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Messages - Omniraptor

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91
Gameplay / Re: Is/was needling a thing?
« on: May 16, 2015, 02:58:14 am »
munkers are revoltingly bloated beasts that pollute the sky with their excessive excrement. Pardon my french.

92
Feedback and Suggestions / Re: Altimeter
« on: May 15, 2015, 02:29:41 am »
raycasting rather easy to code, it is done every time you fire a hitscan weapon such as carronade or gatling to determine whether you hit or not.

93
Gameplay / Re: Banshee Light Rocket Carousel
« on: May 14, 2015, 03:41:50 am »
 It's a good all-around weapon, nice arcs, diverse range, easy to hit. And since the (completely uncalled for) pyra hull nerf it can also wreck ships.

Hard numbers (thank you llamatron), a buffed greased banshee can unload in 3.1 seconds, doing 675 hull damage, which (assuming good timing and accuracy) is enough to:
- kill pyra hull.
- kill junker hull with 2 rockets to spare.
- leave mobula at 25 hull health
- leave a galleon half dead.

Also one clip of banshee kills about 1/3 of a balloon just from direct damage, might be useful coupled with a light carronade.

94
General Discussion / Re: Hull Health Tick Markers
« on: May 14, 2015, 02:30:59 am »
doesn't everyone balloon ram with the squid anyway?

95
Feedback and Suggestions / Re: Map wish: The Heights
« on: May 13, 2015, 04:36:44 am »
Would there be any hard cover at all on the map? Maybe giant npc airships like in the picture, moving in a pattern?

96
General Discussion / Re: Top pilots
« on: May 10, 2015, 05:12:42 pm »
Just coming to confirm, sky wolf best pilot. Seriously this guy is like the hannibal and manfred von richthofen and george washington combined. Let this thread from here on be dedicated solely to sky wolf appreciation.

97
Feedback and Suggestions / Re: Underdog System
« on: May 07, 2015, 05:41:57 pm »
That's the thing, underdog matches don't affect your KDR or whatever other number you fawn over. They're just less enjoyable.

98
Feedback and Suggestions / Re: gunner stamina and gun buffs
« on: May 07, 2015, 05:08:44 pm »
I agree, the way stamina reloading works right now is really unintuitive. AFAIK it makes the reload bar fill 20% faster as long as you have stamina remaining, after stamina turns off it goes back to the normal rate.

Which kind of makes sense but doesn't really give a big benefit on the slow guns like minotaur or hwacha, because it doesn't help slow-loading guns as much as it helps already fast-loading guns.

99
The Lounge / Re: Community Gets More Toxic With Every Update
« on: May 06, 2015, 04:38:56 pm »
Sadly I have to agree with skrim and richard more or less completely :(

Also get the impression that muse does not participate on the forums anymore because the general tone has gotten louder, more agressive, entitled etc. It's really up to us (normal players, cas, mods) to politely tell these people to cut it out, their tone is not productive. Several time I've wanted to say it but have been warned before for backseat moderating :P

TL;DR the solution is more active moderation. I really would like muse to trust us enough to participate in general discussions again :\

100
Feedback and Suggestions / Re: Underdog System
« on: May 06, 2015, 03:52:10 pm »
The most important thing is to make it hidden for everyone, and only visible after a match. I would not mind faster stamina regeneration either.

101
Feedback and Suggestions / Re: Altimeter
« on: May 06, 2015, 03:50:26 pm »
Ideally there would be two altimeters: one based off air pressure or w/e to tell your absolute height above sea level. And another one based off sonar or radar to tell your height above the ground.

In game terms this would be raycasting straight up and straight down and telling the length of each ray.

103
General Discussion / Re: Was GOIO A Fluke?
« on: May 05, 2015, 03:51:51 am »
I actually emailed MUSE the night before the update practically begging them not to put certain things in. I was there from day one of stamina testing. My opinion never changed, and still has not. It is fun, but will be bad for new players. I knew they were putting way too much effort into it to simply drop it, so spent those weeks trying to give as much feedback as possible to soften the edges. The results show. Though I am still not happy with the results, I am proud of having shaped them. Perhaps we will see some of the other ideas I peddled.

The UI was the main reason for the last minute email. They have shown interest in some of my suggestions, and have passed them on to the art team.

The nerf to heavy clip was my strong suggestion, and I still think it a good one (with the addition of a few other things they left out).

So, ya. Logicalia is right. You are wrong, again. :)

That was you richard? It was a good suggestion of game design ammo effects should not be quite so drastic as to be required, and heavy clip was required. But still YOU (helped) break my favorite toy [cry].

As for putting 'too much effort' into something, try emailing muse an article about the sunk cost fallacy, I am sure they will appreciate it :P

The real question is, did you know it was the night before an update? how?

104
My suggestion (adding to skies') is to make the stamina deplete slower when the gun is reloading. That way you get the short-lived extended arcs, and a substantially faster reload instead of the meagre 2-3 seconds (on a hwacha) we have now.

105
Feedback and Suggestions / Re: Pilot Stamina (Pilot OP, plz nerf)
« on: May 04, 2015, 04:53:22 pm »
at long range it is still useful to juke hwacha volleys or heavy flak shots.

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