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Messages - NoWuffo

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1
General Discussion / Re: Ship Scrambling and Other Upcoming Features
« on: November 17, 2013, 04:05:29 pm »
I'm going to try to stay as unbiased and level headed as possible, but keep in mind I too am outraged by this, and find myself yet again questioning the decisions being made. I didn't even believe when I was told about this system. I know it's been an idea tossed around in the past by some players who were tired of being on the losing side since they didn't take the time to organize a team or clan. But up until now, I thought the general consensus from anyone with any respectable amount of experience with this game was that it was way too difficult to implement, too unpopular to force on players, and potentially too caustic of an idea for the community as a whole. I figured the general outcry of "No, no, anything but that!" would prevail. Now I hear that you're putting this exact thing in the game.

Muse, I'm speaking directly at you for this one. The past few patches have appeared to be following a trend that many of us have not been happy with. Hearing this news, it seems as if you're forsaking many of your players' opinions all together. I understand that this is your game and you have the right to try anything you want, but keep in mind any piece of art submitted to the world is no longer just the property of the artist, but it belongs to everyone who beholds it. I'm begging you to please listen to the community response to this one. I can promise you I'll be trying it out if it's implemented in the Dev App, but I know my opinions shall not change, and I will still be beating the war drums in terms of feedback. This is not simply because of a pre-determined bias, this is because I don't believe the game should be played like this. I don't agree with the direction things are headed, and as a captain I feel responsible to at least try to hop on the helm and turn the wheel.

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 30, 2013, 01:23:24 pm »
Just to clarify and defend Sammy's comment here real quick, since everyone now seems quick to jump down his throat about his comment:
Except a gunner is now functionally mandatory for the Mortar

This was a follow up to the preceding comment by Spud Nick, talking about the possibility of having a gunner on a gat:
I can see gunners being more useful on gatling guns now. Because of the damage nerf and how important it is to strip armor, having two other ammo types could give you the advantage.

Sammy was trying to say it'd be difficult to see a gunner on a gat when you essentially need a gunner on the mortar instead. The point was it would imply having two gunners, and I don't care how many nerfs or buffs happen, I doubt we'll ever see a day where one engi is sufficient on a ship, especially a brawler pyra! No one's saying a gunner on a mortar is a bad thing, it's exactly what awkm was striving for to make gunners have their place on even a brawler ship. We all accept this and appreciate this, if you read the comment in context you'd see he was saying you can't afford a gunner on a gat when there's already a gunner on a mortar.

C'mon, guys. Lets not be so quick to jump down each other's throats. Stop getting personal. Don't berate another squad for deciding to leave, it's their choice, Dragonmere pretty much summed up their whole reasoning. No need to mock them because of it, that's just low class.

And yes Sammy. Fowl! Glad someone caught it :P

3
for example I need to change the entire Gatling gun section to simply "Don't use till fixed" but I can't be arsed to at the moment.

Beautifully said! Bravo!

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Feedback and Suggestions / Re: Chemical Spray achievements
« on: October 30, 2013, 09:47:26 am »
You know I actually really like this idea. I still think the Chem spray needs to be tweaked in order to be allowed on my ship (me no likey Chem Spray), but I see no reason why this isn't already a think. I think it's because of how Chem spray used to work, before when you coud extinguish fires even on a cool-down (aka 3 stack reduction every time you sprayed it, 2 seconds apart).

5
Gameplay / Re: 1.3.3 Spire
« on: October 30, 2013, 09:42:48 am »
Echoez, you may want to try throwing an engi down to the lower light gun. This way he/she's right there for the balloon/turning engines if they go down, can help out with the gunner's heavy gun, and can still fire with the side gun. The trick is to be way more active as a captain with actually hopping off the helm (personally, I love doing this!). If the hull goes down, the pilot can hop off and help, but more importantly I can also gun with the front right gun, getting that oh so sexy quadfecta going!

On a random note, the (real life) engineer in me has been kinda bothered by something about the new Spire build... why the HELL is the balloon hard-point at the BOTTOM of the damn ship?! The Spire is like a mile and a half tall, that seems so inefficient to pump the gas that far up to get to the balloon at the top of the ship?! Look at every other ship (minus the Mobula, Mobula is weird), the balloon hard-point is at the highest point on the ship so that it's that much closer to the balloon! The new Spire just reeks of inefficiency!

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 30, 2013, 09:32:58 am »
I don't believe he mentioned anywhere that close combat was never intended. In fact by reducing the effective range on the guns, you have to be closer, encouraging close combat, instead of the mid to short range it was before.

From my understanding, Muse wants lots of viable options for players, not having them just resort to a single playstyle and loadout choice. Then you have to remember that just about all guns have been buffed and nerfed over time...

No one is really arguing with the range reduction on the gat/mortar anymore really. The range reduction was ok, specialize it to a short range only weapon to give way for the Hades to be viable at mid-long range. Now true, it basically throws away the skill of some of the better gat gunners like Salous or Garou, some of the only gunners I've seen who could actually hit gat shots consistently at 700 m, but I'm not going to really complain about that too much because hey that's part of the game. What we're all calling fowl on is the dps reduction. It's crippled the close range kill combo, to the point where as many experienced pilots have already said, it's nothing to be feared anymore. Not feared = not viable, if you know you can easily counter it. The whole "buffed and nerfed over time deal that you speak of doesn't really apply to brawlers, especially not in the past few months. It's been a consistent nerf of all of the strengths of the punch-in-the-jaw builds. B'Elana's "Not this again!" sums up exactly how I feel about the pattern of bralwer-nerfing that's been happening time and time again.

I am willing to believe Muse isn't deliberately trying to take away the close range brawlers. However, in this last patch they've negated them to the point where no one will be using it. There is no considering the options in terms of bringing a gat/mortar combo, it's an instant "NO" from any pilot worth their salt. There are far better options now, and the gat/mortar pyra is so easily countered it's a joke. I'm really hoping the hotfix will dial back some of the nerf-attack that befell the gat and mortar, because right now they're pathetic and underpowered.

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 30, 2013, 02:35:37 am »
Reducing the range of these guns has done a beauty to destroying their place as the go-to win any scenario scene. However, I worry the damage nerfs make the combo unworkable even in a niche way. The last patch's ROF nerf to the gatling was honestly a perfect balance on top of other balances throughout the months to the combo (heavy changes and lesmok changes come to mind). The damage changes made to these guns seemingly unworkable and so I urge you (Awkm) to keep a very close eye to this subject. Gat mortar need not die for other weapon combos to emerge.

I've always liked to mess with Sammy and the Ducks, but I'm completely with him on this point. This last paragraph sums up the situation pretty perfectly. awkm, Bubbles, Keyvias, MetaFive, I'm speaking to you directly, please watch for how the impact of this patch affects the gameplay. I don't think you nerfed the gat/mortar power combo, I believe you may have killed it in higher level play. I know you guys normally follow up any big patch with a hot fix, and I hope this issue is addressed in the coming weeks to see if there can be a re-work for this hot fix.

On a more personal note, In the past few months I've developed a growing respect and friendship for the Wolvies and many of their members. We only got to face off against them once (we thumped them btw...), but they were always good sports and I admire their tenacity and indomitable spirit. I hope things swing back into balance where their play style becomes viable again and they return. If not, well I know I'm going to be playing with them in other games but I feel like the competitive scene just lost the most aggressive clan in the skies. Take care, Wolvies! Blue Skies...

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 29, 2013, 10:51:14 pm »
Played some today....

Yeah, you guys have zero ground to stand on. Brawling will be just fine.

You know, you're right. I hadn't considered that point before. I retract all of my previous arguments.

-__-

9
Feedback and Suggestions / Re: New Equipment Ideas
« on: October 29, 2013, 07:16:41 pm »
Does anyone else agree that not every crewmate needs a spyglass? they really should make another viable alternative

There is something coming, don't worry. It just had too many bugs for this patch, so they're going to work on it for next time. I'm not sure what's allowed to be said or not, but since the Devs talked about it in the fireside chat this week, I'm assuming I can tell you about it. Two words... Range Finder.

10
The Gallery / Re: Wolf Pack Wood Burning
« on: October 29, 2013, 07:10:04 pm »
Dragon and I are definitely down for 2, just like one pyra from the easiest angle would be amazing. I'll hit you up, there's absolutely no rush, but if it's a hobby you like doing (I'm assuming so, judging by the skill and detail you put into it), I promise you can make money off of this!

11
Feedback and Suggestions / Re: Clan tags free for all
« on: October 29, 2013, 07:01:05 pm »
Say Joe spends her $4 to register the clan tag "BOB" for herself and her buddies. Now, for :reasons: Joe has a strong emotional attachment to the tag "BOB".

Joe stops playing GoI:O, but her buddies keep playing and BOB becomes a notable clan. Leadership rotates, the clan grows. And one day Joe comes back.

Who owns "BOB"? The gal who spent the money, or the group that made the name notable?


I like the idea, btw.

I don't know! That's what lawyers are for. I just came up with the initial idea, Muse can figure out the deets.

And dang, shoulda asked for more for the Gents...

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 29, 2013, 06:27:47 pm »
I am just glad the Artemis wasn't touched.

Shut up! SHUT UP!! Don't draw attention to this fact, I don't want it nerfed next go-around!!

I think the patch has been up for long enough to have pretty solid first impressions. There will be continuous updates and shifts in favors over the following weeks. The point is, there are a lot of people unhappy with the severity of this patch. I hope a hotfix comes out soon to give a little bit of power back to the gat/mortar (either range or damage, not both) since I think it was nerfed too hard. I like the sniping buffs, I want to see more of the Hades, and I like attempt at making more viable gun combos.

I think I'll be trading in my pyra for my good ol' Junker, or my mobula, or hell maybe the new Spire. It saddens me though that yet another patch roles around and the ship taking the most heat is the brawler Pyra. Good night, RamRod.

13
Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 29, 2013, 07:54:48 am »
I want to echo Echoez's rant... but I won't because that would be ironic.

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Gameplay / Re: 1.3.3 PILOT, PILOT SKILLS, AND SHIP BALANCE
« on: October 29, 2013, 07:47:58 am »
Not much else to say really. Want to try the spire, the mobula didn't really have a place before (never saw it used) and now certainly wont until changes are made.

I'd avoid making such overarching statements. My clan used the mobula with quite a lot of success as a sniping-Galleon killer. True, a Spire might be better at it now, but maybe not. Don't be so quick to rule out any given ship, ever. Often if you get creative and find something that goes against the norm, you may be rewarded for your audacity to defy the meta.

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Feedback and Suggestions / Re: New Game Type - Duel Matches
« on: October 29, 2013, 07:44:53 am »
Yeah the problem with 1v1 is that's not the type of game Muse wants to make. It would be very easy for one type of ship to kill another type of ship for any given patch. That's because ships aren't made to be balanced. They're meant to compliment each other so that teamwork is required to make them viable. 1v1 doesn't require teamwork, it doesn't require much strategy. Teams of ships is the way they want to take this game, and I full-heartedly agree.

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