / Re: Underdog System
« on: May 07, 2015, 05:36:30 pm »
Back on topic, I have yet to see people leave in large numbers after being labeled underdogs. I'm not sure if enough people understand the awesome Underdog system enough to either be encouraged or discouraged by it. There should be a poll taken to see how many people care about their W/L ratio/Win-streak, because I know I myself and a lot of people I know care about it greatly, but I wonder how many don't.

32
Feedback and Suggestions / Re: Underdog System
« on: May 07, 2015, 05:31:22 pm »
Quote
However, recently I've noticed some hate, discriminatory language that are gross violations


Where? I looked for some hateful, discriminatory language in this thread and couldn't find any, could someone send me the link to the thread page where that's going on? Did they removed it already?

33
Feedback and Suggestions / Re: Heavy Clip
« on: May 06, 2015, 04:08:45 am »
Incendiary needs buff. Incendiary should boost max clip size like 15% or something and boost fire starting chance from 20% to 25%.

34
Feedback and Suggestions / Re: Underdog System
« on: May 06, 2015, 03:46:12 am »
The perfect way to measure if someone should become "underdogged" is to:

#1. Compare Matches Played of entire team VS. enemy team (Specifically Captain and Engineers.. Also have chances lower with 2+ gunners/captains/AI)
#2. Compare Win/Loss ratio of the captains
#3. Compare ship/gun use difficulty with the enemy's ships and guns.

It would be a very simple system with  99% accuracy when predicting who will lose or win.


---edit---
I have a better idea ill probably make a separate thread about.

35
Feedback and Suggestions / Re: Underdog System
« on: May 05, 2015, 04:54:57 pm »
Nobody is making sense in this thread. The Underdog system works fine by letting the weaker team get away scot-free if they lose. If you were expecting an actual ship buff for being an Underdog then you must be insane. Not everyone that is new is a bad player off the bat, some of them do the tutorial. Imagine giving a low MMR clan (Low MMR only because of lag, joke ship builds, helping noob friends) a ship buff against slightly higher MMR opponents who aren't as good or are equally as good but have a higher MMR only because they stomp noobs all day and nothing else. That would allow the low MMR clan to murder hardcore because they now have an unfair advantage; and even if they manage to suffer a loss it wouldn't count.

Stamina is already a super fun, super balanced, super useful feature.


You kids today don't understand that the gunner's best strength is consistency. His job is to constantly apply pressure to the enemy... Not repair... Just soley dish out damage to cripple and kill the enemy to prevent him from killing you, and the gunner stamina helps with that ALOT. Turning the turret further allows you to keep up with enemy ships out of reach and keep applying pressure even when your captain isn't facing the enemy.

 Reloading faster allows you to give the enemy little time to breathe by shortening your reload time. If you add up all the extra damage done over time you'll see that gunners do about the same amount of added damage as a buff engineer with this stamina system. Don't forget gunners also get 3 ammo choices... people don't understand how OP that is... You can use lesmok for long range to start doing damage from distance (getting the first hit matters alot), then you can swap to a shorter range/higher DPS ammo when they're close.

People forget to add up all the potential damaging & crippling they could've been doing if they had lesmok along with their greased rounds.

36
Feedback and Suggestions / Re: Underdog System
« on: May 04, 2015, 01:13:54 pm »
Wait they added a systems which tells you if you'll win/lose?

I already gave up on this game when Stamina came out, but I guess they just want to put more nails in the coffin.

Why give up now when the game is at its prime? Stamina made the Gunner class more important than it's ever been before. Engineering stamina is fun to use, and Pilot stamina saves the engineers the hassle of repairing kerosene/moonshine/phoenix claw engine damage.

I preferred it when you used skill to win, and not a completely unasked for mechanic.

We needed stamina to get people to want gunners instead of gungineers. This mechanic makes sense in a relatively realistic way, you'll just have to adapt and become "skilled" with stamina.

37
Feedback and Suggestions / Re: Underdog System
« on: May 04, 2015, 01:09:42 pm »
Wait they added a systems which tells you if you'll win/lose?

I already gave up on this game when Stamina came out, but I guess they just want to put more nails in the coffin.

Why give up now when the game is at its prime? Stamina made the Gunner class more important than it's ever been before. Engineering stamina is fun to use, and Pilot stamina saves the engineers the hassle of repairing kerosene/moonshine/phoenix claw engine damage. The stamina feature will be even more perfected later on.

38
Feedback and Suggestions / Re: Underdog System
« on: May 04, 2015, 01:05:14 pm »





Trueee, but It's still less intimidating for them if they can't see the massively steep level difference, and they won't be scared to lose because they know they're underdogs and it's a win/not-win-but-doesn't-matter situation.


39
Feedback and Suggestions / Re: Engineer Stamina (.... meh)
« on: May 04, 2015, 12:14:54 pm »
So far engineer stamina has definitely proven itself awesome for galleons and mobulas because of the long hallways you have to sprint through. Though I will say engineers should have least like 3x more stamina though, because who gets tired that quickly?

40
Feedback and Suggestions / Re: Engineer Stamina (.... meh)
« on: May 04, 2015, 12:10:47 pm »
Imagine that, different skins for your tools. Thor's Hammer Mallet Model Replacer. Would be funny.

41
Feedback and Suggestions / Re: Novice tools.
« on: May 03, 2015, 04:44:56 pm »
Gunning is easy enough as is - even with the "hard" guns. As cool as this item idea is, we don't necessarily ~need~ this item at all.

42
Feedback and Suggestions / Re: Engineer Stamina (.... meh)
« on: May 03, 2015, 02:43:16 pm »
As an engineer, sprinting stamina really helps you do your job faster. An engineer who knows how to use their stamina correctly is invaluable. Although I'm pretty sure the entire stamina system was basically only created as way to help the gunner become a more useful class ... to get people to actually want their gunners as opposed to gungineers who can do the gunner's job for them + buff the guns for extra damage + repair broken components.

 As a gunner, the faster reloading and increased turret rotation really does help you to dominate on battlefield with all that consistent damage, and yes it does kind of overshadow the engineer's new abilities, but that was sort've the point. Even though the new sprinting/jumping feature can really help save your ship in the brink of time. If people are jumping off their own ship on accident then that just means they need to practice doing ship parkour using stamina and adapt to the new dimensions of it all and explore their limitations.

43
Feedback and Suggestions / Re: Engineer Stamina (.... meh)
« on: May 03, 2015, 12:31:00 pm »
Captain stamina can be used to help accelerate ship movement and turning without burning engines to help spare the engineers a trip to the engines so they can stay on the hull and balloon.

Gunner stamina can be used to turn the turret further to start dealing damage sooner, and reload faster to increase damage rate by helping you maintain consistent damage.

Engineer stamina can help you reach a component faster in a desperate situation to save perma hull and restore engines quicker to evade desperate situations


44
Feedback and Suggestions / Re: Underdog System
« on: May 02, 2015, 02:26:10 pm »
Levels are generally 70-75% accurate as to how good someone is, and matches played are  generally 80-85% accurate to how good someone is, and  generally W/L ratio is 90-95% accurate to how good someone is (if you get them to tell it to you). This has been my experience, it would be nice if the first two things got calculated.

lvls... not such a certainty anymore. The old 1-15 was far more accurate because of time spent trying to get to their lvl.

MMR should be tallied by part destroys/ship kills (gunner), repairs/rebuilds (as engie) and ship destroys (crew). Buffs, time spent spamming pilot tools, lvls, match count, etc. are all arbitrary measurements for player skill.

This takes into account your competence in all things. Even if your loss ratio is 50%. It might not be because of your own incompetence.

That's why none of the numbers are listed 100% accurate. The best player in the game can always have a laggy day and lose, there are many variables at work that also decide if you win or lose.

45
Feedback and Suggestions / Re: Underdog System
« on: May 02, 2015, 01:01:48 pm »
Levels are generally 70-75% accurate as to how good someone is, and matches played are  generally 80-85% accurate to how good someone is, and  generally W/L ratio is 90-95% accurate to how good someone is (if you get them to tell it to you). This has been my experience, it would be nice if the first two things got calculated.

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