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Messages - Sakaron

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1
The Pit / Re: Pet peeves
« on: July 09, 2014, 04:12:25 pm »
Well, I started it as a stealth lazy devs thread, but it sort of took a hard right at the first post

2
Gameplay / Re: It's The Clawwwwwww!
« on: July 07, 2014, 07:45:47 pm »
Game's speed is fine as it is to me.

The problem with the claw is that it enables movement, rather than sets it in place like kerosene, or hydrogen. It doesn't force you in a direction, but allows you to turn quicker, this means that with it, you can do most things faster as it sets up movement, rather than commits. Therefore, the claws going to be taken on most ships because it allows you to be better in most situations, rather than some, like the parachute.

What it needs, is have a higher damage, at something similar to kerosene, if not higher, due to the limited time the tool is used for.

3
The Pit / Pet peeves
« on: July 07, 2014, 07:03:52 pm »
Minor things you hate:

Not having customization crosshairs for each weapon
The mortar fires imaginary shells

4
Gameplay / Re: I want the facts! everything stats
« on: May 15, 2013, 03:21:29 am »
Light engines have   : 280HP
Heavy engines have:  400HP

in terms of guns:
Lights Usually have 200HP
Heavy guns have:   360HP

I gathered this data by wacking that damaged part with a spanner in game, and measured how many bars the hp increased by. this allowed me to calculate by counting the bars on each part

Each spanner hit repairs about 1 bar

5
Gameplay / Re: Heavy piercing weapon
« on: May 15, 2013, 03:17:22 am »
To me a piercing+explosive weapon would be too simple, field two of those and you have a ship killer.

Even as common as the gat flack combo is, it requires timing, teamwork and resisting the urge to shout rude words at the guy who missed his flak shots

while the piercing+ explosive weapon sticks too much simplicity and does not encourage teamwork.
I reckon a piercing+fire gun would be nice, even if it doesn't make sense on how it would work.

BUT, you have to ignore the pretty effects and consider the meta and what the player will think to this.
As one player said, we will have gat flack combos on galleons if you introduce a heavy piercing weapon. I believe that it may reduce the supportive role of the galleon and turn it into a killing machine. Right now the galleon is more or less okay, but if you introduce a way for the galleon to very quickly kill judging by the damage of the current medium weapons, the meta may change to a two galleon combo where one galleon can help out the other.

because of the damage, most other ships will not be able to compete as you can secure each other behind and other blind spots.

6
Gameplay / Re: Heavy piercing weapon
« on: May 12, 2013, 06:24:21 am »
Sounds awesome

Ah Squash, your right on the shatter with the lumberjack,the heavy cannonade and the Hwatcha has good shatter as well, but the only two heavy damage types missing is fire, and piercing, so a heavy flamethrower may or may not be introduced later.

and given that most heavy weapons have shatter, might as well give the heavy gat shatter In my opinion.

Makes sense in that the light gat has shatter as well.

7
Gameplay / Re: Heavy piercing weapon
« on: May 12, 2013, 02:05:23 am »
hehe, I was thinking a burst type gun with piercing and shatter, since those two damage types are lacking a bit in the heavy weapons department.

8
Gameplay / Heavy piercing weapon
« on: May 11, 2013, 06:54:37 pm »
So, we have a bigger version of a Flak gun, A Mortar (more or less), a cannonade and finally a Artimetis, but what about a bigger version of the Gatling?

9
Gameplay / Re: Artemis Rocket Launcher
« on: May 11, 2013, 06:38:51 pm »
I like the change, but the turning speed, while putting the point of a long range weapon, really effects its ability to counteract the turning of the ship, requiring the ship to be steady when an arti is manned to be fired effectively

Which to me, really effects it usability, I think it is more a sniping weapon in a support airship then a versatile crippling weapon now. The Closer ranged alternative to me would be the banshee, which doesn't actually use shatter damage. The gat does.

10
Gameplay / Re: Artemis Rocket Launcher
« on: May 09, 2013, 04:02:28 pm »
I say keep the ammo it defines the gun, nerf the AOE and damage a bit. OR the AOE and Turn radius, It has very good turn radius for its power. The AOE and power allows it to deal a decent damage to multiple Components but being able to hit a wide angle of fire just hits the Overpowered mark I think

11
Q&A / Re: Actual Numbers for Gun Stats
« on: May 09, 2013, 02:44:29 am »
Right, one HP bar you see when looking at a prop is approximately 40hp from my observations.

Light engines have   :280HP
Heavy engines have:400HP

in terms of guns:
Lights Usually have 200HP
Heavy guns have:360HP

In terms of ships, the HP of the Hul and hull armour and balloon varies. So I might create a guide on the HP of these and just leave all this here.

My method was that I repaired an item with a spanner, looked at how many bars it replenished, and calculated that by multiplying the number of bars by 40, the HP repaired by the spanner in one hit.


12
Q&A / Loadouts question
« on: May 06, 2013, 07:53:35 pm »
As in how do I have several loadouts for each ship?

for example, If I wanted different playstyles for a particular ship, eg a disabling spire and then a different loadout for a Kill spire. without going through the trouble of reorganizing the best positions for each gun and to make the ready phase a bit quicker, how do I aquire different loadouts?

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