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Messages - Sammy B. T.

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1
A little late and absent but I would like to echo just how on point Atruejedi was in his document.

2
General Discussion / Re: How would YOU nerf the Mobula?
« on: March 18, 2016, 03:24:31 pm »
But everyone picks on stuff that mobula does better than other ships in order to prove their points, but they forget about what other ships do better than mobula (chasing enemy,

Mobs are easily one of the best pursuit ships. If you're chasing someone, what is better. Being fast or having 5 guns?

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being faster to engage and disengage,

The Mobula is a front facer. Like all ships with primarily front guns it is fast to engage and disengage as it can go directly forward or back to keep shooting.

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easier to repair

Kinda but it has high enough armor and hull combined with a very difficult hit box that it doesn't take too much.

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easier to keep chem spray up,

Yes because flamers are such the rage.

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easier to keep buffs up,

Not terribly hard. Never had an issue with double buff on the mobula. Maybe the engines will get ignored a bit.

 
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easier to tank

While there is a bit of a delay between order to tank and start of tanking its hardly worse then most ships save maybe the junker.

 
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easier to get to the components,


Spread out components are a huge plus, not a minus. Junker probably has the most accessible components but I hardly ever thanked the Muse gods for their accesibility after a hwatcha or artemis barage.

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easier to maneuver around terrain,

Unless you know you can go up.

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easier to track target,

Again this is where front engages excel over side engages and I'd say a mobula has an easier time tracking targets.

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easier to catch up with ally or follow,


Perhaps but again, guns are better than speed and voice chat is even better.

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strong rams, more resistant to rams,

Because rams are such a huge part of the meta

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easier to hide,

Unless again this is an airship game and going up over cover is an option

 
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having privilige of heavy guns etc.. Talking about heavy guns, I think they are big deal. Seriously, mobula doesn't have an access to OP lion gun or lumberjack, which is arguably also OP, but of course who would say that at this time?


Nah light guns are generally better than heavy guns alone as heavy guns almost entirely need another gun to support their role.

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Maybe next year when they nerf all the ships and people might start using lumberjack more and learn how to shoot it and then we will ses topics on forum "OMG lj OP!" It's not a problem now of course, because you rarely see lumberjack, let alone with a gunner who can handle it, just like metamobula was not a big deal a while ago, but it is now, when more people fly it. The difference is, I actually believe that lumberjack is closer to being OP than mobula.

Maybe I am just old but there have been plenty of complaints about the Lumberjack but there are plenty of counters...like a mobula.


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I'm a bit confused about what you're saying about balloon, you have to explain that a bit more. In your post above you said that mobulas's balloon is underneath so it's resistant to being popped. I'm not sure what you mean by this. Carronade has better down arcs than up arcs so even if you're a bit above mobula you can still hit balloon, especially with stamina. Lumberjack definetly shouldn't have a problem and the rest of the guns that are decent also have great arcs like banshee, flamers and hades.

Did something change. Carronades are like the opposite of dogs, they can't look down like at all. However the advantage of the lower balloon being is defensive. When faced with a blender on almost every ship you're dealt with the issue of not being able to shoot the enemy even if you're guns are faced the right way. Thats because on every ship the balloon is this huge thing several meters above your ships and most relevant guns  for dealing with a blender can't shoot up well. The Mobula's balloon reverses this and while true its not a great turner, if it can face the right way it can respond fire on the mobula, a wholly unique trait that flies in the face that on paper blenders should be great against mobulas.

Also the lower balloon makes it much stronger against those overpower lumberjacks especially if the mobula happens to have mercury or artemis (but what are the odds of that happening?)


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I have a hard time believing that people think mobula is best against all ships and possibly that it's the only ship in game that is good against all ships. Let's take an example here and say we're flying mobula without artemises, just for the sake of argument, since it looks like you and some other people believe that mobula itself is OP and it's not due to that particular build like OP mentioned, hades+double arty. How many ships in the game wouldn't handle mobula without artmemises? So, let's see then how OP mobula would handle other ships if we take artemises away from it.

But why? Guns aren't created equal in regards to ship usage and placement. The heavy flak is one of the greatest weapons in the game but you sure as hell wouldn't put it on a goldfish. Even the artemis is a poor gun for the front of a squid. Trying to blame the prominence of the mobula on the artemis is ignoring a lot of factors


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Heh, well I'm the opposite of numbers guy and I'm not very good at coming up with balancing changes, it's not my job to balance game after all. I just don't like to see nerfs, unless it's seriously obvious that something is OP, which I can't see for mobula. But in general I don't like nerfs. Probably because I've seen plenty games that were ruined because of it and stopped being fun. And often developers tend to go too far and actually totally break whatever they are nerfing.

Long time members of this game have seen nothing but nerfs for balancing of this game and yet there is still a huge call for nerfing the mobula.

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But, Jamini above seem to have pretty good idea of what could be done. I especially like spire turnings buff, I'm not sure about buffing armor though. I also agree on galleon top speed buff and I also very much like squid idea. I would just like to add that junker needs better vertical acceleration, which you already said yourself and I support the idea.. So, these could be good start. Sorry, can't give you better examples, like I said, I'm not much into balancing.

Yet what you are proposing is far more balancing. Changing every ship to match the mobula is hard enough and then you'd have issues of other ships against the others.

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So what did happen? Bit out of the loop myself and the above posts aren't really answering the question.

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The pyra currently lacks purpose and role. The hard nerf was needed but being hit on all sides means it just lacks reason for existing.

Its not a good charge brawl or ram ship(no hull or acceleration), it can't be a good medium range zoner (no armor to survive long enough for backing out), it can't use its side weapons independently (no turn skill).

These are all roles it used to fill exceptionally. It now can't really do any of these roles slightly. There are different ways to bring back the pyra and thats up for plenty of debate. I'm with Skies, give it some good acceleration and make it a zippy charger.

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Feedback and Suggestions / Re: Second spectator ship
« on: September 29, 2015, 05:18:38 pm »
Yes

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Gameplay / Re: Suggestions for the Mobula and Junker
« on: September 25, 2015, 08:51:12 pm »
Pilot buff is definitely tempting but fails for two reasons.

1. The pilot should be doing too much to be able to buff.

2. Pipe for the balloon is essential for both repairs and rebuilds. Top deck is just way to much work for just one engineer be they standard or buff.


7
Gameplay / Re: The Current Meta.
« on: September 09, 2015, 07:42:30 pm »
Daniel, your duck history is week. It was the Raft (where frogger came from) that defeated the raft.  The brood (my home cause we don't talk about the dover) consistently got paddled by the paddling.


As for the echidna. It was making a comeback as the premiere pyra killer. However suddenly killing pyras was suddenly not as important.


But what would I know, I'm just a cranky old man.

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Feedback and Suggestions / Re: Impact Bumpers
« on: July 16, 2015, 08:11:23 am »
What if impact bumpers instead of reducing speed directly instead increased the mass of the ship X amount or X percentage to both reduce ship speed as well as other obvious benefits for both ramming and being rammed.

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Let me make the case for last kill instead of first kill.

First the issues of first kills.

The first kill isn't representative of any major advantage. It literally puts the game at 1-0, at best 2-0. This still means the team needs to win two more engagements.
First kill encourages passive play. Once you get it, you have a significant advantage and incentive to play very defensively.
Why does it matter how well you played in the beginning, come backs should be rewarded, not thrown more hurdles.

Now the benefits of last kill.
More representative of momentum. Kills often make more kills happen, especially late match. I'm sure I'm not alone but for me 4-3 and 4-4 are basically the same level of being tied as they're both one engagement away for game end.
It is more dynamic. Have the advantage able to go to either team at any point in the match makes it harder to use the advantage.


Come do a thought experiment with me. Imagine you have two rewards. One is you can start a competitive match with an extra kill so 1-0. Or partially through the match you can get an extra kill going from a 2 to a 3 or 3 to a 4. While technically both options are the same 1 point, I think the second option is clearly better. Why? Because later kills mean a lot more for determining the outcome of a game than earlier kills

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For the second time the first kill beats tie breaker has not reflected who would win if the match continued. Most recent kill better reflects the momentum of the match.

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Duckerhood
Bruckerhood
Brotherduck
Brotherhuck
Buckerduck

So many possibilities!

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Feedback and Suggestions / Change Rematch to Return to Lobby
« on: June 08, 2015, 05:09:20 pm »
You know since rematch option isn't even a rematch. I think it will help people stay together.

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Yeah its not like removing Dunes gets rid of sniping by any stretch of the imagination as you still have Firnfeld, Water Hazard and Northern Fjords.

Dunes is a terrible combination of no real cover and even less of a flight ceiling. At least charging across on open ground on other maps gives you space for vertical dodging.

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Feedback and Suggestions / Re: 4 VS 4 Balloons Needs To Be Gone
« on: June 05, 2015, 06:42:35 pm »
Semantics. I usually play with clan, or solo into a pub, so I keep the thing open.

No it is not semantics as its a very real effect. There is a massive gulf of difference between 4v4s and the 2v2s/3v3s. I want matchmaker to be able to allow 2s and 3s but exclude 4s. Right now the options are either all or just one.

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Feedback and Suggestions / Re: 4 VS 4 Balloons Needs To Be Gone
« on: June 05, 2015, 03:59:17 pm »
There should be, just go in and uncheck it.

For number of ships its a selection, not a check

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