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Messages - Captain Phil

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Feedback and Suggestions / Re: Class Passives!
« on: May 17, 2014, 02:28:31 am »
Yeah, I'd still take 3 engineers over gunners.

Now if you really want to turn things on it's head. Redo the tool system. Instead of 3, 1 ,1. Turn it into 3, 2, 1. Gunners can then take 2 engineer tools, Engineers take 2 gunning tools, and pilots take 2 engineer tools. It won't solve the problem but you'd probably see a few more gunners since they could actually be somewhat useful for repairs.
that'd just make engineers even more obscenely good... I don't think there's a single gun where I wouldn't prefer to have an engineer with 2 ammo types than a gunner with 3. Every gun where I'd consider running a gunner, the 3rd ammo type tends to be a more of a nice bonus ammo while only the 1st two are vital. (eg. lesmok and greased are the important ones for Hades; burst is a little bonus for midrange... heavy and burst are all I'd seriously care about on a Hwacha... just heavy and charged on a heavy Carronade..) The Gunner would be fully relegated to.. hmm, maybe the lumberfish, but even then a 3rd engineer would allow another spanner on hull without losing the buff... so, maybe no gunners at all. ^^

Make it so an engineer brings two Pilot tools then instead of two gunner tools? Also, two engineer tools as a pilot could possibly make the galleon flyable as a captain agian...

Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: May 09, 2014, 01:42:20 am »
My Wish list

Paint option for hull wood
Paint option for hull metal (metallic colors only)
Painting Logos
Patterns for balloons
More colors

Figure heads
Battering Ram
Fair Maiden
Another style of dragon, more Viking like
Ram's Head
Rearing Horse
A cannon, because why not

Bit more rework for the royal, give it something else to distribute around
Cursed theme that was mentioned above also sounds cool

Gameplay / Re: Non-meta builds that are fun and(or) effective
« on: April 25, 2014, 08:41:41 pm »
One of my favorite non-meta builds is Double carronade mobula with a mine launcher on top.

Feedback and Suggestions / Re: The Real Goldfish Fix
« on: April 23, 2014, 04:52:11 pm »
The goldfish is fine where it is, the front gun is easy to maneuver around, the ship is one of the quickest in the game, and is relatively easy to repair and position with. The ship that needs any kind of armor plating around its large guns is the galleon for several reasons that I have already gone over in a different thread. Even if you loose your main gun on an approach to an arti, you can just prebuild it and then finish the rebuild when you get to an advantages location.

General Discussion / Re: Ship Customization
« on: April 11, 2014, 10:16:05 pm »
Muse has already stated that this type of customization will NOT make it into the skirmish mode, but will probably make it into co-op/adventure since it will not upset the balance to much for PvE.

Q&A / Re: Dunes: How to approach 2 Galleons / Spires ?
« on: April 07, 2014, 07:38:33 pm »
Well, if you want a cheese win vs a double galleon sniper build, run mobula with merc and arti. using lesmok rounds on the artis.

Obviously you should move BEHIND the clouds (not inside them) for as long as possible so you don't get lit up by flares.

There are sneaky ways of shooting flares to reveal enemies behind clouds.

Feedback and Suggestions / Re: Crazy King
« on: February 18, 2014, 12:10:30 am »
Another idea is to make the first point only open for 50 seconds. This will allow ships to get in position for the next point.

Feedback and Suggestions / Re: Post level 15 log/goal/whathaveyou idea(s)
« on: February 17, 2014, 07:43:05 pm »
I was rather upset the first time around when they added level 10 after a hard grind to level 9... for every class. Achievements need to stay finished and Muse needs to find something new to do if they want to add any sort of progression to skirmish or the new Co-op that is coming soon.

Feedback and Suggestions / Re: New Defensive Buff tool
« on: February 17, 2014, 01:36:46 am »
How about an ammo type that works like heat sink. Makes the gun mostly unusable, maybe locking it into place, in exchange for extra health and/or damage reduction

This! Extra health weapon ammo type! Or protection. Or whatever.

The idea was to protect other parts too such as engines. And we don't want to end up with a situation like the one before fire was nerfed hard. Where heatsink was a necessity if they had any flame weapons.

Feedback and Suggestions / Re: Social slot
« on: February 16, 2014, 09:23:45 pm »
Heh, I was thinking of kind of the same thing. For costumes with swords or guns, people will have the ability to pull out the sword/gun and swing it around and make noise for cosmetic effect. Good thing is, the gun/sword costumes are level 15 rewards XD (except for skyraider costume) so; 1: only top players will usually have the only access to it, 2: an extra treat for those who worked hard in getting to level 15 or funded co-op.

Feedback and Suggestions / Re: New Defensive Buff tool
« on: February 16, 2014, 04:09:36 am »
Thought of having the two in one, but that would almost make the buff a necessity. Also, current gun buffs do not last long, the idea for this one is that buffs on the gun would last as long as current engine/hull buffs. 120 seconds I think?

Threw up an idea in another thread about adding a defensive buff tool, theoretically an item like it would make it easier to keep parts up in a galleon, helping remedy one of the big issues for the ship.

Gameplay / Re: Art meta is boring
« on: February 16, 2014, 12:04:51 am »
Still too strong vs. heavy guns, especially the gallon's, personally, the gun can just vanish and I would not even care.

Feedback and Suggestions / Re: Boarding Gun Mechanic
« on: February 15, 2014, 11:02:04 pm »
I wonder if Muse will do anything for April Fools...

Feedback and Suggestions / New Defensive Buff tool
« on: February 15, 2014, 11:00:15 pm »
Disable is the meta at the moment, and as an engineer there is nothing you can do except bring a mallet and hope your gunner has better aim then theirs. To help remedy this I have decided to try to come up with a new buff tool that focuses more on defense then offence, basically the opposite of the current buff hammer. The whole concept for this is to allow an engineer to have another item to choose from to bring into battle. The design for the tool can be anything, maybe Muse can bring back the very old buff tool model that was in before it got changed to a hammer. So, what does it do?

The tool will be able to reduce the damage a part of the ship takes. However, it will not protect components from fire damage and impact damage. Also, it will just apply the same armor increasing buff to the hull as the last one does. Don't want to be messing with that.

Other notes to consider: will it be a good idea to have it stack with the current buff tool, or as soon as you start buffing a part with a different tool it resets. (yellow bar for Productivity buff and blue bar for Defense buff) Will giving this buff the ability to pre-buff or even buff a part even when it is broken a good idea? (I think so, pointless to have a defensive buff if you cannot even keep a part up long enough to buff it.) Damage reduction: What will parts get for reduction bonuses and duration, Example: Guns 30-50% reduction for 60 seconds, Balloon 20% 30 seconds, Engines 30-50% 60 seconds. And whether or not it can be used to reduce damage taken from pilot tools.
***All numbers are placeholders and are not to be taken seriously***

Alright, Discuss, Is this a good idea, what are pros and cons you can see, and compared to the standard buff kit when would you take this over it, if you would. If this is not what you would envision for a defensive buff tool, what is?

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