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Topics - DJ Tipz N Trix

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Feedback and Suggestions / Canyon Ambush Map Size
« on: July 21, 2015, 07:43:56 pm »
For the 2v2 Canyon Ambush, while it is often a decent fight, there is just a gigantic advantage to sitting in your spawn and waiting on the opponent.  The spawn is clear of rocks, unlike the canyon area.  If you die in your spawn, you can respawn and have the advantage on the enemy.  These are two reasons why ships will both camp their spawn and you end up at a disadvantage trying to force conflict by moving into the opponent's spawn.  In addition, there can often be hide-and-seek matches where ships are both moving, trying to find each other, for upwards of 10 minutes. 



I propose cutting off the top row and the bottom 2 rows, and spawning ships on the west and east side of the canyon.  This will force action much more, similar to Duel at Dawn, and make it a lot less advantageous to camp your own spawn.

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Gameplay / Different Ship Role Focus
« on: July 20, 2015, 05:23:53 pm »
Although every member of a ship is vital to keeping it afloat (try playing with even 1 AI or worse, 1 AFK crew member), many ships can get by with an average performance by some of the crew.  However, every ship has at least one lynchpin role that really makes that kind of ship shine.  If you play to that crew member's strengths, that kind of ship can really shine more with a star player in that role.  In basketball, for example, most of the star offensive players played at the shooting guard position.  In soccer, as a forward.  In MOBAs, they are often on the DPS/Carry role.  For my examples, I will use some common ships and my opinion of which crew members' talents are really accentuated by the kind of ship.  They are in alphabetical order.

Galleon

Hwachas or Carronade Hwachas
Star: Gunner
Honorable Mention: Pilot

Long-Short (any type, long side to port)
Star: Main Deck Engineer
Honorable Mention: Gunner

Goldfish

Carrofish
Star: Pilot
Honorable Mention: Side Gunning Engineer (esp when running buff)

Hwachafish
Star: Side Gunning Engineer (esp when running buff)
Honorable Mention: Pilot

Junker

Long-Short
Star: Main Deck Engineer
Honorable Mention: Pilot

Mining Junker
Star: Gunner
Honorable Mention: Pilot

Mobula

Brawler
Star: Pilot
Honorable Mention: Hull or Balloon Engineer (depending on what kind of weapons the opponent has)

Sniper (Merc/Artemis x2)
Star: Gunner / Top (3rd) Engineer
Honorable Mention: Hull or Balloon Engineer (depending on what kind of weapons the opponent has)

Pyramidion

Brawler (aka Metamidion)
Star: Gunning Engineer (esp. when buff)
Honorable Mention: Main Engineer

Sniper (Merc/Artemis)
Star: Gunner
Honorable Mention: Gunning Engineer

Spire

Brawler (Gats + Hwacha or Heavy Flak)
Star: Gunner
Honorable Mention: Main Engineer

Lumberjack
Star: Gunner
Honorable Mention: 2 slot Gunning Engineer

Squid

Brawler (Gat/Banshee, Carro/Flamer, etc.)
Star: Pilot
Honorable Mention: Main Engineer

Mining Squid
Star: Gunner
Honorable Mention: Pilot

Name your own builds and their star positions.  I understand this can get controversial, but that's fine.  I will explain any of my examples here, and since you probably won't have as many as mine, you can go into more detail in your post on the star positions.

3
Feedback and Suggestions / Capture Point Mechanics
« on: July 12, 2015, 09:58:41 pm »
Capture Point maps have generally been left out of competitive play in most tournaments.  When Guns of Icarus was added to MLG, the only playable maps were Deathmatch maps, and the SCS, which is the only regular event at this time, is only Deathmatch.  The only big CP tournament, the Aerodrome, has since changed to its own custom type after its organizer expressed distaste with Muse's current CP direction.  Muse has made many changes to Capture Point in the last few patches.  There have been a lot of good things going on to improve CP in these patches, and I believe Muse is going in the right direction with this.  Capture Point is in a better state than it was before the patches, as it is easier to regain points after they have been initially captured (one of the initial complaints about capture the point), and games do not drag on forever. However, I believe there are still quite a few critical flaws that really keep CP maps out of the favor of many of the experienced and new players.  Most have been around since the beginning, but one in particular stands out as recently added by the new Muse patches.  These flaws are the long capture time, the small number of points in the win condition, the map rotations, the spawn advantages, and the load time advantage.

The long capture time was one of the main offenders as to why points could not be taken back from an enemy.  It would take a long time to get the capture moving, and enemy ships could come in and interrupt you during this time.  As a solo ship, one would have to spend about 15 seconds uncontested in order to capture a point, or 30 seconds if they needed to neutralize it and then capture.  This also means that teams who were anywhere between 50-75 points away from winning were almost ensured victory as long as they were alive.  The increase on the respawn timers helped the situation, but the issue remains that it still takes a very long time to capture a point alone.  This is alleviated by the fact that stacking ships on the point doubles/quadruples your capturing speed, but this also makes more ships more vulnerable in that small capture area.  One suggestion to handle this would be to make neutralizing a point faster, but to leave capturing the same speed.  This would allow teams to come back when they have to take a point back.  Another idea would be to make both faster, but this runs the risk of fast ships being too good on Crazy King maps where they can capture before the opponent can make it there.  A third idea is to give the first ship a bonus to capturing speed, so that you can capture points faster alone, but not affect the speed when there are multiple ships on the point.  For example, a 1v0 (or 2v1, 3v2, or 4v3) could capture the point at 1.25x their current speed, while any other capture rate could be at the same speed it currently is now.  A final idea is to make capturing much faster, like 2x the current speed, but not have it persist.  That is, if you have a 1v0 on the point and an enemy ship gets on the point to make it 1v1, the progress you made towards capturing or neutralizing is lost.  This last idea seems great for faster paced points that change hands more often, but may unfairly punish mobile ships that need to get off the point sometimes to evade fire.

The small point win condition is the one flaw that Muse introduced with the new patches.  While CP games were taking a very long time before, the 2v1 change on top of the point reduction means that there often is not enough time or opportunity for teams to come back once they lose the point, especially in King of the Hill.  This may be remedied by simply allowing the points to change hands more easily, but even that may not be enough and may warrant an increase in the point total required to win to pre-patch numbers to give teams that need to attack a captured point the chance to do so effectively.

The map rotation point requires much more work, but is fairly straightforward.  With the majority of all tournaments running as 2v2 tournaments, there is only one map available for CP: The Labyrinth.  Given the vast Deathmatch pool, organizers quickly see Deathmatch as the much preferred type to run their tournament.  One solution for this could be to run more 3v3 tournaments, where the CP map pool is more in depth and there is more variety.  The other solution is for Muse to develop more 2v2 and 4v4 CP maps for more variety in map choices.

The spawn and load time advantages are probably the biggest issues right now, and last is definitely not least in this post.  Currently, depending on which random point is selected in Crazy King, the spawns can be vastly imbalanced, giving one team essentially a free point for at least 30 seconds.  Usually, if the enemy team rushes over to contest, the first team is already stationed well and wins the fight, snowballing from there.  If the enemy team doesn't contest, that's a free 150+ points for one team.  This can be looked at to simply start form a neutral point instead of a random point.  The load issue involves people taking longer to load into the game, causing them to lag behind other ships going towards a point, also often costing their team the point.  One solution involves making points uncapturable for the first minute.  This would solve both of these problems, allowing the teams to fight on more even footing.  Another solution for Crazy King involves making the first point in a neutral location instead of random.

All in all, CP maps can easily replace the camping and timing out of the current Deathmatch format by forcing teams to go after an objective and fight over something.  CP maps provide a lot of life to the game and promise that ships are not running and hiding from each other.  However, a few flaws in what is otherwise a great mode keep a lot of the community skeptical.  Fixing these flaws will open up CP as a competitive mode that can stand up to both audience engagement and player participation.

5
Q&A / Do pilot skills stay active if you get off the helm?
« on: June 28, 2014, 03:04:26 pm »
Say for example I'm on a Junker and my balloon is out.  I use Drogue Chute to slow my fall.  If I get off the helm to repair the balloon and get back on, drogue chute is already selected.  Does this mean Drogue Chute is active when I am repairing the balloon?

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