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Messages - Ijustwanttoplay

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I want to practice in  shooting Hades and Lumberjack. I need a distant targets for this. I`m creating a practice game, mounting a gun and pressing F9 to create a far target. But that target starts to fall down instead of just hanging in the air (like others short and middle ones do). So the only way i can practice LR shooting is by creating the close targets then move the ship away from it. This is inconvenient and wrong. Is there a way to create the LR target which wouldnt fall down?

Q&A / Whats wrong with the detonator mk2?
« on: August 22, 2017, 06:43:05 am »
Seems its not working. The description says that it can be used against the hull and the baloon. if i fire it on the ship without the armor i see no damage to its hull, even when using the burst ammo. I see the hit marks but its heath wont decrease. Whats the right way to use that guns or is it a bug?

Feedback and Suggestions / Re: Defense cooldown time. (global map)
« on: August 22, 2017, 06:28:00 am »
This is  still illogical. 1. To be rewarded with something means to get something. 2. You can NOT to get a thing which you already have. (Only exactly the same, but another one in that case)  3. So If after the completing of the defence your faction got a time, in which this land can not be attacked again thats the reward. If they only got the same land with the defence counter resetted, they got nothing because to have exactly the same as before does not mean getting something.

Feedback and Suggestions / Re: Defense cooldown time. (global map)
« on: July 26, 2017, 07:30:24 am »
In that case (Tug of War)  it gives more opportunity to the defending side. As in real life btw you need more men to conquer territory than to defend one. But the main problem is the balance in rewards upon completing the global map battles, not the way that battles doing. While attacking you ll get a land, and while defending you ll get nothing.

Feedback and Suggestions / Re: Defense cooldown time. (global map)
« on: July 20, 2017, 08:20:33 am »
Yes i know how players doing in the game, just leaving it almost done. And thats exactly the thing making the Defence mission illogical. The mission that you must NOT finish in order to succed. And also thats giving another problem: noobs or those who just dont read Faction messages or who spawned by "default spawn location" and never changing it during the game. They WILL slowly push the Defence to its completion and that means reset. Just a delay in the possibility of next attack at the successfully defended territory will solve both, there is no need for any rocket science here.

Feedback and Suggestions / Defense cooldown time. (global map)
« on: July 14, 2017, 07:19:56 am »
Currently there is no reason in the successful completion of the Defense. It will reset just at the moment the faction completes it. But this is illogical. When a Faction completes the Attack mission they got a new territory as a reward. And when a Faction completes the Defence they only got their efforts wasted. And also in real life if for example one army is defeated, while attacking another one, they can not just start an attack again, because they have had loses during the first unsuccessful attack, and now they need a time to prepare for the another one. So here is my suggestion. Please make the Defence cooldown time (yes just like repair cooldown time) When one faction is succesfully completed the Defence of the territory, then the faction thats defeated can not to attack the same territory  for 3 hours (or must spend a large amount of money to be able to, just like the Attack unlocking, but more amount of coins). I think this will be a fair reward for the faction for completing.

Website and Forum Issues / Re: Pop up notifications display time.
« on: July 14, 2017, 06:39:49 am »
It should still be available in the notifications tab, which can be opened with one of the buttons on the top left.

Yes I know. But by the time I go there it will probably be too late. Because the exposition time is so short that it's hard to even notice that the message has come at all.

Website and Forum Issues / Pop up notifications display time.
« on: July 13, 2017, 08:52:41 am »
When my friend logging in or when somebody want to swap the place with me in the lobby i ve got pop up in the upper right corner. But its display time is too small, its only flashing for a half of second or so, then closes back. How can i make it to display a little bit longer? Where is that option?

Feedback and Suggestions / Re: 2nd Gunner Midmatch Join
« on: June 29, 2017, 11:29:33 am »
Its better to have AI, than a engi who just do not want or dont know how to play that role. So forced class switching isnt a good idea. I personally never play as a gunner, just because i dont like it. Thererefore i dont know how to play as a gunner (none of that gunner specific tricks). So i can easy  imagine a forced enginer, He dont know where to be, and what to fix at the particular ship, he still just fire the guns, but with normal rounds.

Feedback and Suggestions / Re: Lobbies merging vote for the Alliance
« on: June 28, 2017, 09:51:12 am »
I would prefer if the drop-down was set to show only public matches by default, and opt in to see closed lobbies, as opposed to the opposite way around.

And also i second to this. Even more - why all options has to be reset every time i press the "Match list"? If i`ve already checked Only European servers, so there is no reason for me to play my next match with higher ping on the American or Asian ones.

Feedback and Suggestions / Lobbies merging vote for the Alliance
« on: June 28, 2017, 07:54:28 am »
In the Alliance DLC there are too many one ship lobbies. In fact it`s frequently a "single captain`s game", one player driving the ship and whole AI crew. That`s good for testing purposes. but boring. And at the same time it`s very difficult to gather even a 3 ships lobby, while in the original game a 4 ships lobbies is a common practice. Also many people voting Rematch after the game just for not gathering the lobby again (so not using the Play button). That way the lobbies remains empty, although there are enough people around to form a larger ones. I propose to make a "Merge lobby" vote after the match and while waiting for the game in existing. If that vote is passed, a smaller ones (ex 1 ship) can be merged with bigger ones which accepted merging too. For example i`m started playing 1 ship, after the match we voting to merge, and at the same time another 4 ships lobby have empty ship`s slot and  "Accept merging" was checked, in that case, our ship will not return to 1 ship`s lobby after the match but goes to that 4 ships one. (with similar to Play button waiting, if need). As second example. Player 1 starts a single ship lobby, player 2 does the same. after their first  games they both voted for merging. That way both of them will go to the new 2 ships lobby, and their original 1 ship`s lobbies  will be dismissed instead.

I will (got stormbreaker unlocked yesterday), but i cant illustrate this glitch with just screenshots. And as i figured out, that problem only occurs while ship is moving.

You can give your ship to another player, but without his pilot`s tools or special abilities of course. Just select captain`s place in the lobby and your ship, then change your class to gunner or engi (without leaving the lobby or changing the slot). At the match start, just let another teammate to pilot. That`s gonna be a 3 engis or 2 gunners crew, but in the Alliance DLC you still can win without using the pilot`s class tools and every player can take control of the ship, regardless of his class.

Feedback and Suggestions / Ladder glitch, now on Stormbreaker ships.
« on: June 14, 2017, 10:02:58 am »
Climbing the ladder to the upper deck, then detaching it at very end, falling down a bit, then attaching again... That goes on and on, until stamina use. Just like it was on the Corsair ship at the alpha testing times, but now it`s much more nasty, because you don`t have another way to upper deck except that.  Please fix it somehow.

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