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Topics - treseritops

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1
Gameplay / Chem Spray needs a buff
« on: September 26, 2013, 02:33:33 pm »
Hey, so with the new Hades I've noticed fire is running rampant. (Which is really cool) The problem is there is no good way to counter it, other than "chem spray" which is really just an *awful* fire ext.

Cool Down- Fire: 3sec vs. Chem Spray: 5sec.

Ext. Power- Fire: everything vs. Chem Spray: 3 stacks

Prep- Fire: None vs. Chem Spray: 20sec

So you get a *longer* cool down for *less* ext power in trade for a worthlessly short buff. Either Chem Spray should have a short(er) cool down, or at least make the buff last a reasonable amount of time. Yesterday I sprayed the hull, ran over to tap the engines during kerosene and spray the balloon and by the time I got back the hull had run out, we got shot by a hades and all the ridiculous running around had been for nothing.

One stack of fire can ruin your buff. Takes 5 seconds to spray, if you continue to take damage from weapons you probably need a mallet hit which takes 7 seconds (12 total so far) and then you have to either respray and wait another 5 seconds to repair again (12 seconds of not repair the hull is awful) or you hit the hull again and have gone 19 seconds since your chem spray was applied and you absolutely *have* to spray in the one second gap or risk starting the whole ridiculous process again. (at that point if you respray it's been 7sec since you last repaired, and then 5secs of spray cool down= 12secs of hull damage, why even spray?)

That doesn't even begin to address the counting of time at hull vs. time running around fixing engines. A trip around the pyra takes about 7seconds so you will have surely lost your buff on the hull at that point (1 spray+2 repair circles=21secs) or you sit at the hull for 5secs first and let the engines take 12secs of damage before your next run. And the kicker is that your hull will go 14secs without repair at the end of every third trip.

If that was still not enough convincing keep in mind that this is assuming you are a hull/engines baby-sitter and *only* fighting fires on the hull. Imagine if one engine catches fire. The entire house of cards comes flying down. Even just adding in the cool downs of trying to make sure the engines stay sprayed would ruin your ability to just be a mediocre engineer (half of the engines down, letting hull hang by a piece of thread).

2
Feedback and Suggestions / [TAGS] for lobby matches?
« on: September 25, 2013, 08:42:08 pm »
Hey so last night I was on playing after work and was just in a random match and ended up on a team that was looking for a much more serious match. It's not like I was jumping up and down or anything but it was late, they said left side, I got on the right side because I was tired and I'm dumb and they got (justifiably) frustrated with me from that point on. I think it was fair of them to spend their entertainment time putting in the effort to achieve high results (most nights I like a challenge) but I think it's fair to not take the game as seriously in other matches as well.

Would you guys be in favor of a *unofficial* and *non-mandatory* suggestion to include a tag in your lobby name? If it said

[CAS] Treseritop's Game (Casual game)
[SER] Treseritop's Game (Serious game)

Or any acronym. I felt bad like I was ruining a match for them, and maybe it could help casual light-hearted players flock together, and let some of the players that would like to spend more time setting up, working on execution, etc. flock together as well without locking lobbies or being nazis about the whole thing.

3
Feedback and Suggestions / Outline on text in game?
« on: September 17, 2013, 11:43:06 pm »
Hey, this is (hopefully) a really minor but easy suggestion- can we put a black outline on the text in game? It's really difficult to see the chat/score/who fixed or broke what text in game sometimes depending on what you're facing and how many blazingly white clouds there are.

4
Feedback and Suggestions / Use spectator ship health system for in game
« on: September 05, 2013, 01:33:20 pm »
I was spectating the other day for the first time in several months and while looking through the ships I noticed the (possibly) new health bar indicators on the side of the screen. Is it possible to move this to in game?

Everybody says a good engineer keeps on eye on all of the ship even while moving around but the problem is trying to watch the hull as the icon goes flying from side of the left of my screen, to the top, to the left, to the right, etc. Not to mention it makes it impossible to tell which gun/engine has gone down without turning your character.

Edit: apparently other people are talking about something similar for captains in another thread, I think it's far less important as a captain. They don't move nearly as much and I wouldn't want the game to become a thing where the captain was watching every move you made "Oh you're doing the left engine right now? I need the right one! Why are you tapping the balloon right now when..." Seems like it could become a micro-managing nightmare.

5
Gameplay / Ships with the power to kill
« on: August 30, 2013, 01:18:45 pm »
Hey, I'm trying to see if we can sort the discussion from "Pyra is OP" to what seems to be the root of the problem: Kill ships vs. support ships.

As of right now

Kill Ships:
Pyra
Junker
Mobula (honorary support)
Spire (honorary support)

Support:
Goldfish
Galleon
Squid

The problem becomes that two of the kill ships (Mobula and Spire) are difficult to repair and made of glass, dreams, hopes, and kisses. No meat.

The balance issue is that 1v1 the kill ships can all kill each other, but during a 2v2 (the bulk of the match) they have to take more of a support role because if they get in the center of the brawl they can easily be focused and killed, leaving a teammate alone.

So you'd rather take Pyra/Support, or Junker/Support rather than Spire/support, or Mobula/support. I think this is the root of the "Pyra is OP" complaint.

6
Feedback and Suggestions / Unlocking Certain Achievement Classes
« on: August 23, 2013, 12:29:36 pm »
This is copied from another thread but I think it's died. Anyways, is there is a reason that achievements (or at least certain categories) couldn't be unlocked from the beginning? Specifically fixin, combat, experience, and maps for engineers? Probably Flyin, Command, Teamwork, Experience, and Maps for Pilots? I'm not sure about gunning but the equivalent categories are probably suited.

A simple example is one of the engineering achievements for repairing 150 guns with a wrench. I think it's supposed to encourage experimentation with loadout but I think by level 6 you've figured it out. I tried loadouts with the wrench for a long time while I was lower level, especially while gungineering. Right now, however, I feel like trying for this achievement will let my team down. I either enjoy playing and play as a team player for the good of the match, or I play selfishly and bring questionable loadouts.

I agree at some point an engineer should be more of less forced to try a loadout of wrench, buff, ext or to learn the difference between ext and chem spray, etc. I've already done that and want credit for the experience without it costing my teammates.

In the end these achievements demonstrate experiences you've had in the game, if we've experienced them do we really need to re-experience them again in a specific order?

7
Feedback and Suggestions / A strafing ship?
« on: August 20, 2013, 10:47:36 pm »
Hey I posted this in gameplay initially but I guess the discussion is better suited here.

I'm not too attached to any specific layout or any particular balancing but I think a good starting point is two small guns on front and that is it.

You can charge a pyra, galleon, squid, or mobula and strafe as you fly forward to be sure you're passing on the weak side of the enemy. Then turn as you pass to pull a maneuver similar to spinning on a deskchair rolling across a room.

I also would suggest the hull being stronger than a squid, and speed slower than a squid as well. 

Eukari suggested making one of the sides a shield/heavily armored side. You could use your maneuverability to get in between an enemy and an ally perhaps.

It would need usage of the arrow keys and a,s,w,d but I think that would be part of the cost/benefit.

8
Gameplay / A strafing ship?
« on: August 20, 2013, 09:32:24 pm »
I've been trying to think of different game elements for ships and the number one thing I think would be interesting would a ship with strafing capabilities.

Obviously it would have max maneuverability (or maybe not?). It could perhaps strafe but turn very slowly (similar to pyra vs. junker). I'm not sure what kind of guns would provide balance.

Any thoughts? Would anyone else like to see this?

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