Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SakuraTenshi

Pages: [1]
The Cantina / Re: Character discussions?
« on: August 13, 2014, 04:26:06 am »
thank you, it harkens a bit back to my City of Heroes RP days when I would incorporate odd things into my characters, even applying lore from other people to my own.

I really am excited for Adventure Mode when we can actually sit and chat in towns and such, or at least on ships. (you know, might be cool to have "RP" matches where there's more focus on character and self-made stories than the actual mission.

Anyway though, I'm not 100% to read on the lore, so I tried to keep my namesake vague.

Feedback and Suggestions / Re: Third-person camera mode?
« on: August 05, 2014, 03:52:14 pm »
Well I'll be damned. oops.

The Cantina / Re: Character discussions?
« on: August 05, 2014, 03:51:25 pm »
Not much to tell (see also: work in progress, really should brush up on the full lore), my namesake was born to the Arashi clan and developed a love for mechanical tinkering at a young age, learning to make the most of sparse materials. Once the airships really started going up, she went with them.

Unfortunately, the first ship of her service crashed and she suffered a spinal injury that has caused her reaction time to suffer (Incorporating my lag as part of my character) as well as her performance as, well, anything on a ship. She still remains a very capable engineer, when push comes to shove, she can also take the helm or man the guns, but she's cripplingly dependent on specialized equipment to do her jobs to help compensate for her injuries, and she can only keep one loadout at a time while the rest needs to be stowed.

These days she works for anyone who will pay her, moving from ship to ship for her wages. Despite her chronic pains, spotty records, and tendency to be a sole survivor, she retains a fairly cheery disposition off duty and is not the sort to drink strong alcohol (with sanitized water being scarce though, she can't afford to be pick).

On deck though and when asked to stick to her specialty, she's extremely bossy and prone to forgetting whose really in charge. True to historical airplane engineers, she seems to think any ship she's working on is hers and not the captain's and gets very irate at more reckless and self destructive maneuvers or stunts. (And especially flying into death clouds)

That's all I got and most was made up on the fly.

Feedback and Suggestions / Third-person camera mode?
« on: August 05, 2014, 03:19:49 pm »
Would it be too much trouble to have a third person camera perspective mode when playing? People tend to spend time and money deciding the right looks for our characters, let us enjoy them a bit more.

Just tossing this out there.

Gameplay / Re: Questions on The Dynabuff Hammer
« on: July 30, 2014, 08:46:25 pm »
Thank you, I see this is simply a matter of a difference in experience, and like all things with this game, coordination between teammates becomes important. (So while a buff engineer might be good, it's also good to have a more standard geared engineer on hand in such cases)

Gameplay / Questions on The Dynabuff Hammer
« on: July 30, 2014, 07:24:32 pm »
So, I'm usually engineer, and I am hardly the best, but one tool that appeals to me in theory is the Dynabuff hammer.

Makes engines faster, guns more powerful, adds extra protection to the hull armor, decent and drop speeds of the balloon, and cures baldness and cancer.

But in practice, it doesn't seem to do much. The guns don't seem to have that much of damage output increase, the engine thing is a downright detriment if you're buffing the turning engines, and in general the buffs it applies do not feel noticeable.

So I kind of want to know a few things:

1. Is the Dynabuff hammer ever really worth it when you could have a more niche yet stronger repair tool?

2. What's the numbers breakdown on the buffs it gives to each ship component?

3. Am I misunderstanding it's functions? I mean I know it can't do actual repairs but I wonder if I misread what kind of buffs its supposed to instill?

Feedback and Suggestions / Re: Idea: Class "Skills"/"Skill slot"
« on: May 29, 2014, 06:42:36 pm »
Perhaps, then, these skills should focus on making each class more viable to do the work of another class?

Like the gunner skill I mentioned that lets them repair their guns faster, or an engineer skill that allows them to make ships go a bit faster when they pilot, or a pilot skills that allows them to turn guns in a wider arc?

Nothing too much, but just some small somethings that let one class have something to do another's job while making up for not having all the tools of the class proper?

Feedback and Suggestions / Idea: Class "Skills"/"Skill slot"
« on: May 28, 2014, 11:48:18 pm »
Basically the idea is to give every class a single, additional slot in which they can slot one of a handful of exclusive abilities. Some of these would help shore up a class' weaknesses (like letting gunners repair their guns faster than an engie could), improve on their strengths, allow for specialization, and/or just add a bit of extra variety to the game.

Here's a few ideas example ideas, I won't give exact numbers since I don't have a full comprehension of the specifics of this game yet, but here they are.

Speedy Service - Boosts an Engineer's movement speed, jump height, and ladder climb speeds to get to ship components in need faster.

Deft hands - Reduces cooldown time on repair tools for faster repairs.

Tinkerer - Improves the buffs given by the Buff Hammer and extends the protection period of the Chemical Spray Extinguisher. Sort of making this a "buff specialist".

"Don't Touch My Gun!" - Increases repair power on weapons while reducing cool down on fixing them. Also grants short period of increased damage with reduced recoil when you repair a gun from broken.

Point Blank Shooter - Grants bonus damage as an enemy ship is, also increases the arc you can swivel your gun by a few degrees more in all directions.

Sniper shooter - Grants bonus damage the further away an enemy ship is, also gain a small, additional bonus to attacking engines.

Dare Devil - Increases benefits gained from piloting tools, especially self-damaging ones

"Play it safe" - Reduces penalties received from piloting tools, especially self-damaging ones

"Just a dent" - increases the amount of HP ship components can be repaired for.

Well, these are just a rough idea. So what do you guys think overall?

Feedback and Suggestions / Re: The role of an Engineer
« on: May 28, 2014, 11:14:01 pm »
Having played this game for a bit, but not quite as versed on the metagame myself, I do think that each class could use some buffing to make it more interesting, some thoughts of mine are:

for engineers:
-Make engineers run faster and jump higher
To aid in moving around the ship in repairs. This can be either an inherent ability or a new tool
-More tools and buffing tools
Like, Maybe a bucket of water that can instantly put out all fires no matter how many stacks but will do a small amount of damage? (or maybe the fire extinguisher does this, I don't use it terribly often) Or maybe have the buff hammer repair extremely small amounts with each swing or a decent amount each time it applies/reapplies the upgrade. (also maybe allow it so when it buffs one engine, it buffs all of them)

For gunners:
A bit more versatility, maybe in addition to ammo types, gunners can load up on some tools or a skills slots that allow for small buffs an effects then they're gunning like
-Quick loaders: increases reload speed
-Weapon Maintenance Training: allows gunners to repair their guns from broken faster/heals more
-Point blank shooting: deal bonus damage the closer a target is
-Sniper: deal bonus damage the further a target is

I think they might need something similar to my suggestion for gunners: like a single slot where a skill, training, or special tool can be added that makes things easier for them and their whole crews like...
-Dare devil: Self-damaging items you use have even greater benefits!
-"Play it safe": reduces penalties from items you use
-Factory Standard model: your ship does not benefit from items as much as others, but your engineers have a much easier time repairing it. (either reducing cooldown needed to repair or increase repair amounts per-swing)
-"ALL POWER TO WEAPONS!": Guns on your ship deal extra damage at the expense of (something, I don't know)

Pages: [1]