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Messages - Seamus S

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16
This game could use a medium piercing weapon but I would prefer it to be difficult to use. The medium weapons seem to be a high risk/reward alternatives to light weapons. More damage per shot, longer reloads, slower projectiles. Having a rapid fire large capacity medium weapon (Hwacha doesn't count) would disrupt the game balance.

If there were to be a piercing based medium weapon I would like it to be a Balista, or rail gun. Some thing single shot with a long reload timer and impressive range.

I do like the name "Hellmounth" for a flame thrower.

The Gat/FLak would be tougher to pull off on a Galleon. The Medium Version of the flack cannon has range minimums to deal with. You'd have to be at exactly the right range for the gat and the flak (not too close, not too far)

More than that though, I hate seeing game balancing issues taking the place of common sense issues. This game world insists that a weapon like the gatling gun exists and that it performs how it performs. Given those assumptions why would anyone NOT want two of them on the side of a Galleon if they could put them there.  What would prevent them from putting them there? The enemy pirates are gonna complain that you're OP? Seriously? It's related to the same problem I have with artificially restricted firing arcs and gun placement in general. It doesn't feel authentic (I don't really care about realistic, but I like things to be internally consistent to the world i'm playing in.)  If something is easy to do and logical within the game world  and you can't do it because of balance issues, then it's poor game design at a higher stage. It's something that needs to be addressed further up the chain.

*Edit, This was more of a reply to Zil, but I quoted the wrong post. Still applies.

17
Two new medium weapons: If I were a GOI captain living in that world, I would find a way to bolt two Gatling guns together and set them on my medium mount. Likewise, twin flamers (with a bit more range and ammo capacity) would make a terrifying medium weapon.

Since we need more medium weapons (and we desperately need a medium piercing weapon) I would put these two concepts up for consideration. They have the advantage of using existing mechanics. They wouldn't even change the meta all that much (aside from giving more choices) since you can already run dual flamers or dual gats if you want. It would give galleons and goldfish some interesting new options. I'm all for more choices, so let's hear it for fire breathing goldfish!

18
Feedback and Suggestions / Re: View player loadouts
« on: June 23, 2013, 08:41:51 pm »
You can already see ship loadouts from other teams. I don't see how this would be much worse. It would also help speed up teams getting ready AND would really help people who come into a match not long before it starts.

19
Feedback and Suggestions / Re: View player loadouts
« on: June 22, 2013, 09:37:26 pm »
This would be super helpful. I salute you, Sir.

20
Feedback and Suggestions / Re: Voice Chat Toggle Option
« on: June 16, 2013, 11:15:00 pm »
A big issue with open mics is that they tend to echo/ cause feedback because they pick up all the other IG sounds. Lots of times I hear my own voice echoing out of someone else's voice chat channel when they have their mic open at the same time I do. I can't imagine the audio mess that would ensue if two or three people had their mics open all the time O.o

21
The problem with gunners isn't the gunners, it's the ammunition.  In the current game, the type of ~gun~ determines the damage type dealt to an enemy ship. A gun is simply a mechanism for delivering ammunition. The ~ammunition~ types themselves should determine the damage type. (Flechette, shatter, piercing, etc.)  This would make gunners FAR more valuable to a ship's crew because they could use one gun to strip armor, hurt hull, bust components, whatever.  Gunners are undervalued because of an inherent flaw in the GOI meta. Until that flaw is addressed, we will always have this issue.

Another thing that might boost gunner value would be a gunner tool that allows the gunner to shift the base firing arc of a weapon by like 10 degrees to the left or right. THey'd give up one ammo type in exchange for a much easier chance of getting multiple guns to bear on a single ship.

22
Feedback and Suggestions / Re: Invite button.
« on: June 10, 2013, 12:29:28 pm »
Not a bad idea. In the mean time, try sending them a private message. I know you can click on regular chat messages and join the game of the sender. I haven't tried with a private message yet, but it seems like it should work the same way.  Try sending a pm to a friend saying "Hi, click this to join our match."

Now, if we could just reserve a crew slot for them. =)

23
Release Notes / Re: Server Downtime and Patch Release v1.2.1
« on: June 10, 2013, 12:15:40 pm »
Is the Skyrider costume different from Dustrider 2.0, or did Muse just rename it? Either way, are codes just going to be sent to our emails for these ?

24
Feedback and Suggestions / Re: Harpoon
« on: June 01, 2013, 10:00:18 am »
I think a harpoon with a rocket attached to it would be hilarious, and also useful in many situations. Imagine shooting an enemy ship in the side and they get a side movement vector for the next 10 seconds or so. I see squids spinning like dervishes from off center, side hits.  =)  Shoot a ship from a higher angle and force it downward. Shoot it on the front and slow it down, etc. Silly but fun, and very much in keeping with the more fantastic aspects of steampunk fiction.

25
Feedback and Suggestions / Re: Harpoon
« on: May 30, 2013, 12:19:41 pm »
also make the harpoon able to attach to enviroment for sharper turning without losing speed

I've always loved this idea... I wonder how difficult it would be to implement...
make enemy enviroment


I donĀ“t think its that easy...
sticky harpoon?

Yeah to implement the mechaninc that the environment can be targeted with the harpoon and its sticks to it isnt a small deal.

Shots already interract with the environment. This doesn't seem like too large of a change.

26
I just think this makes more sense for most of the guns. A cannon is just a tube after all. It can fire explosive rounds, flechettes, AP rounds, incendiary rounds, etc. I think this would also make gunners much more valuable to a ship's crew.

27
Feedback and Suggestions / Turn/slip indicators on guns
« on: May 25, 2013, 09:47:27 pm »
Often, when on a gun it is impossible to tell the direction your ship is moving or turning. This makes it extremely difficult to factor ship movement into aiming. If I were a gunner on a ship, and I had this problem, the first thing I would do is place a small flag (or even a bit of yarn on a stick) in my field of view. This would give me at least a basic idea of the direction wind was moving over my gun, and thus how to adjust my aim.

Given that I have seen tiny flags flying off ropes all over ships, it doesn't seem that something like this would be hard to add in. Does anyone else think that this is a good idea?

28
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 20, 2013, 03:52:59 pm »
I agree about the carronade. The weapon is designed to hit baloons. Why would someone in the real world design a weapon to hit the top of a ship, and the force the person firing to shoot from the worst possible angle to hit that part?

Gameplay balance is fine, but if it doesn't make logical sense it is off-putting.

29
Feedback and Suggestions / Re: Fire ammo + Hwacha; maybe a tad op?
« on: February 27, 2013, 10:47:59 am »
I'd much rather have my engines on fire than broken. Fire is easy to fix, and the equipment still works while it is burning.

30
Feedback and Suggestions / Re: A fix for Fire, and Flamethrowers.
« on: February 27, 2013, 10:42:08 am »
Cary a fire extinguisher, heat sink clip, or just don't charge in against flame equipped ships. This isn't the first time this conversation has come up. There are plenty of effective counter strategies against flamers.

I haven't played with the chem spray on the new version yet. My ideal iteration of the chem spray would be an item that stacks negative fire counters on pieces of equipment. If you could pre-spray equipment to a -10 fire level or so then flamers would have to do more damage before the equipment caught fire in the first place.

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