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Messages - MrJeff

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1
Feedback and Suggestions / Re: Reload UI while off gun.
« on: June 12, 2014, 03:35:20 pm »
MrJeff - Good idea, but I think it should be gunner's equipment, not engineers.

I read elsewhere that the dev's really wanted to keep gunner's equipment to ammo. Thus the call for ammo type requests. Otherwise, yes it would be a good gunner item.


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Feedback and Suggestions / Re: New Mode: The Castle
« on: June 11, 2014, 07:53:17 pm »
Well, then just map a Pilot's abilities to defensive/offensive features. That way, there are still reasons to have them around. Or..  Maybe the gun emplacements sit on a turret that the pilot has to rotate. (Like as if a spire traded away all of it's remaining mobility for more hull armor...)


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Feedback and Suggestions / Re: Match idea: knckout deathmatch
« on: June 11, 2014, 03:08:33 pm »
My only concern is the metagame shift towards more survival or ranged oriented ships.

Just like current gametypes, I think it would depend on the maps.

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Feedback and Suggestions / Re: Reload UI while off gun.
« on: June 10, 2014, 05:26:19 pm »

I wouldn't mind if it was another engineer tool. An "Ammo Box" for example. When used on a weapon, it resets the "default" ammo to the loaded type. That way, I can run to a gun, load up my preferred ammo, and set it as the new default. Then I don't have to worry about hopping off the gun to do something else until the gun, or ship was destroyed. It also means that there is more reason for a gunner to take a new "default" and then conditional ammo, as no one has to worry about it reloading to standard anymore.

As it is a tool, it means I can't take any repair item, or the buff hammer. (Of course, I'm of the opinion that buff hammer should effect health and turning of a gun, not damage.)


5
Feedback and Suggestions / Re: Mic "Radio" effects.
« on: June 06, 2014, 10:36:58 pm »
A change in color as well as a change in shape or pattern. I don't know if there are any colorblind players, but it wouldn't hurt to do it anyway, just in case.

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: June 06, 2014, 06:41:46 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.

Hmm.. We already HAVE a proximity ammo in the Dev App (though it's been temporarily removed while we test something else), but this could be a nice way to balance it.

This could also be one way to manage smoke screens. Large secondary range with little damage, but the explosions it creates when triggering lasts a while.

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Feedback and Suggestions / Re: Mic "Radio" effects.
« on: June 06, 2014, 01:20:16 pm »
Do recall, it has been stated that all of the classes should be able to cover each role. (Something that is brought up in the Gunner usefullness discussions often.) So, if someone wants to fly with 3 of a class, or no pilot (Or two), the UI is going to have to take that into account because it is an accepted choice by the developers.

My thought: the overlays for comms should include some sort of visual indicator if it is local or off-ship. Even if it is just the difference of team color versus no color.




8
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 23, 2014, 06:20:19 pm »
Blinded sights on guns

Huh!! Never tought of that.

I was trying to think of alternate methods to anno...er...confront people. Mud to block sights, tar to lock a weapon in place, foam to jam the barrels,  etc. I had this thought of a squid sneaking up behind people and making them unable to fight back for a small period of time. It wouldn't win DM's by yourself, but in point games it could prevent the death of your ally-on-the-spot.

I'm sure more creative people could come up with others. I've been trying to come up with one that would simply unseat the enemy gunner, like when a gun is fully damaged or far too hot. Force them to sit back down and re-aim. I can't think of anything interesting enough. Same with the "force their gun to go into reload mode" ammo. :)


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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 23, 2014, 06:03:59 pm »

What about Heat-seeking? After a standard arming time, it makes slight course adjustments toward the hottest point in it's directional cone. Not enough to bend around most cover, but enough to focus on some already inflamed components. Pair with someone firing incendiary rounds, it would bring additional meaning to "focus fire".

Note: Do not fire into your ally's close-quarter flamer-heavy scrum. 

Point to consider: How would flares help/hinder/modify this. Either act to distract... or as a way to paint a target?

--

Is there a design consideration around what ammo can do? There are a few damage types, but what about inflicting other conditions to components. (Electrical Shorts, Frozen/Iced, Blinded sights on guns.) Is that along the lines that you are looking for? It would be a way to work in ammo-synergy and ways to encourage varied ammo usage.

10
Its actually not hard to fly backwards (except on certain ships like the pyra, where your view is completely blocked). You do NOT need to reverse directions while turning. While looking backwards, "left" will still go left, "right" will still go right. Think of yourship as being on the rim of a circle and you'll see why.

And here I thought I was one of the best backwards drivers and considered a name change to "Tow Mater" :)

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