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Messages - Frostbound

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Feedback and Suggestions / Re: burst rounds change suggestion.
« on: March 03, 2016, 03:11:36 pm »
Or....

Muse could revert the hwatcha jitter buff they made a while back, TOTALLY UNNECESSARILY because of the heavy clip nerf. That's why burst hwatcha is so strong nowadays because they buffed hwatcha without heavy clip so now you can disable enemy ships with burst from 800 meters.

Burst is not a problem on any gun and has never been. All this change would do is make burst less viable on guns it's used once in a blue moon, like banshee and mortar.

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General Discussion / Re: Who has the biggest ego?
« on: March 02, 2016, 08:11:28 am »
awkm "The Hand of Balance"

I think you meant The Hand of "Balance"

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Gameplay / Re: Hwacha and Pyramidion Balance?
« on: July 29, 2015, 10:26:22 am »
Everyone knows that Hwatcha is overpowered in this patch. It was good even before the patch, nowadays it's just so much stronger you see nothing else. Revert back the jitter change, it was not necessary even with the heavy clip nerf. It's almost unnecessary to use the heavy clip for shorter than 800m ranges depending on the target you're firing at because it will most likely break more parts if you fire with burst and hit some, compared to using heavy and hitting all.

Pyramidion is awful to use. Acceleration nerf hit it so hard because Pyramidion already was slow. Sure, you can gat mortar down anyone still, but trying to use it against players who even have the slightest idea about how ships work just focus you because they know that they can take you down with 4 buffed mortar shots, which I think is just ridiculous.

So because of those changes we have a ship that's really fragile AND really slow, which compared to ships like Junker, which is slow but has hull armor to make up for it, or Mobula, which has weak hull but vertical mobility to use to it's advantage, doesn't really add up. Before you could use Pyramidion for ambushing, but since now it's really slow and dies to the slightest focus fire in an instant that use is really overshadowed by most other ships in the game.

Disclaimer, I think Pyra was really good before but one of the reasons why people flew it also was because carronade was too strong, now that's been dealt with can't we look at Pyramidion again, since other ships has been buffed and Pyramidion has only gotten nerfs

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Feedback and Suggestions / Re: Flare Fun:
« on: July 23, 2015, 08:53:32 am »
Colours didn't really seem like a good idea, but having the ammo type affect the flare's lighting is really intriguing.

I agree with Daft Loon here, something like that would give some tactical depth to the flare as well.

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Feedback and Suggestions / Re: Canyon Ambush Map Size
« on: July 23, 2015, 08:31:52 am »
Everyone knows I'm speaking as a ex-Thrall here, but seriously, the map is filled with clouds, many different approach angles, it's not called Canyon Ambush(!!!) without a reason... People who played while back have seen thralls break spawncamps on both sides, even when the infamous triple art junker was OP, it proves that the spawns can be broken with smart play in competitive.

Personally I think Canyon Ambush is one of the best designed maps in the game, since it's so versatile and interesting. We all have seen fighting in all parts of the canyon in all altitudes as well which, again, proves that the map is used fully to it's potential unlike some maps like Firnfield where the sides of the maps are rarely even visited.

Long story short, I think calling spawncamping a winning strategy is simply not true, almost the opposite, the team that can get the ambush on the enemy has the advantage in the fight and is more likely to win an engagement, be it in the enemy spawn or in the canyons.

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Feedback and Suggestions / Re: Idle lobby entertainments
« on: July 18, 2015, 03:05:42 am »
Well, the problem we're solving right now is in-lobby boredom, not stubborn teammates so why not add this feature? It didn't stop people last picking pudge and going mid regardless of the result in dota either.

7
Gameplay / Re: mino push power
« on: July 17, 2015, 05:04:48 pm »
sometimes you just have no idea why a shot did not hit.

Well, basically this. How about just giving it a proper projectile to begin with. It's like a carronade buckshot that travels the speed of an unbuffed galleon in a tar cloud

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Gameplay / Re: MMR
« on: July 17, 2015, 04:56:59 pm »
Basically what daorks said, but on the prime time I find some lobbies where the players' levels are very close to each other (lowest about 10, highest like 20) so the MMR works if it gets enough players to work with.


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Feedback and Suggestions / Re: Experience Gains - Post MM.
« on: July 17, 2015, 04:43:18 pm »
To be fair, pilot was the hardest I think. I clocked about 1k games on engi which is the easiest class to do it on.

I think 1200 games woule be just fine, at least compared to 600 it takes nowadays. I have about 700 games on pilot which in this patch would easily be enough to get 45, but I'm not since I was 12 before the MM update, so it almost looks like I don't compare to the neo-45 pilots even if I would (speaking solely by levels, which we all know doesn't equal skill)

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Feedback and Suggestions / Re: Idle lobby entertainments
« on: July 17, 2015, 03:18:33 pm »
Reminds me of old dota days of rolling for mid...

But seriously though, /roll 100 or rock-paper-scissors-esque solution would be pretty great and simple. People love that kind of stuff

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Feedback and Suggestions / Re: Experience Gains - Post MM.
« on: July 17, 2015, 02:32:42 pm »

I like graphs, This is a very interesting proposition. How could you make this work in game? What number of hours or amount of games would you suggest to play in order to reach such high levels?

Most high level players I have seen have an average of about 1000 - 1500 games with about 500 hours or more.

I would imagine it would be somewhere around 1200-1300 games to lvl 45 would be sufficient, taking that it's about the same as before matchmaking without ach farming. Scaling the graph based on that would be great. I would also love if the leveling before lvl 8 were slower.

But to be fair, I find it a bit dull that you can't customize your loadout at all in Novice matches, and in my opinion it would be great for new players if they even had more preset loadouts to play with, I mean Muse has a way to save loadouts so why not? If we give novice players more (preset) stuff to play with and raise the novice cap, it's naturally better for learning. Not to mention that the most common reason novices leave novice matches is that they can only play with 3 preset ships and want to test out new things. More preset builds helps relieve the issue.

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Feedback and Suggestions / Re: Impact Bumpers
« on: July 17, 2015, 06:03:21 am »
I actually feel like the change to drogue chute was pretty good, the issue is that impact bumpers isnt that great in the first place. The way I think the next balance change should be done, but it won't, is that they revert one or two of the changes to heavy carro, as it is quite a lot weaker than it was before (no overbuffs though, we do not want to go back to the way the meta was with it), then buff impact bumpers, and maybe tune impact reduction on drogue to 20 or 15%. That would solve the power disparity in between bumpers and drogue, whilst still helping carro be useful

13
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: July 19, 2014, 01:40:10 pm »
Following prediction is posted on behalf of Tanya!

Thralls-Ryder 3:5
Clam - DPA 5:4
OVW - Muse 5:2
Cake - BFS 5:1
SIR - ZMM 5:3
SAC - HRA 1:5
TAW - Hatters 2:5

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The Lounge / Re: Introducing the new CAs!
« on: June 16, 2014, 05:20:43 pm »
Hello all!

I'm sure everyone knows me, I'm Frostbound, the main engineer of Glowwater Thralls.
With the appointment of this role I can pass on my masterful knowledge and godlike engineering to future generations which will some day reign over the competitive scene.
Without further ado, thanks for having me and see you in the skies

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Thralls signing up

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