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Gameplay / Re: Engineer Strategy Dicussion
« on: May 02, 2013, 02:10:41 am »
The pipe wrench is significantly less efficient for hull tanking. I'm kind of surprised you would even suggest that.
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Haven't played today's patch yet, but I've always hated surprise buff hammers on my main engineer. I remember arguing recently with a level 8 engineer that went mallet/spanner/buff on the top deck of a Galleon. I wanted top as I had gone mallet/spanner/chem spray and that buff hammer would be a lot more useful on the guns and turning engines. He claims there won't be a fire upstairs, and sure enough within two seconds the balloon had caught fire and I had to haul my ass all the way up there to extinguish it. Needless to say the ship died shortly after as I was constantly fighting fires while the other engineer tried to steal repairs on the hull.
As far as test servers or not, I am not playing this week, but even then I don't see the problem, meta changes, patches happen, the patch is going to hit next week anyway, all you have to do is deal with it a week earlier than you would have had to regardless.Asking the entire base of competitors to download, register, and get organized in a separate client with a total of three days notice, when some of the teams are putting in a lot of effort just to get everyone to the Cogs in the first place. There's also the key fact that it's a development test build with some pretty serious bugs currently (ships freezing in place), and I definitely noticed performance issues. How it could be considered a stable platform for a competitive tournament is unfathomable.
There's a lot of options that could be implemented for variations in the HUD, crosshairs, sounds, graphics, etc. etc., but because they don't have a real impact on people, and because the current style seems to work, Muse is probably going to keep their efforts focused on problems and expanded gameplay, such as the new game mode, balancing, ships, and weapons, in lieu of minor details that are simply options.
But... if the system doesn't need to repair, then why do you need to see it? By taking damage, a system pops up, which is more than enough for me, and should be more than enough for others. If the UI showed all systems, the screen would just have unnecessary clutter, and light damage wouldn't be visible without something to discern it from the other fully-repaired things; it would probably flash or change colors. I feel that the extra visuals would just be really distracting compared to the non-obtrusive setup that's going on now, because both options- static and dynamic damage indicators- literally would do the same thing, albeit with more or less on-screen pictures.
Honestly, I love the idea. However, it really only applies to engies, as it's their job to manage that stuff, so perhaps a class specific ui? although that may be a bigger re-work than I imagine, it would also open the door for other stuff like captain or gunner specific ui aids.
The only issue I have is that It might be hard to tell the motors and guns apart ie: a squid with four engines has one damaged, if the icon sin't over the damaged one then how do you know which one is damaged?)
I wish you could see these at the same time as playing. I can never remember a map.
But I suggest stripping the concept down to it's bare essentials for simplicity - say best of three/five and never the same map twice, winner can't change team, ship or crew loadout but does choose the next map. Don't be too prescriptive on the map sequence, and that way the same rules will work for 2v2 or 3v3, and for DM or CP.At this point 2v2 DM is considered the standard for competition, and I feel keeping it focused on that is best, for the sake of keeping it "simple" among other reasons. That being said, the rules can be adjusted later on (or by someone else) to accommodate other game formats if the need arises.