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Messages - michael.hauda

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1
Feedback and Suggestions / Re: Noxious Grenade gun
« on: December 27, 2015, 04:42:07 pm »
Yeah I saw the line about a smoke screen producing weapon but I think having an additional debuff helps it, I don't really like throwing up a wall of text as a comment and I'm pretty sure this surpassed the character limit so I just made another thread.

2
Feedback and Suggestions / Noxious Grenade gun
« on: December 27, 2015, 11:45:24 am »
Firstly, yes I know there are many guns that need tweaking and that the devs should do that first but at the same time I like the idea of different guns for the game that seems to rely on 5 of them.

My idea is for a mortar like gun (same projectile drop, same projectile speed, smaller clip size, better arcs, better ROF) that releases small clouds wherever you hit, players within these clouds would take a speed penalty and have their visibility impaired; the speed penalty would be the same regardless of the number of clouds you are in but the visibility would get steadily worse if you were in multiple.

This gun could be used to escape much like tar although you could only effect a smaller area, best for on Galleons or Squids, possibly Pyramidions and Spires as well.

Players could use this as a harassing weapon with a (relatively) flat level of effectiveness, unlike the disparity between how the flamethrower effects noobs vs. vets

For close range ships that rely on ambush (Mobulas, ramming Pyramidions, some death Spires) this gun would allow you to sow confusion on the enemy ship, making it more difficult for you to be spotted by your victim while lowering his reaction speed.

To balance you could make the clouds immobile (makes sense anyway) allowing faster enemies to escape while giving the gun some synergy with disabling weapons (to keep them in the clouds), an arming time could be considered but the idea is for this to be a close range volley attack so you'd have to allow it to shoot a bit farther if you went that route.

The gun could either lack damage or just do a very small amount of impact damage as both it's primary and secondary, many ammos wouldn't be useful but that's nothing new to the guns in this game. Greased (most clouds as quickly as possible) and Burst rounds (for uber clouds) sadly would likely be king like on many guns.

Clouds would be smaller than tar and not be as dense (they don't do damage continually after all) so they should probably dissipate within 10 seconds or so, the reload speed I'm not sure on as it doesn't do damage so I'm tempted to make it very high (comparable to the Gatling), the amount of speed reduction also stumps me as I want it to be noticeable but not debilitating to the point you cannot do anything.

Anyway that's my rambling idea
Here are some rough equivalencies for basic stats
Light Gun Mount
Projectile Speed; Mortar
Projectile Drop; Mortar
Clip Size; 5-10? Adjust for balance
ROF; Banshee
Reload Speed; Gatling
Arming Time; Preferably not?
Turning Speed; Flare
Gun Arcs; Not quite Flare
Speed Penalty; Unknown, somewhere above 25% but below 75%, I want engineer stamina to offset it completely but not by much so I say 75% but at the same time I'd like to not prevent a gunner or pilot from leaving his spot (just make him hate the guy that shot the gun). Alternatively you could make it scale with each cloud requiring players to aim if they really want to limit mobility in one section of a ship, maybe 10% per overlapping cloud? maximum of 70% for 7 clouds.
Visibility Penalty; Unsure, I don't know how to verbalize the amounts but I want it to go from barely there to Tar, the worst requiring you to be in 3-4 clouds at once, should block spotting in increased degrees as well but Muse's spotting mechanic baffles me and most of the people I know so I'll leave that to someone else.
AOE; I have yet to find the sizes of the ships (length, height, width) and it is difficult to extrapolate off of existing guns but I was thinking the AOE would not quite be large enough to fill the engine section of a pyramidion, requiring you to target one area to lock it down if you wanted rather than being able to cover the whole ship.

For added fun and immersion add a coughing sound for people in the cloud, possibly with a greenish hue to the screen?
Anyway do what you will but I like it and thanks for reading.

3
Gameplay / Re: Airship RPG Archetypes?
« on: October 02, 2015, 01:19:06 pm »
I saw a pre-pyra nerf post and am busy commenting on old things so here

Post-pyra nerf
off of 3.5 because I know nothing else
Galleon = Knight
Squid = Dervish
Goldfish = Scout
Mobula = Gish
Spire = any generic blaster
Junker = Fighter
Pyramidion = semi-well built commoner

4
Feedback and Suggestions / Re: Anti noob habit tips on tip box
« on: October 02, 2015, 12:25:50 pm »
"Leaving early doesn't protect you, the Recent tab sees all"
"Pyramidion < Hwacha < long range disable, all hail the mighty Mob"
"If you believe yourself to be god with the hades, you are but a novice"
"The Ready button is for when you are prepared, collected,  loaded out and most importantly, ready"
"If fire is op, why do you spanner/mallet/buff? save yourself before you know there is danger"
"Chem on, apply directly to your ship; Extinguisher, apply directly to your smoldering husk"
"Burst ammo increases AOE, it does not grant it"
"BILLY MAYES HERE FOR TYPING CALMLY IN A RELAVENT CHAT SO YOU DON'T LOOK LIKE A SCRUB"
"Gunners can fix guns" along with "Your pilot tools can be turned off" and "Why are you buffing the squid hull?"

5
Feedback and Suggestions / Re: Flying around workaround
« on: October 02, 2015, 12:08:59 pm »
What if we need to hide? I don't always want to find Lueosi on Firnfeld, must find arch to cower..

In all seriousness though I don't experience an inability to find my enemy all that often; I do like Pie's creative idea with the birds, I just don't feel there is a problem to begin with. fire a hades into the air, usually does the trick as does turning around  (often my ally and I are both going clockwise or counterclockwise xD)

6
Feedback and Suggestions / Re: Remote sticky bomb
« on: October 02, 2015, 11:23:30 am »
Just give it two "shots", first one fires the bomb which starts x numbers of seconds until self-detonation. The second "shot" detonates the explosive remotely, lesmok makes it an impact detonation bomb (no second shot) as would lochnagar while heatsink gives you two bombs before you can detonate both with your third "shot".

Damage type is harder, explosive and shatter probably make the most sense. I'd personally have a large amount of explosive followed by a large AOE low-moderate shatter damage (lumberjack sized area). give it a painful 20 second reload and harpoon firing qualities.

I wouldn't have it push people, if a heavy flak doesn't push you a sticky bomb probably shouldn't either.

Terrain sticking eh, but ally sticky hell yeah. Friendly fire (damage) probably not because trolls but being a mobula with 5 of these, sticking all of them to your pyramidion and having him ram the enemy while your crew just hits a button would be awesome (although more awesome if friendly fire was a thing xD). They could also have defensive value that mines somehow lack, fire one onto your ally and watch the noob try to ram him and get a face full of love.

I'm assuming the enemy wouldn't know that they'd been hit either (no base damage when it attaches) so a sneaky squid could shoot the rear of your spire and detonate the bombs just as the squid's ally closes in and you have to hightail it out of there, giving it even more of a cooperative style.

But yes I vote for heatsink mobula with all 5 sticky launchers shooting 10 onto his ally who then screams "OH WHAT A DAY, WHAT A LOVELY DAY" and sends himself to Valhalla while attaining the game winning kill with a ram.

7
Feedback and Suggestions / Re: Let's deal with clan invites spam
« on: October 02, 2015, 11:05:55 am »
Captain recommended loadouts were "fixed" because too many people bitched... Clan invites being used to spam needs to be fixed too as its more of an issue, especially since there is one clan of little shits who are trolling and abusing clan invites. Decline and they tell all officers to spam the declining player invites...

I've made it no secret I despise the way the GROX clan spam and troll with invites, I've reported and emailed their abuse too, and still they're going about it, the only thing which was fixed is blocked players invites are blocked, but we shouldn't need to block every leader and officer of a clan of imbeciles who do nothing but spam crap every damn day.

The GROX clan are not the only ones either. Clan invites are fast becoming a weapon for trolls to piss people off as people notice it, before it was not a problem because everyone followed gentleman rules, one invite per person and move on, but now there are less gentlemen in the game and more annoying prats.

Oh and yes, I am sensitive to this subject, and it needs to be dealt with.

Whenever what passes for GROX leadership enters a match I just type in match chat "spam is a reportable offense" and either devil leaves the lobby or he stays and a bunch of noobs in the game ask if everyone else got that cr*p too. Considering that invites are so common as spam I'd like to just be able to toggle invite notifications on and off in settings, would be nice to avoid RYDR achievement farms as well :/ GROX just picks up all the idiots no one wants and a few other people along the way, if those idiots actually got kicked after being reported several times it wouldn't be an issue, GROX would just be it's normal and perfectly socially adjusted members (and would not have it's current leader)
ah my two favorite clans in game :/ My clan isn't squeaky by anyone's standards but yeesh, we might be stupid but we know it (and have figured out how party chat works ffs)

8
The Cantina / Re: Character Bio List
« on: July 19, 2015, 08:44:38 pm »
While I'm running around resurrection threads in various degrees of death..

Name: The Bull, real name no longer used
Race: I assume human.. and very white, Greenland white
Gender: male
Occupation: Tar merchant by trade, lord of Blackice industrial complex; former Chaladonian border guardsman.
Faction: Fjord Baronies

Personality: Detached, prone to fits of rage followed by long periods of sorrow. Generally instability hides a natural talent for management and civility.
Secrets: Operates by proxy in business arrangements, highly paranoid with a distrust of pirates (ironically).

In game I typically use my female and male avatars a similar amount of the time so in the few narratives I have written my character as two, the second follows

Name: The Banshee, uses other names as she sees fit. Doesn't possess a birth name.
Race: also presumably human, though not as white
Gender: female
Occupation: Master at arms of Blackice, freelance mercenary; former slave guard in service to a pirate group in Chaladon
Faction: Fjord Baronies

Personality: Outgoing socialite, stuck between the side of her that is trained to kill at command and the side that only wants to relive her younger years like they were meant to be.
Secrets: Suffers from insomnia and bursts of anger typically resulting in a bounty and identity switch, tendency to put herself against impossible odds for no reason but to give the voices in her head what they want.

Adventure mode, please give me adventure mode..

9
World / Re: What faction will you fight for?
« on: July 19, 2015, 07:22:55 pm »
Baronies, closest to Finnish ancestors land and the thought of banshees echoing throughout the fjords is beautiful. Nothing like having a nice little factory out on the ice either; process me some tar, sell me some tar, drown me some disobedient workers in the tar, everybody wins.

Iced over spires would be beautiful icicles (noisily struggling to stay aloft), can see my workers now :') changing that "1 day since last accident" sign back to "0 days since last accident" so proud of those little hairy men. Just sit in my mountain/factory complex and smoke cigars while listening to Lzzy Hale on a phonograph by the fire, signing bills of sale and planning how to steal back what I just sold.

Starting to think I'm a bad boss tbh, gota do what you gota do to keep that sweet black goo flowing.

10
General Discussion / This a new thing or no?
« on: February 28, 2015, 09:43:07 pm »
Anyone else encountered a glitch/bug or whatever where it looks like an ally captain is on your helm but you can still control the ship? no one on my crew can see this but when I do and its just sorta weird; it doesn't have any detrimental effect really which is why I haven't contacted muse about it directly. I just wanted to see if anyone else has encountered this.

11
Gameplay / Re: 1.4.0 Pyra. Too much stick?
« on: February 24, 2015, 10:37:32 pm »
I'll add this, Pyramidions aren't and weren't OP. Gat / Mortar combo was, I would've preferred a nerf to that

12
Gameplay / Re: 1.4.0 Pyra. Too much stick?
« on: February 24, 2015, 10:35:27 pm »
Yup, we've found the worst ship in the game. It can't do anything well, every other one can, and already could

13
Feedback and Suggestions / Re: Matchmaker and Level Adjustment
« on: February 04, 2015, 09:01:24 am »
I like the MM better than browsing lobbies, because, when it was about browsing lobbies, it was disheartening to see how few lobbies were on. MM's a lot more convenient.
I'm catching some blissful ignorance type thing with the pro-matchmakers who just don't want to see how small the player base is, an observation

14
Feedback and Suggestions / Re: Pyramidion needs more love?
« on: February 04, 2015, 08:56:35 am »
How about this question, why not fly other ships? Not for the sake of not using pyra, but as a question to those who are pyra loyalists.

Like, why wouldnt you want to fly a junker
Or a spire, or a galleon. Or any other ship?

Coming into this discussion a bit late but; the reason is that in general ramming with your balloon is a terrible idea (this is a non-issue on a Pyramidion) you can ram upward downward and side to side
-The arcs are easy to keep for your main guns (unlike Junker, no your front one isn't your main one, galleon, and squids which arguably don't have a "main" gun)
-Keeping your engines up on a spire while ramming is straining on your crew, generally a bad idea.
-Easy to crew, when I type these sorts of responses I take into account my typical non-clan game, one novice (8) one guy who is ok (12) and one guy who knows what he's doing but only wants to be a gunner (20) this as you can see is not a full SAC ship, nor a full Bard ship, nor a Duck ship, put simply my crew is just ok and the pyramidion is easy to crew so I don't have to worry about someone not knowing where the main engine on my ship is located (and event hat is just usually)
-I like to ram, Pyramidions are solid ramming ships, sniping gets boring after a match or two, when I fly galleon I sing to myself "circling and circling and circling" while dying of boredom, squids are too soft for me, I do fly all the ships but mostly Pyramidions, Junkers, and Galleons ad the Pyramidion is just satisfying

That all said I do hate the meta, my main list of nerfs is currently topped by explosive damage on mortar and a smaller one on flaks (light and heavy), followed by balloon damage multipliers, and a proportionate one to balloon health.

15
Feedback and Suggestions / Re: Balloons with Health
« on: February 04, 2015, 08:25:17 am »
*sigh* I'll say it again loah.

Reduce the damage modifier for balloons, reduce balloon health to scale. (yes this also scales with the helm tools which deal flechette damage)
Balloons break in the same number of shots but can be rebuilt and repaired to full health/functionality faster.


I heard you think that carronades are weak and need a buff, lets add stamina so they can now shoot down!
Everything Geo said

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