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Messages - dasfoxx

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1
Feedback and Suggestions / Re: Social list
« on: September 05, 2013, 05:47:17 pm »
It takes so long to find people >.>

2
The Lounge / Re: Other Games You're Playing Now
« on: September 04, 2013, 11:10:24 am »
Anyone else buy the new Rome Total War? :D

3
Feedback and Suggestions / Re: rebuild status in the hud?
« on: September 04, 2013, 10:47:11 am »
I like this idea~

4
Feedback and Suggestions / Re: Helm rope - Tool or keybind suggestion
« on: September 03, 2013, 01:02:42 am »
That's an interesting proposal. It would be a bit helpful on some ships; probably kill you on others. I can see it being possibly helpful for some decent players but harmful to a low level player that gets bored of steering and wants to man a gun, though probably not much more harmful than that currently is. A lot of pilots make sure to point their ship where they want it before getting off the wheel in the rare case they are in need to do so. Most just never get off the wheel which is normal as you want to be in control of a ship.

Something to take note of is that an AI rework is coming soon. so that silly AI will be a bit more helpful to ya :D

5
Feedback and Suggestions / Re: Anti-Personnel Ammunition
« on: September 03, 2013, 12:54:17 am »
Being able to attack crew members has been proposed before. The problem with such a thing is that the game is based around the ships, not crew members. If you were able to target crew that would completely change the game how it is and change the focus. With the suggested weapons, one ship would probably take anti-personal and make it so crew can't do anything while another ship would take heavy firepower and finish them off while they're helpless.

Interesting effects though, but there'd be no way to balance any form of attack on the crew with the game being so heavily based on the ships themselves

~dasfoxx

6
Gameplay / Re: GUNS & GUNNER SKILLS Balance Discussion v1.3.1
« on: August 18, 2013, 01:09:40 am »
Having a boosted zoom would be a wonderful thing for the Artemis. As it stands right now it fires so quickly that it becomes hard to gauge where the shot is and what it could possibly hit at increased range. Since it's so rarely used it's hard to get accustomed to it in order to use it at it's full potential due to most shots missing due to the negligible zoom power.

7
The Lounge / Brace Yourselves
« on: August 04, 2013, 08:49:24 pm »

8
Feedback and Suggestions / Re: Fire Stack Info on HUD
« on: July 13, 2013, 04:09:47 am »
It does only start appearing once it is disabled, but it gradual gets more bright red. I'm fairly sure about that.

9
Feedback and Suggestions / Re: Fire Stack Info on HUD
« on: July 12, 2013, 07:53:03 pm »
That is already technically there though. The more fire stacks a component has the more red it is. It's not very noticeable with lower stacks, but on the higher end it is. Take into account that metal doesn't general glow red hot with a small amount of heat, which this game demonstrates with a few stacks, but does when the temperature is greatly intensified (more stacks, more heat). That part of the system is fine and makes it more realistic. It would be a bit ridiculous to have everything glowing red hot and melting all the time. It would be quite wonderful to have the fire stacks shown on the HUD though ^^

~foxx

10
Feedback and Suggestions / Suggestion for Logs
« on: July 11, 2013, 03:18:39 pm »
Just a minor suggestion here. It would be much better if, when selecting the logs option, that it would show the class you have selected first. When I generally hit logs, it's to see how far along I am for an achievement with the class I'm using. That's not always the pilot I'm afraid.

BONUS: Add which class (P, G, E with respective symbol) underneath the arrow for switching to another class page.

~foxx

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