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Messages - Daft Loon

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16
Feedback and Suggestions / Re: Top Tempest missile fix suggestions.
« on: April 30, 2017, 03:01:10 am »
I'd be fine with explosive/fire on the basis that, for the sake of variety one of the gas mortar/tempest/lightning coil needs to stop being a shatter based weapon and the tempest is probably the best option.

As far as the effects go it already looks fiery enough to me, just needs the screen shake/smoke toned down in skirmish. (how does the smoke work on the light flak?, It looks impressive to the person shooting but never causes problems on the receiving end.)

17
Feedback and Suggestions / Re: Februus Weaponised Coil
« on: April 30, 2017, 02:51:27 am »
The heavy version is a different gun entirely, if I'm understanding you right. The cavitation cannon with its similar charging mechanic.

It will be back next month (i think) when they release the last 2 factions along with the 2 heavy weapons from the beta that were associated with them.

18
I'm pretty sure the gas mortar, lightning coil and lens array were all nerfed into the ground before adding them to PvP became an active consideration.

They were too strong/ too stackable during the second and or third to last open beta/alpha (i don't remember exactly which one/s), their current state is the result of a severe overreaction to that.

19
Gameplay / Re: New Player - need some help with understanding weapons.
« on: April 24, 2017, 07:15:02 am »
They aren't inherently faster than all ships although the junker is the slowest so they might outpace that. The main factor is probably that going in reverse reduces your engines to 50% thrust (71% top speed because of how the drag equations work).

The gatling + mortar armed AI ships also do a silly amount of damage to engines if you are trying to escape with them behind you.

Currently the main option for stopping advancing ships is the mine-launcher if you can find someone who knows how to use it well enough, reversing and dropping mines forces them to either change course to avoid them or get knocked back hitting the mine, either way they slow down a little.

If at some point they re-balance the gas mortar (order of chaladon weapon unlock) to not suck it might be useful too, currently though the AI ships will just fly through its clouds too fast to take any real damage.

20
Feedback and Suggestions / Re: Phobos MkII Concept
« on: April 23, 2017, 08:17:29 am »
can a MkII Mine trigger a MkI mine? That's an important aspect to think about and I guess it could unbalance like shit

I assume it would by default, depending on how much the AOE was reduced it could be non-trivial to do reliably though.

21
Feedback and Suggestions / Phobos MkII Concept
« on: April 23, 2017, 01:33:46 am »
 Based on the concept of "cooking" a grenade, a mine-launcher that fires bombs pre fused to explode.

-Starting assumption of the same range and damage as the normal mine but reduced AOE to account for the guaranteed explosion - 30-40m maybe.

-Instead of a fixed arming time it borrows the charging mechanic from the lightning coil, rather than charging increasing damage it reduces arming time instead.

-No balloon or proximity trigger, instead the bomb simply explodes when it reaches its arming time, when fully charged its arming time should be 0, it fires and explodes right there. Don't light a bomb fuse and then hold onto it. No explosion on unarmed impact, same as the normal mine-launcher.

End result is pretty similar to the normal mine-launcher but with charging time becoming the primary way to set its range.

22
Feedback and Suggestions / Re: Alliance gun balance idea
« on: April 21, 2017, 07:58:41 pm »
Un-labeled split balance between PvP and PvE would be fine up to a point, few people would get meaningfully confused if the Hwacha reloaded 2s faster in alliance or the gas mortar cloud was 20m smaller in skirmish. Changing actual damage types or things like projectile speed would be problematic though, I'd want a clear distinction between the guns if that happened.

23
Gameplay / Re: New Player - need some help with understanding weapons.
« on: April 21, 2017, 03:31:25 am »
The Hades (fireball cannon) is the only really viable option for long range armor breaking in a side facing gun slot, The Mercury cannon (long gun with a sniper scope) is the other long range armor breaker but it has extremely limited turning so its really hard to line the ship up so your gunner can ever shoot it.

The other option that I usually go for is to have just harassment weapons on the long range side, 2 Artemis rockets to break guns and engines, and a Banshee to add repair pressure by doing moderate damage to armor and balloon and setting fires.

Note that the above advice (mine and I'm assuming everyone else's) is mostly based on PvP, for PvE especially on the lower difficulties armor breaking weapons are not as important, you can often break through the armor just by brute force of usually unsuitable weapons, especially if they include a chance to start fires, the Banshee is very good at this.

24
Feedback and Suggestions / Re: Alliance gun balance idea
« on: April 19, 2017, 09:41:58 pm »
The problem is that when they were powerful enough to be fun bringing multiple of them was too powerful, now that they are balanced around the possibility of bringing multiple of them they aren't very fun to use because they do pathetic damage individually.

It might be possible to add balancing them for PvP into the mix and still get a good result eventually, but it seems unlikely.

25
Feedback and Suggestions / Alliance gun balance idea
« on: April 19, 2017, 08:01:58 am »
-Put them back to the most powerful state they each have been in.

-Limit them to 1 per ship.

-Give up on having them in PvP, 2 or 3 new ships is good enough.

26
Feedback and Suggestions / Re: Achievement exp block
« on: April 13, 2017, 06:02:56 pm »
People getting to max level too fast isn't a problem anymore, everyone knows people are scrubs till they get to ♦♦45 in all 3 classes.

27
General Discussion / Re: About auto balance
« on: April 12, 2017, 06:49:11 am »
I think if you are winning more/on harder difficulties than the average member of your faction you should come out ahead even if the auto balance is implemented that badly, because the more you play the more you improve the 'quality' of your faction.

28
Q&A / Re: Do tar-clouds (and incidentally, gas mortar rounds) stack?
« on: April 09, 2017, 11:44:43 pm »
Just tested tar and it does actually seem to stack. Placing a target dummy into a single tar cloud behind a squid its guns broke after having hit markers appear 7 times. Placing one into a double stacked tar cloud the guns broke after only 3 hit marker appearances. I'm guessing the single cloud takes a little more than twice the time due to tar losing damage gradually.

29
Q&A / Re: Do tar-clouds (and incidentally, gas mortar rounds) stack?
« on: April 09, 2017, 02:02:05 am »
Re-applied them after the previous vanished (inevitable really with the rebuild time from using lochnagar).

30
Q&A / Re: Do tar-clouds (and incidentally, gas mortar rounds) stack?
« on: April 07, 2017, 11:21:37 pm »
I vaguely recall that gas mortar clouds were allowed to stack their damage during one of the betas/alphas but they don't seem to now.

Just did some testing and with how massively over nerfed the gas mortar is using lochnagar is kinda pointless, I shot 2 sequential Lochnagar-Cataclysm rounds at a target dummy and nothing broke, it took a third 'normal' lochnagar round to get parts to start breaking.

Incendiary is still probably the way to go, it gets a lot of hits and the gun even has an existing fire chance (for some reason).

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