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Messages - Verbose Mode

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: July 01, 2014, 12:07:10 am »
I for one would complain!

 For one I am extremely against some form of crummy scavenger ammo becoming the default OR the idea of having no ammo in the guns when a ship spawns as it leaves you too vulnerable if the enemy is in your spawn point and you would get steam rolled without being able to fight back. But would it be possible to have it so that the weapons wait before they decide their ammo like as soon as an someone jumps on the gun the ammo in their first slot is the one selected as if it was there all along.

I understand your point, but I think the "steam rolling spawns" would be negated by the fact that captains always have multiple spawn points to choose from, and most wise captains spawn farther away to give crews prep time anyway. Spawning right on top of an enemy and instantly unloading a Hwatcha would not be an option because a gunner would have to load it first, so it removes the factor of having a fresh ship suddenly pop into a fight from thin air.

Besides, I think loading guns would simply be an extension of the normal "rolling into battle" prep that happens: pilot flies, engies buff or spanner out kerosine damage, gunners run around loading their guns with preferred. It just changes it from a option to a responsibility.

Of course, after a gun is used, it never will stay empty: the last shooter will load their first ammo as soon as it empties or reloads.

In all, any problems from starting with empty guns can be solved with minor changes to player strategy.

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 27, 2014, 12:22:23 pm »

I'd like to see that. Could you direct me to that thread?

https://gunsoficarus.com/community/forum/index.php/topic,4382.0.html Ought to link properly.

Back on topic, the earlier ideas about guns spawning "unloaded" and default ammo being something you would have to take with you seemed like a fantastic idea to me. Of course, it would mean changing the reload mechanics to remember the last ammo selected, but very few people would be complaining.

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 26, 2014, 12:08:36 pm »
How about an ammo type to counter chemspray, i.e. wash it off? Some kind of water shots, perhaps? These would probably help the opposing team by removing fire stacks, though. How about some sort of chemical solvent-type shot? Either a spray or a bomb-like projectile (like a big glorified water balloon). It could vary between weapons. (Big shot on most guns, but carronades, gatlings, and flamers get a spray)

Chemical Solvent
Removes the effects of Chemspray
Does only 50% damage <-- that can change for balance
as a spray -60% ammo capacity
as a bomb Only 1 shot

OH GOD, FLAMETHROWERS THAT REMOVE CHEMSPRAY
There is another thread running about a "water cannon" light gun concept that extinguishes fires and pushes other ships, perhaps "washing off" Chemspray would be an interesting feature for the gun, but not an ammo type. I think Chemspray is balanced as it is.

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Feedback and Suggestions / Re: New Weapon Idea: The Water Cannon
« on: June 24, 2014, 11:31:21 pm »
would definitely be an interesting utility tool... but what happens if you put incendiary rounds in it?

Steam gun.

No damage, short term cloud that breaks spots?

Love this idea, btw. Tactical applications await.

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Feedback and Suggestions / Re: Spectator Mode, more view types
« on: June 24, 2014, 11:26:59 pm »
Being able to hear intra-ship communications would also be nice. If just to laugh at the crews panicking.

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Feedback and Suggestions / Re: Beep Beep
« on: June 24, 2014, 11:24:00 pm »
+1 10/10 would buy. Especially if you could get music as your horn.

>Pyra
>"RAMMING SPEED"
>*cue 'Ride of the Valkyries'*

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Feedback and Suggestions / Re: Rangefind your enemies through clouds
« on: June 22, 2014, 01:03:24 pm »
I think it would be a great tool (and more useful) if it showed the range to WHATEVER it was pointing at, ignoring clouds, which would mak it more useful on particularly cloudy maps like Labyrinth or Paritian Rumble where rushing ships might smash themselves into buildings. the Rangefinder could act as a really ghetto "radar" to detect obstacles. Perhaps giving it some form of ability to penetrate a few layers of cloud may give it some more utility, but might break the stealth game.
I kinda want it to have a visible laser light when actively ranging, too, to help gunners and crew tell what the exact target it, or even to just get their attention in a certain direction.

However, a dedicated tool to piercing cloud cover already exists in the form of the flare gun.

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 07, 2014, 02:13:25 am »
A good solution for the normal ammo selection is to have all cannons pre-loaded with normal ammunition upon spawning. Once the initial clip is spent, it loads in the current ammo selected if not already done so.

That way all players can use the guns without panic to get their ammunition loaded, while forcing choice on ammunition type.

An interesting bonus to that is the ability to have a gunner pre-load ammunition types and letting an engineer use it afterward without losing the said type (until the clip is emptied, of course.)
This is a great idea on how to handle having "normal" ammo as a loadout ammo type.

That, and If the shooter who emptied the gun does not have the ammo type that was in the gun, they load the first ammo in their inventory (or only ammo, in pilot/engi's cases). So players know what they are firing, the "bullet" icon next to the magazine count could be replaced with the currently loaded ammo type.

No problems with empty guns at spawn, although I kinda like that idea. There seems to always be a flurry of activity at spawn as the pilot runs to the wheel, the engineers whip out their buff hammer or spyglasses, and the gunners... Load their preferred ammo. This happens anyway.

If it really seems like an issue you could, say, have guns sit at a "half-loaded" state until someone hops on, so it reloads faster.

While this would be an excellent implementation to make gunners more viable, it still does not address the fact that a engi will simply take normal ammo and a buff hammer, and still outperform gunners.

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 06, 2014, 10:45:16 pm »
That is a surprisingly cool idea, but might be better suited to a unique gun than a ammunition type.

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Feedback and Suggestions / Re: Mic "Radio" effects.
« on: June 06, 2014, 08:19:41 pm »
Before this devolves completely into another engi-captain debate thread, I'd like to add that it would be really nice if we got a color indicator for captain chat, to help identify when engi captains speak.

Thank you.

I do feel that a color would be easer to implement, and would not punish players with bad mics.

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 06, 2014, 05:59:51 pm »
I like the sound of "Proximity Ammo" someone mentioned earlier, perhaps because it bursts as soon as it enters its normal splash it can ONLY deal secondary damage, and has a bigger splash range. This would let things like a hawatcha throw up a solid wall of flames after a ship, and make hitting with a lot of weapons easer, but in exchange you would loose primary damage and projectile speed.

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 06, 2014, 12:13:34 am »
As an inverse of the Large Bore / hacked clip idea: Match Ammunition, temperamental ammunition that squeezes every ounce of performance from a well-maintained gun, but is awful in guns of poor repair.

Gun condition 90-100%
+10% projectile velocity, -10% arming time (increased range, but keeps its arming distance!).
+10% fire rate.
-50% weapon spread (not as good as Heavy Clip).

-25% Magazine Capacity.

Gun Condition 50-89%
+10% projectile velocity (looses arming time bonus).
-15% weapon spread.

-25% Magazine Capacity.

Gun Condition 20-49%
+5% projectile velocity.
-10% fire rate.
-25% Magazine Capacity.
5 damage to gun per shot fired.


Gun Condition -19%
-50% fire rate.
+25% weapon spread.
-25% Magazine Capacity.
5 damage to shot fired.


As you can see, this is best for situations where a ship is very safe, and does not take fire. However, as soon as the gun(s) begin taking damage, they will be rendered much less useful. Squids and snipers will like this ammo, but tankier ships will find it very situational, and overall this will require a quality engineer to keep it perfect.

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Feedback and Suggestions / Re: Mic "Radio" effects.
« on: June 05, 2014, 10:25:00 pm »
Not all captains are pilots (I have actually played as an Engineer Captain), and I'm not always going to be looking toward that corner long enough to begin with (such as when determining what systems are on fire). A different color would be easy enough to pick out of the corner of your eye, however.

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Feedback and Suggestions / Mic "Radio" effects.
« on: June 05, 2014, 09:13:24 pm »
It is a minor nitpick, but sometimes it is difficult for captains such as myself to tell the difference between their own crew's normal communication and banter, and communications from allied captains. I would like to request one or both of the following to be implemented:

1). Other captains names appear in a different color when they use the Captain Chat key. That way a quick glance can discern that they do not belong to your crew. Inspired by Insurgency.

2). A slight audio filter applies a "radio static" effect over Captain Chat communications. This way captains can hear that the transmission does not come from within their crew. Inspired by the ACER mod for ArmA games.

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Feedback and Suggestions / Allied Ship Nametags
« on: June 05, 2014, 09:06:54 pm »
It would be extremely convenient for intra-ship coordination to be able to see allied ship names. Many times in 3v3 and 4v4 matches I have heard the captain complaining that he did not know which of the three Squids we where flying with was which, and could not communicate effectively with his own team. Additionally, as a newbie captain, discerning ships can be difficult, especially if there is little time to get a spot.

May I suggest that allied ships with line-of-sight be given nametags, similar to spotted ships but without the bounding box. That will make shouting at the other captain or relaying tactical information much easer and faster.

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