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Messages - Zirilfer

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Signing up for Clan Clan

Contacts: Zirilfer, Nietzsche's Mustache

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Feedback and Suggestions / Re: Oh boy, another gunner balance thread
« on: March 11, 2015, 12:52:41 am »
Personally, I think the balance is fine, I personally use gunners very little, and the easiest and most balanced way to make gunners more viable is to just add more ammo types (To turn optimally 1 ammo guns into optimally 2 ammo guns) and to add more guns that make gunners more useful. Perhaps a better range increasing ammo than lesmok (with suitable debuffs, to keep lesmok desired) , perhaps another point blank ammo for arming guns, perhaps one that does better permahull damage for when armor goes down. The setup of equipment is fine, it's just that gunner equipment is lacking.

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Feedback and Suggestions / Re: Minotaur is unbalanced!
« on: February 27, 2015, 04:27:19 pm »
Currently, I'm liking where the Minotaur sits, sadly though, it looks like a junker hard counter, which is not what that ship needed at all. For now I'm abstaining from the junker until I can find a build I like, and works against mino.

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Hey everyone, thanks for taking the time to read this. I've been playing this game for quite some time now and I've come up with a few ideas on mild balance tweaks.

The 2 main goals of these tweaks are
1. Support more diversity in tactics without drastically buffing or nerfing any existing ones
2. Not to add much development time to implementing these, all of these suggestions can be done without any additional assets

Rebalance Hflak Primary to Secondary Damage Ratio
As it stands currently, The Hflak delivers 45% of it's damage regardless of arming, and then the additional 55% after arming. I'd like to see this go up to more around the 60/40 ratio for 2 reasons
1. Give Hflak a little more close range power, buffing (but still not making practical) double flak galleons and flakfishes
2. Those familiar with damage mechanics know that if you break a part, the remaining damage from the stage that broke it (Primary or secondary) is not transferred to the hull. I've seen a few premature Hflak shots result in the armor breaking, but no permahull damage, if the Primary damage was a bit higher, the chance of secondary doing an extra scratch would increase.

Increase the power of Explosive damage on balloons
The recent changes to the banshee led to a new tactic I rather like, shooting the balloon as I wait for armor to drop, this behavior on all explosive weapons would be nice. My current testing shows that constant buffed greased banshee fire (from 1 banshee) is unable to break a fully watched and chemed balloon ever, changing the modifier to the point where buffed banshee can barely break balloon and non-buffed still can't feels like a good starting point. This would open up cool builds like carro mortar as well.

Increase drogue chutes power and deactivation time
Blenders are fun, but everytime I see one I get incredibly nervous about going mobula, junker or galleon, regardless of the loadout I have. The main issue I have is that while the balloons on galleons and junkers are very close to the pilot, I only have a 2s cooldown where I can keep drogue chute and help repair, if this was increased to around 6-8 seconds, as well as perhaps a 30% slower drogue chute descent, I feel tanking balloon could have utility, though not to the point of making the blending strategy less effective or less popular.

Increase impact bumper effectiveness
Just like, 10-20% more resistance than it has, enough to make it worth the slot it's filling.

Rework fire extinguisher
I suggest re balancing the fire extinguisher to 2s cooldown, 5s immunity, and 9 fire stacks removed. This would help the game in 3 ways.
1. Make fire less powerful against newer players and AI, as they can babysit parts quicker and less costly than previously
2. Allow the fire extinguisher to have use in optimal chem runs, instead of [mallet, mallet, spanner, chem again,] the option of [mallet, mallet, fire extinguisher, chem again] which may have limited use against flamer-flare heavy builds
3. It buffs the flare slightly, it'll still suck, but it'll suck better.

Move front and rear squid gun arcs inward (Towards the right side) 10 degrees
Almost all squids are disable heavy, just 10 degrees would open the squid up to the world of  gat-mortars and hades-flaks (Though not with the range and simplicity of them being side by side like a pyra), while still keeping any mercury+anything shenanigans at bay, giving the squid a much needed buff.

And that concludes my balance suggestions, I'd really like to know what everyone thinks about this, feel free to critique or compliment as you see fit.

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Feedback and Suggestions / Re: Emergency/Distress Balloons- Pilot tool
« on: February 02, 2015, 12:27:03 am »
This is kinda neat, the Moonshine to Drogue Chutes Kerosene perhaps.

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Feedback and Suggestions / Re: Balloons with Health
« on: February 02, 2015, 12:23:31 am »
I've thought about this a fair bit, and I personally think the balloon damage and health are in a very good spot. What I would like to see is a buff to drogue chute. As it stands drogue chute only lasts 2s after deactivation/leaving helm, and the resistance it provides against falling could be a bit better. Because the balloon is near the pilot on the most poppable ships (Junker and Galleon), something like say 6s after deactivation and 30%ish more vertical drag than it already provides could be enough for superior firepower to gain an advantage against blenders, without simply making blenders completely worthless.

There is also some utility for goldfish, spire and mobula. Goldfish has somewhat accessible hull and balloon, Spire has accessible hull and guns, and mobula falling slower would always help.

TL;DR: Buff drogue chute so captains can use their repair power while also having the benefits of drogue chute.

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Gameplay / Re: Favorite Gun-Ammo Combination
« on: January 23, 2015, 03:45:26 am »
Burst Mines; Kill everyone... yourself included.

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Community Events / Re: SAC HOLIDAY VIP Match Results!!!!!!!
« on: January 15, 2015, 05:43:20 pm »
Whoa, I forgot there was prizes. Great event as always.

Clan: Clan Clan
Name: Zirilfer
Event: Christmas SAC Attack
Prize: Costume - Khovansky Special Costume

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Community Events / Re: Mini-Game Madness
« on: January 05, 2015, 03:00:27 pm »
This sounds awesome, I want in on this. I'll see if anyone else in the clan is interested as well.

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Feedback and Suggestions / Re: Altitude based, vertical map
« on: December 25, 2014, 11:46:41 pm »
I want say 75% horizontal size that of paritian rumble where the middle is a giant spire of a canyon risen. But it has holes that you can pass through. This spire covers most of the map in the middle.

So not only do you get your cave map wish, you also get your vertical map wish!

Pretty much this. Mines would have much more stopping power, and larger ships like the spire might have huge disadvantages

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Feedback and Suggestions / Re: Making the rangefinder useful
« on: December 13, 2014, 08:15:47 am »
I think the biggest weakness of the ultra high arc gun idea is that all ships except the mobula can balloon block, so anything except flechette is useless without massive AoE. This is probably why the lumberjack is the only gun with high arcs at the moment.

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I run a double art hades pyra I'm rather fond of, it's somewhere in between support and kill. It's particularly strong at keeping range as I can back-pedal the pyra fairly well, especially with Kerosene and buffed engines. It takes quite some time to kill on it's own, usually about 3 or 4 hull breaks but it's strong disabling power and deceptive range make it incredibly dangerous. Generally, I run it on 3v3's and 4v4's staying in the middle of the fleet either disabling someone giving trouble like a spire or galleon, or by shooting weak or exposed targets, giving them a bit less hull and maybe scoring a kill. It's ability to knock out engines and guns, and chip of pieces of permahull while taking little fire of it's own makes it a good softener of other ships, hades dual art is fantastic at making brawlers win all their brawls.
I prefer the pyra to this build, as it backpedals better than a mob or junker, has more armor and a smaller profile than the mobula, and has it's guns and balloon less easily disabled as a junker.


TL,DR; Switch between targets at convenience softening up any enemy that's gaining an advantage.

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Feedback and Suggestions / Re: Heavy Weapon Suggestions
« on: November 27, 2014, 12:25:00 am »
Also, My suggestion for a heavy weapon would probably be a heavy bomb launcher. Doing  minor piercing direct/MAJOR fire on Aoe. It would work like a longer range mine launcher in that you'd want it to arm before it hits it's target. Unlike the mine launcher however, the bomb would explode immediately after arming, doing a massive AoE (Ballpark radius of around 30m (45m with burst)).

1-4 second arming time, medium drop, clip size of... 1 or 2, I can't decide
lesmok arming range ~800 meters (Which would put standard range around 470, incendiary 352 , lochnagar 282)

Average gunner load-outs would be comprised of lesmok for long range; burst, charged and standard for medium; heatsink (if a 2 shot gun) and incendiary for close; and lochnagar for ultra close range.

It would be used similarily to the banshee or flamethrower, as an all purpose weapon to support other guns. Galleons would likely like hwatcha bomb, and lumberjack bomb combos , while spires may like it as a support weapon for hades art/flak combos.

My main concern is that with even very minor piercing damage it would add a lot of power to a merc hflak galleon or an all banshee spire, though the plus side of the merc hflak combo is that you'll have to lock one of those guns to an engi, limiting effective range of one of the 2.

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Feedback and Suggestions / Re: Heavy Weapon Suggestions
« on: November 26, 2014, 11:46:26 pm »
The Jupiter field cannon sounds interesting, though balance makes me think it may be hard to implement. Maybe if it had a crazy amount of recoil, enough to exert force on the ship pushing it backwards or turning it so that other precision weapons would need a second to compensate.

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Feedback and Suggestions / Re: Suggestion: Captains Coin Flip
« on: November 11, 2014, 12:03:06 am »
I would spend all of the lobby time flipping the coin instead of setting up my crew.

That's the one drawback, May need a cooldown timer or something

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