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Q&A / Some obvious or not obvious inquiries
« on: July 05, 2014, 04:30:24 am »
Kinda new, but I'll try to not bore you guys with overly obvious stuff. Some of this is opinionated, at any rate.
1.) Range finder. Okay, I know how it works, but... Is it as pointless as I think? As a pilot who could have a more intuitive skill, anyway. Good players should really be able to judge (roughly) distance and how to lead/arc shots, right? The biggest issue is this game is chock-full of clouds, and I've had entire games where it's been unusable because it seems even the most invisible clouds block it.
2.) Gunner ammo. I noticed a gunner can load ammo, then dismount, and the weapon will have the skill icon still. Can a gunner go around loading shots on weapons for anyone's use?
3.) Moonshine or... Kerokero. Is a 50% difference of moonshine worth the 200% more it hurts compared to kerosene? 200% thrust is no joke, but I activate it for two seconds and R.I.P. engines. It's saved me from ramming and flames... But did it save me? I wonder if engineers would have an easier time with our side getting burned than three engines burned up.
4.) Harpoon. Proof of concept or useful? I really like this thing, but I can't help but feel having firepower outweighs it in any case. How strong is the reel, really, and is the damage more than just 'well, it does something more than nothing?' Brainstorming, it feels like even a specialized close range ship is better off with a gun... Can a Squid save the day by reeling in a flamer away from a friend? Can it turn my ship into a decent ether lance if I focus on ramming with impact bumpers?
5.) Flak. Or... In general, really. Flak's effective against the hull, so... Does it pose very little threat against armor? If I shoot flak at a balloon, is it just laughable? Mostly using flak as a reference example, but I wonder how ineffectiveness works.
6.) How is a gunner useful? An engineer with the same skill is the same. But a gunner gets three... What if three engineers just collaborate skills? A dedicated gunner is good to have, but faster repairs/buff/chem spray fixes overall means more people on more guns more often, the ship will be crippled less and survive longer, and they still have a buffed ammo type. I feel like I'm missing something here...
1.) Range finder. Okay, I know how it works, but... Is it as pointless as I think? As a pilot who could have a more intuitive skill, anyway. Good players should really be able to judge (roughly) distance and how to lead/arc shots, right? The biggest issue is this game is chock-full of clouds, and I've had entire games where it's been unusable because it seems even the most invisible clouds block it.
2.) Gunner ammo. I noticed a gunner can load ammo, then dismount, and the weapon will have the skill icon still. Can a gunner go around loading shots on weapons for anyone's use?
3.) Moonshine or... Kerokero. Is a 50% difference of moonshine worth the 200% more it hurts compared to kerosene? 200% thrust is no joke, but I activate it for two seconds and R.I.P. engines. It's saved me from ramming and flames... But did it save me? I wonder if engineers would have an easier time with our side getting burned than three engines burned up.
4.) Harpoon. Proof of concept or useful? I really like this thing, but I can't help but feel having firepower outweighs it in any case. How strong is the reel, really, and is the damage more than just 'well, it does something more than nothing?' Brainstorming, it feels like even a specialized close range ship is better off with a gun... Can a Squid save the day by reeling in a flamer away from a friend? Can it turn my ship into a decent ether lance if I focus on ramming with impact bumpers?
5.) Flak. Or... In general, really. Flak's effective against the hull, so... Does it pose very little threat against armor? If I shoot flak at a balloon, is it just laughable? Mostly using flak as a reference example, but I wonder how ineffectiveness works.
6.) How is a gunner useful? An engineer with the same skill is the same. But a gunner gets three... What if three engineers just collaborate skills? A dedicated gunner is good to have, but faster repairs/buff/chem spray fixes overall means more people on more guns more often, the ship will be crippled less and survive longer, and they still have a buffed ammo type. I feel like I'm missing something here...