Guns Of Icarus Online
Info => Feedback and Suggestions => Topic started by: Spud Nick on February 20, 2014, 10:32:45 am
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Sometimes you talk more about the game than actually playing it. Here are some Ideas your fellow players have come up with. Please discuss the ones you like and the ones you don't like.
-Guns stop working when they hit 8 stacks. Make engines stop working when they hit 8 stacks.
-Increase the Goldfish armor and reduce the hull to compensate.
-Chem spray is OP. Lets have more tools like chem spray but for other damage types.
-Reduce the damage transferred to the hull once the balloon is down.
-Reduce the damage transferred to the hull once a gun is down.
-Reduce the turning speed of the Junker.
-Remove the AOE from the artemis but give back it's speed and zoom.
-Add a watering can so we can water these plants.
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- Id be picking your poison at this point: Less stacks for gun failure or more things not working at 8.
- I don't think its current armor/perma is a weakness by any means.
- No?
- Why?
- Why?
- Yes.
- Then you just make a merc in rocket form. No thanks.
- Couldn't hurt.
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- Sound like fun, I am all for it.
- Isn't hull rebuild time tied to its armor value? I don't see increasing the rebuild time to add much to the goldfish's survivability.
- The current engine tool selection is quite balanced, I would not add things unless we were to give the engineer 4 tool choices.
- I like the current damage transfer rules. It rewards accuracy and knowledge.
- Same as above.
- In a world with a mobula and Spire quadfectas the Junker's rapid turn rate keeps it competitive.
- You need a little AOE to snipe out the really small components. I would rather see a boost to the banshee, which I see as the close range Artemis alternative.
- They are looking a bit dry, and all those dust and tar clouds we fly through can't be good for it.
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- Isn't hull rebuild time tied to its armor value? I don't see increasing the rebuild time to add much to the goldfish's survivability.
awkm said that they are actually independent of each other.
Repair time can be altered independently of gun health, which is what I did.
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I actually like that last one. I feel bad for this poor plants.
The other... well, duh.
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All my plants are so thirsty! If you are familiar with my crazy, you will be aware that they all have names because they all talk to me.
Phillip (Top deck of Spire to the right of the Helm) always tells me how thirsty he is.
Maureen and Doris (Right and back a bit from the Helm of a Galleon) just moan all the time, so I ignore them completely.
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What are you guys fussing over plants for? They get fed plenty. There is a reason none of the ships have bathrooms but have plants. Think about that.
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The plants are the lavatory / food supply / oxygen supply when flying at high altitudes.
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...Britanny, the orange tree on the back of my pyramidion is always moaning about being hungover and all after matches... dehydrated and stuff... I think my engineers are still dumping moonshine on her and thinking it's water.
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-Guns stop working when they hit 8 stacks. Make engines stop working when they hit 8 stacks.
-Increase the Goldfish armor and reduce the hull to compensate.
-Chem spray is OP. Lets have more tools like chem spray but for other damage types.
-Reduce the damage transferred to the hull once the balloon is down.
-Reduce the damage transferred to the hull once a gun is down.
-Reduce the turning speed of the Junker.
-Remove the AOE from the artemis but give back it's speed and zoom.
-Add a watering can so we can water these plants.
-nah! I prefer other approaches to make flames more viable
-I'd prefer adjusted gun arcs to make the goldie more viable
-no
-no
-no
-maybe
-no, there are better ways to nerf the artemis
-Yes please, we need useless gadget slots and a clown class which allows you to bring 3 of those 'tools'.