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Messages - Atruejedi

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1
I agree with Daniel. Hades is too effective at close range as you can hit every shot. It also has great fire potential and some hull damage. My brawl mob uses greased hades instead of gat for this reason

To reclarify: I'd love it if Greased affected the Hades and added jitter 8)

...but we need Muse to develop that mechanic first. Sooo... unlikely...

2
A complaint was that greased hades is too OP and increased jitter wouldn't effect it.

To clarify: one person had this complaint about himself and his clan mate being OP with Greased Hades. I still find this claim absurd. I've never thought Greased Hades is OP, and I'm not very good with it.

3
Feedback and Suggestions / Re: Skyball
« on: January 21, 2017, 07:53:45 am »
Sounds like a real version of Infiltration. Could be neat. I'm not opposed, but I am opposed until actual Skyball doesn't suck.

4
So you can kill the (underused) Burst Hades, the (also underused but just as good) Burst Light Flak and Burst Lumberjack?

I loooove Burst Hades and Burst Light Flak (and Burst Mortar!). I would love Burst Lumberjack but I suck. I feel like removing the clip size wouldn't affect how much I love/use Burst in those guns. But a velocity decrease? Yeah... that might make me avoid it. So I'm with Keb on this.

@Keb, what do you think of JUST the removed clip increase?

Quote
Please. Just admit it already. You have 0 problems the way Burst is with the exception of it's usage on Hwacha and Artemis.

I'll admit it! I absolutely have a problem with the fact that the Artemis and Hwacha use Burst 98% of the time. There's no downside. There should never be a "one right answer" ammo for a gun.

Removing the superfluous ammunition increase, to me, makes Burst less attractive and therefore other ammos more attractive. Specifically, I foresee the removal of the Burst clip increase resulting in increased (but not overwhelming) use of Heavy in the Hwacha and Greased in the Artemis.

5
I don't mind this either. But what's the reward for getting this close? Same as before?

Yup, same as before. My problem with Greased is it is jammed in a gun and never unloaded. I want engineers to have to CHOOSE when to use Greased and Normal. Normal should not be taboo.

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And then you give arming time weapons even less arming time on the best arming-reducing ammo type in the game? I'm not so sure. Greased might be great but I really don't think the rewards are starting to match up to the risks past this point.

I agree, this is scary. I just want jitter. Simple.

6
Thousands of messages have been exchanged between participates in The Council (Skype link). This thread exists to poll players about our tentatively approved proposals for HEAVY ammunition. The most popular proposals are as follows:

Heavy Ammo Proposals

HEAVY AMMO _______________
   
Damage _____
   
Clip Size _____
   
Rate of Fire _____
   
Rotation Speed _____
   
Jitter _____
   
Current Stats
   
0%
   
-25%
   
0%
   
0%
   
-70%
   
Proposed Stats Option 1
   
0%
   
0%
   
-20%
   
-20%
   
-70%
   
Proposed Stats Option 2
   
0%
   
0%
   
-20%
   
-15%
   
-70%
   
Proposed Stats Option 3
   
0%
   
0%
   
-15%
   
-20%
   
-70%
   
Proposed Stats Option 4
   
0%
   
0%
   
-15%
   
-15%
   
-70%
   

Notes:
Option 1 removes the clip penalty while decreasing the rate of fire and rotation speed of the gun.
Options 2, 3, and 4 are slight variations in numbers.

This table is designed for you to reply with quote to this thread and select the option with which you most agree by deleting the other proposals. Each proposal is grouped between the [ TR]  and [ /TR ] tags, so remove those lines of code as necessary. Good luck!

Personally, I vote for option 1. I don't think it's too extreme, but it could be, hence the other options.

7
Thousands of messages have been exchanged between participates in The Council (Skype link). This thread exists to poll players about our tentatively approved proposals for BURST ammunition. The most popular proposals are as follows:

Burst Ammo Proposals

BURST AMMO _______________
   
Damage _____
   
Clip Size _____
   
Rate of Fire _____
   
Area of Effect Radius _____
   
Current Stats
   
0%
   
20%
   
-15%
   
+50%
   
Proposed Stats Option 1
   
0%
   
0%
   
-15%
   
+50%
   
Proposed Stats Option 2
   
0%
   
0%
   
-15%
   
+40%
   

Notes:
Option 1 removes the clip increase to make other ammunition choices more attractive on the Artemis and Hwacha.
Option 2 removes the clip increase to make other ammunition choices more attractive on the Artemis and Hwacha and also decreases the AoE increase by 10% to +40%.

This table is designed for you to reply with quote to this thread and select the option with which you most agree by deleting the other proposals. Each proposal is grouped between the [ TR]  and [ /TR ] tags, so remove those lines of code as necessary. Good luck!

Personally, I vote for option 1... because we had no arguments over this. Although I did suggest an AoE decrease, but I'm not sure if it's needed. So I didn't even vote for my own proposal, lolz

8
Thousands of messages have been exchanged between participates in The Council (Skype link). This thread exists to poll players about our tentatively approved proposals for GREASED ammunition. The most popular proposals are as follows:

Greased Ammo Proposals

GREASED AMMO _______________
   
Damage _____
   
Clip Size _____
   
Rate of Fire _____
   
Projectile Speed _____
   
Rotation Speed _____
   
Jitter _____
   
Current Stats
   
-20%
   
+20%
   
+60%
   
-20%
   
-15%
   
N/A
   
Proposed Stats Option 1
   
-20%
   
+20%
   
+60%
   
-20%
   
-15%
   
+30%
   
Proposed Stats Option 2
   
-20%
   
+20%
   
+60%
   
-30%
   
-15%
   
+20%
   
Proposed Stats Option 3
   
-20%
   
+20%
   
+60%
   
-30%
   
-15%
   
N/A
   

Notes:
Option 1 adds Jitter as a modifier for Greased ammo to make it less effective at non-short ranges.
Option 2 adds Jitter as a modifier for Greased ammo to make it less effective at non-short ranges and also decreases the velocity, shortening the range and arming time.
Option 3 decreases the velocity, shortening the range and arming time.

This table is designed for you to reply with quote to this thread and select the option with which you most agree by deleting the other proposals. Each proposal is grouped between the [ TR]  and [ /TR ] tags, so remove those lines of code as necessary. Good luck!

Personally, I vote for option 1. If not 1, then 3. I think 2 is overkill.

9
General Discussion / Re: Disable mid match joins
« on: January 20, 2017, 12:54:56 pm »
Sort of the last thing is you can get a minor delay in their person losing in and getting a chance to familiarize themselves with what's going on and the loss of your ai engine. This can be fairly significant if someone joins in the middle of a very intense fight.

This is a big problem. Muse should implement a "click to confirm you're ready" button for the joining player that will then delete the AI from the boat and let the joining player go about their business.

But disabling joining mid-match? No. Instead, you should be able to "set" a loadout to thet AI slot that the joining player implicitly accepts by joining mid-match.

10
The Docks / Re: LOCH AND LOAD
« on: January 20, 2017, 01:58:11 am »
Before reading this post, I wanted Muse to #RestoreLoch because of overall game balance and raising the skill ceiling...

Now?

I simply want them to restore it out of spite :D ;D 8)

11
Feedback and Suggestions / Re: A cry for change
« on: January 19, 2017, 04:46:18 am »
Set the clock to start a little further back on muse not adapting the maps fast enough

https://gunsoficarus.com/community/forum/index.php/topic,6605

I should have really pushed for it back then

Quote
Under the Gun (King of the Hill, 2v2 and maybe 3v3)
Using the 2v2 firnfeld map with the capture point under large gun in the center same as Anglean raiders point A.

 :o :o :o I thought I was being original! :'(

I still want a KOTH on Dunes in which the Ribs are the hill...

12
Feedback and Suggestions / Re: A cry for change
« on: January 19, 2017, 03:52:15 am »
There are dev games if you are interested. You get a free item if you win. However, dev games are pretty contrived, and I don't think that is exactly what you mean.

Indeed not. Even in dev games, the devs generally stick on the same ship, all together. They should be spreading out and actually playing with their players. But it is nice to attend, complain to them, pretend they are listening, and then win a prize.

Honestly, I find it incredibly frustrating that the devs, during the dev game, value the stream more than the gameplay. Newsflash: nobody cares about the banter, and barely anybody watches the dev game stream. More people are playing than watching, yet Muse values the stream more than the gameplay and teamwork. Viewers (and players, for that matter) want to see how your game works and how you play it. But you don't give them that. This is the same problem with all of the "famous" YouTube streamers. The devs are guilty of the same behavior, in a way. And I've been bitching about it for ... ever, to no avail. And as the lobby said today...



Lemme zoom in for ya...



And I didn't even ask him to say that 8) Many of my prophecies have come true. Many more will. But how much time will be wasted in the interim? Will we survive?

Quote
Little secret, though. Come closer....

Closer......... Devs are not very good at the game. shhhhhh. Don't tell them I said that.

Fixed. Because that's what this thread is all about: Muse needs to get #InTheTrenches if they are ever going to allow this game to realize its potential and flourish. I kickstarted Alliance years ago, but I doubt Alliance will save this game.

To address Keyvias' question of what I would change tomorrow if I could... If I had to choose ONE THING... I would INSTANTANEOUSLY #AdaptTheMaps because it WOULD TAKE AN HOUR. I have been begging Muse weekly at least since May of 2016. There is literally NO REASON these maps are not in the game right now:

Fight over Firnfeld 4 vs. 4 Death Match
Northern Fjords 4 vs. 4 Death Match
Water Hazard 4 vs. 4 Death Match
Clash at Blackcliff 3 vs. 3 VIP
Labyrinth 3 vs. 3 King of the Hill
Battle for the Ball 3 vs. 3 Death Match ("Graveyard" as a possible name)
Battle for the Ball 4 vs. 4 Death Match ("Graveyard" as a possible name)

Why literally no reason not to include them? We already have variations of them in other game modes. Size matters not. Judge me by my size, do you? Do, or do not. There is no try, Muse. And you choose to do not. I've also asked for these maps, but Muse could claim they aren't capable of handling 4 vs. 4:

Canyon Ambush 4 vs. 4 Death Match
Canyon Ambush 4 vs. 4 Death Match
Canyon Ambush 4 vs. 4 VIP
Clash at Blackcliff 4 vs. 4 Death Match
Clash at Blackcliff 4 vs. 4 VIP

But I wouldn't believe that claim. Canyon, for example, is a massive map with blocked off left/right edges, completely perfect for 4 vs. 4. It would be the god damn most amazing map in the game, beating Breach (which is universally loved, #YoureWelcome). The problem with decreased performance falls on the ships. The Spire and Galleon need optimized. When Chaos Skirmish does matches with 8 Galleons or 8 Spires, there is a noticeable drop in performance. We aren't doing anything to break the game, simply playing it.

Gah. I'm frustrated. Time to wrap this up. The long version of how I'd fix Skirmish and therefore grow the playerbase can be found here, but here's the short version:

#InTheTrenches (Muse, play your game, dammit)
#NerfGreased (Too common)
#NerfBurst (Too common)
#RestoreLoch (Too powerful in Gatling and nobody asked for this change)
#ChangeCharged (Because it's used in, like, three guns)
#HowAboutAHowitzer (Because we want the Old Heavy Flak AND the New Heavy Flak. Oh wait, Eric/Awkm explicitly said in the dev chat that this would never happen and couldn't give us a good reason beyond artwork, which we didn't care about)
#AdaptTheMaps (Send your email petition here!)
#SupersizeSpectate (Because why not, and so many have asked for it?)
#SkyballOverhaul (We're so close to having good Skyball...)
#AuditTheSpawns (I said I'd do all the work, and have been ignored)
#LuckOfTheSpawn (Because Crazy King is so broken)
#TankSpire (Maybe the numbers the community suggests will actually be used this time, instead of arbitrary changes with no explanation from a phantom menace)

Still waiting to hear from the art team about my suggestions for decal positioning. It was "forwarded" to the art team three weeks ago.

Remember that time I submitted a voice pack to the workshop and it took Muse over 11 months to tell Howard it existed, and then, after I begged him in the dev chat publicly, it was in the game within a week?

Remember that time I wrote a 5 chapter story about Andrakuz's novice piloting at the Chaos Skirmish and sent it to Muse? No response.

Remember that time I sent Muse a curated list of 66 community suggested tool tips? Only a handful were used. And we never see them because matchmaker is the only time you see them. Sad.

Remember that time I sent Muse 11k words of Star Wars themed Alliance feedback? Here's the response I got from Ayetach (to clarify: I am not singling Ayetach out at all. On the contrary, he's a great dude. I'm just pointing out that nobody higher up ever gave me a serious or in-depth response after all that work):

Quote
Jamison,

This is a truly massive feedback and its pretty impressive how much work and thought you put into this.

That said, as much as we appreciate your amazing dedication to the game its also wise to consider a few things when giving us your constructive feedback:

Bullet points on separate ideas or issues really help us organize your thoughts internally, the Star Wars theme is certainly entertaining but makes its hard for people like me and Matt to wade through to, in the most minimalistic terms, the important points of each feedback you make.

Additionally it helps us if the pictures you include are limited to mainly what is necessary to convey certain issues or suggestions like screenshots in the game.

It has been a treat reading your Star Wars themed feedback and hopefully these tips will prove to assist you in helping us with your thoughts and ideas.

Thanks so much again!

Seriously? That's it?

¡Viva la Revolución!

13
Feedback and Suggestions / Re: Minotaur fix: Charging?
« on: January 19, 2017, 03:14:41 am »
It has a downside. It's not Burst or Greased. Opportunity cost. Balance compared to normal ammo is not what should be considered, it's balance compared to the ammos that would be used otherwise.

Well, stop right there. We come from two completely different schools of thought. Our ammo philosophies are radically different. I think normal ammo should always be viable and that the additional ammos should provide different options for the gun into which that ammo is loaded. You say it's not Burst or Greased, and that's the downside. That's exactly why I've been calling for Muse to #NerfBurst and #NerfGreased for months now.

That being said, since we're from different schools, it's pointless for me to address the details of your post beyond that point...

Quote
It's a shame their balance guy doesn't read any of this. Makes me wonder if it's worth writing all this stuff in the first place.

...except that. 8)

14
Feedback and Suggestions / Re: Minotaur fix: Charging?
« on: January 18, 2017, 08:08:01 pm »
Remove clip size reduction on Heavy Clip.

I'm not against removing the Heavy Clip ammo reduction... but it needs some sort of downside. I do think a 25% reduction is a bit steep. I think 20% is much more reasonable, but I'm genuinely curious as to how you (and others) would balance it if it didn't suffer a clip size reduction.

Less damage?
Slower fire rate?
Lower gun rotation speed?

I'm partial to both of the latter options simultaneously. Slow down the rotation of the gun and make it fire a bit slower.

15
Feedback and Suggestions / Re: Minotaur fix: Charging?
« on: January 18, 2017, 07:20:58 pm »
I love the Minotaur as it is now and think it's greatly misused/underused/underrated in non-competitive matches, but I agree it could use a "buff" and a charging mechanic might be the ticket.

Currently Heavy Clip is the only absolutely required ammo for the Minotaur because the buckshot spreads out so much. If holding down the mouse button to "charge" the weapon would focus that spread into something (almost?) as precise as a Heavy Clip shot, I'd be all for it, so long as this charging would greatly reduce the firing rate and not render using Heavy Clip moot. Comparing Heavy Clip to this imagined charging mechanic should result in: Heavy Clip fires fewer shots per clip much more quickly, but charging the shots without Heavy Clip fires more shots per clip over a greater amount of time. So long as my Double Mino Light Flak Galleon remains intact, I'm happy 8)

On another note... doesn't the Minotaur actually shoot compressed air? How the hell does that shatter components and armor? lolz

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