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Messages - Dawson the Wizard

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I'd like to see a Shrapnel ammo, turning 20% of a gun's primary damage as Flechette.  This would allow Flak and other guns to effectively target balloons, without also minmaxing more Flechette value to Flechette-centric guns.

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Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: February 16, 2016, 02:24:16 am »
There aren't ships that benefit from more than one pilot.  Does that mean pilot is an inferior class?

Gunner is more specialized than engineer.  Two engineers is necessary.  You simply cannot keep most ships together without two engineers.

That's a mighty big false equivalency.  There's only 1 helm.  There's at least 3 guns.

And the whole reason I've posted this in the suggestions is as you said, 2 engineers is necessary, and 2 gunners can't keep up.  It doesn't have to be that way.

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Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: February 16, 2016, 01:01:30 am »
40% is a lot. Wrench rebuilds 17% slower than spanner and repairs 16% slower than mallet. 40% means a gunner gets a 2.5 multiplied boost in tool power

Wrench has a faster swing speed than spanner. Wrench repairs 24 HP/second and mallet 27.8

That's kind of the point.  As it is, the Gunner is usually an inferior choice, and there's only a couple ships I can think of (Munker, long-range Galleon) that can benefit from having more than 1 Gunner.  Again―as it is, the Engineer is often as safe or better a choice than Gunner for all ships.  I don't like having a whole class that is generally inferior to another, and (in a perfect world) there would be enough balance between the two that going 2&1 either way is safe.  I also have no conceptual problem if Gunners were better than the best Engineer at rebuilding/repairing guns.  It's in their name, for heaven's sake, and whether 20% or 40% or 60% or arbitrary percentile occurred in this mythical imaginationland, it would still be a good fit for Gunners and help reduce the contextual benefit of Shatter weapons without nerfing those weapons directly.

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Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: February 15, 2016, 11:51:18 pm »
Mustache figurehead, please

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Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: February 15, 2016, 11:44:54 pm »
Ballpark number.  Something that puts a Gunner on par/ahead of Engineers for rebuild/repair time on guns.  "Faster" like "getting more for your swings and therefore require less time" faster, not increased animation speed faster.

Since hwachas and artemises are the meta these days, I figure two birds can be slain with one bullet by making Gunners competent gun-handymen.  And again, to make the Gunner an actual choice, instead of an exception.

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Feedback and Suggestions / Re: Hwatcha Nerf
« on: February 15, 2016, 07:29:05 pm »
+100

This is an awesome idea, Dr Tentacles

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Feedback and Suggestions / Make Gunners A Relevant Choice
« on: February 15, 2016, 07:16:01 pm »
Hello all, again, another Wizard proposal:

We all know that having 2 Engineers is better than having 2 Gunners, with few exceptions.  And often it's as practical (if not more practical) to run 3 Engineers and no Gunners, especially on boats like the Pyramidion and Squid.  I can't imagine that Muse actually wants gunners to be inferior in principle.  Gunner Stamina was a great way to add inherent value to the class, but the introduction of Engineer's sprinting through Stamina added a whole new layer of usefulness to Engineers.  I don't think giving Gunners an extra repair tool is a good idea, because Wrench + Buff hammer would be everywhere and cause a whole new set of problems.  Without making Gunners "better" at guns (i.e. moar damage), I think there's a good way to make Gunners more relevant, to the point that 2 Gunners + 1 Engineer wouldn't be crazy.  So let's introduce the Gunner "class skill":

Gunners rebuild and repair guns 40% faster

This "class skill" would keep Gunners doing their job (shooting guns), and let a Captain who's stuck with two stubborn Gunners be confident that the ship can stay competitive.  Fire would still be an issue for Engineers to solve, but increased gun repair would make the Gunners less helpless when Arties and Mercs and Manticores wipe out components.  All ships (and I imagine especially the Gally and Junker) could therefore endorse 1-2 Gunners as a serious option.

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Feedback and Suggestions / Re: Newbies & Experimenters Gametype
« on: February 15, 2016, 06:58:59 pm »
Well―thank you very kindly for taking the time to read, Dev Bubbles!  Having had more time to reconsider the OP, the other reason that struck me for a survival gametype in Skirmish, is to populate an option in stacked/unbalanced teams where everyone plays together, catching a break from another 0-5 stomp.  Anyway―it seemed like a comparatively easy concept to implement, given all the necessary work for your Alliance AIs.

Thanks for the great game in the meantime and good luck with the next stage of GoI

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Feedback and Suggestions / Re: Newbies & Experimenters Gametype
« on: January 21, 2016, 04:23:32 pm »
I guess the difference between me and a lot of older players is that I don't want plebs to go away.  I don't like trolls and whiners, but I don't also like salt on fresh blood.  It's a bummer that the playerbase falls to 50 people by midnight.

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Feedback and Suggestions / Newbies & Experimenters Gametype
« on: January 21, 2016, 03:38:54 pm »
Hi Muse, et al,

Long-time player, first-time poster.  Don't want to waste anyone's time, so let's get right to the suggestion.

There is a problem with troublesome players―often new players―in general MMR matches, but I don't think it's rudeness, so often as ignorance.  Nobody wants to slog through Practice or Tutorials, because humans are lazy―so we jump into pub matches and try to be awesome.  Now, I understand and appreciate what you guys are trying to foster by disallowing votekick.  So let's presume that won't change:

Given this, and given that pub matches are not a good venue to "mess around", unless you have a particularly jolly crew or are high level and don't care; and given that you (Muse) must have already generated extensive scripting for AI-controlled airships, I believe a Last Stand gametype may be in good order.  In a Last Stand, "losing" is inevitable; so teammate failure is less consequential.  It would be a match that "matters" in public eye unlike Practice.  A gametype less stressful than Deathmatches or CP, where unsavvy pilots or stubborn gunners sometimes spoil the experience for others.

In premise, Last Stand is a firefight or survival scenario for players to prove their prowess―but in effect, it would be training grounds for new players, and a practice pit for older players who would like to experiment with nonstandard ship & crew loadouts.  Last Stand may foster competitiveness by displaying each player-controlled ship's kill count in the top infographic.  (That level 1 pilot who thinks his double flak Pyramidion is better than a Metamidion could be taught his lesson implicitly, with no yelling required.)  Last Stand would also allow for a new round of achievements for 45s who might like something new to achieve.

A Last Stand gametype/map is designed for 4 players, and generates as an option in standard 2v2 matches.  If chosen, all players are dumped into the same team.  (Alternatively, players on different teams are treated as friendly, but are competing for the most AI kills in a given timeframe.  This, however, might change the intention of this prospective gametype.)

Good map candidates for Last Stand may be Water Hazard or Dunes/Scrap, where players cannot easily hide or dive for cover.  Maps could be further rezoned so that AIs can spawn beyond the wind walls, disallowing players to corner up and repeatedly bait AIs to death.

Such a scenario might also include a CP that the AIs are going for which, if captured, also ends the game.  A timer may also be appropriate, to prevent matches from overstaying their welcome.  Where the score bar would be, a "Fleet" marker would appear, showing the current fleet number and silhouettes of the incoming ships:


Fleet 1:
Goldfishes, Pyramidions, Junkers
qty = # of players +1

Fleet 2:
Goldfishes, Pyramidions, Junkers, Squids, Galleons
qty = # of players +1

Fleet 3:
All
qty = # of players +2

Fleet 4:
all
qty = # of players +3

Fleet 5:
all
qty = # of players +4

Fleet 5 repeats until all players are dead (or some other terminal condition is met).  Fleet scripting should ensure that ARC roles are filled with the spawns, so that the AI fleets can threaten all ranges.



Hope to see the idea appear in some similar form, thanks for your time, and cheers

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