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Messages - PixelatedVolume

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1
The Lounge / Re: Overwatch Tracer Pose Controversy
« on: April 01, 2016, 10:17:50 pm »
YOU MUST CONSTRUCT ADDITIONAL PYLONS!

2
Really gets on my nerves, the way you can bounce like that
How come?

It makes it seem like there's a ceiling there.  Muh immershon.....

Also sibce I forget sometimes and hydro into it then get forced down (I fly Junkers, and the accel is baad)

3
Really gets on my nerves, the way you can bounce like that

4
General Discussion / Re: How would you balance/change the game?
« on: March 22, 2016, 06:20:00 am »
THE CIRCLE OF NEERRFFFF

5
any engineer can hop off the gun before it breaks and smack it quickly, then resume firing.

If shooting loch put the gun on mallet-length (or longer) repair cooldown, would it be decent?  TBH I'm a little surprised this problem wasn't forseen by our mighty Hand of Balance, but whatever.  Roll with the punches.

6
It's simple to keep the light guns repaired (as long as they aren't destroyed on the first shot, like a Merc) and the range is better, the recoil is better, and the damage is insane compared to other ammo types. 

What if shooting loch put your gun on a mallet-length repair cooldown?

7
Loch is super broken. Like, unbelievably so. That needs to change ASAP

What's wrong?  Played a few games earlier and everything seemed normal (besides squid change, and actually having to fight a flak which was great!)

8
General Discussion / Re: How would you balance/change the game?
« on: March 19, 2016, 09:07:11 am »
Seeing how adding falloff damage would allow the increase of range, arcs, velocity, and accuracy of all guns, which would require that ships be sped up to avoid said abilities...

Yes.



I can agree with that for guns that do damage by slamming into things -- Gatling. . . and uhh. . . primary damage on Lumberjack and merc maybe. . . but falloff damage on all things hurts me, knowing most weapons shoot rockets or shells which are going to explode with exactly the same force regardless of range.

9
General Discussion / Re: How would YOU nerf the Mobula?
« on: March 18, 2016, 02:19:34 pm »
Quote
P.S. Let's define ship roles more clearly. See my subjective number suggestions for the Mobula and other ships here:

Nerfing the signature strength of the mobula (vertical lift) would do the opposite of defining ship roles more clearly.

If we want more defined ship roles, then gaps in other forms of manuverability/mass/armor values would need to be expanded to match the current strength of the mobula.

Think about the following:

...

This would solidify each ship in a specific role by giving them one or two things they excel at (minus the goldfish and junker... which are both jack of all trades ships by design), and would give most ships maps/areas where they can excel.

I totally agree.  Still think that the mob should have vertical engines to which can be disabled but everything you've got here is a great idea.

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General Discussion / Re: How would you balance/change the game?
« on: March 16, 2016, 01:45:51 pm »
I'd give the Galleon two guns in the crow's nest.

Ihe Mob would have four engines -- two horizontal, two vertical.

Pyra would have fighter top speed and SLIGHTLY more hull.


11
General Discussion / How would you balance/change the game?
« on: March 16, 2016, 11:09:01 am »
In the same vein as the Nerfing Mobula thread:  Let's pretend mighty Eric dies and makes YOU the new Hand of Balance!  What's changing? 

I'm expecting shennanigans serious suggestions here people.

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The Lounge / Re: Prove you're oldfag
« on: March 15, 2016, 02:12:25 pm »
Old levels, Wolfpack wood carving, Zuka Sauce

13
For Galleon I don't mind giving it fairly high top speed as long as it accelerates poorly.

The Junker I think of as a Galleon-lite:  beefy, not too fast, with strong broadsides.  Just not to the extend of the full Galleon. 

I understand the importance of defining roles for future balance porpoises but IMO the junker is pretty good right now, at least for pubs.

14
I'm fine with the mobula's niche being vertical mobility, though it should suffer in turning.  If I was making the game I'd give the mob two closely-placed heavy engines and two vertical engines which can be destroyed in place of the asthetic ones it has now. 

I think what needs to happen is that every ship needs to have its role and then stick to it.  It needs to take the role to its extreme.  There should be little overlap of roles.

15
Well it seems we're all in agreement -- how can we make this happen?

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