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Topics - DrTentacles

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Feedback and Suggestions / Only Positive Ammo #Adjust the Ammos
« on: February 09, 2017, 02:50:56 pm »
Currently, every ammo in the game has a mix of positive and negative effects, making them (designed) at least, to be a “sidegrade” to Normal ammo, rather than a straight upgrade. However, I believe this philosophy adds hard-to-balance unintended uses for ammos, and overall, makes for a confusing new player experience.

With the impending release of Alliance, it’s important that new players aren’t overwhelmed with information. When I first played Guns, I had to use a calculator to judge how Greased works on various weapon types. This results in players either ignoring ammunition, or taking ammo that looks good on paper, and then coming into conflict with more experienced players who know better. (See, Charged on Gattling Guns.)

This also makes the Gunner class less useful, as normal covers the “weaknesses” of many ammo types perfectly on it’s own.

I would imagine this also makes balancing on Muse’s side difficult, as they have to account for incredibly sub-optimal ammo uses from players, in addition to the many other barriers to learning the game.

I, and many veterans would like to propose a test where all non-range related penalties are removed from all ammo except Lochnagar (Which can be considered an “advanced” ammo), and see how it functions in both Alliance and Skirmish.

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Feedback and Suggestions / Hwatcha Nerf
« on: February 11, 2016, 04:01:20 pm »
So, a bit of a non-traditional Hwatcha nerf incoming. The Hwatcha's currently problem is ease of use + effectiveness. Like the Flamer before it, it's extremely easy to use, but takes foreplanning and effort to counter, with excellent disable and hull-damage, along with moderate armor-strip, all in one easy-to-aim package.

To balance this out, rather than changing damage values, I'd make it impossible to fire less than a full clip. Often, good players will stagger their fire, turning the gun into a mega-Artemis and allowing precise sniping. Making the gun fire the whole clip (with the same shot spacing as it currently has if you rapid-click to fire) would give the gun a skill-cap to get a full-ship disable, and make the reload time a larger drawback. If it still proved too effective, perhaps a reversion to the spread would be called for, but I'd rather make one tweak at a time.

Thoughts?

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Feedback and Suggestions / Harpoon (Yes, this has been done to death.)
« on: September 22, 2015, 09:13:44 pm »
So, if we wanted to make the Harpoon a "real" gun, I have on simple fix.

Make it pull entirely toward the user's position, without moving the user's ship. Currently, it's based on the mass of the harpoon and 'poon-ee's ship. This change would be unrealistic, but it would make it actually useful. You could use to drag enemies out of formation so you and an ally could isolate and attack. Or, pull an enemy into a minefield. It would be gun worth taking-instant, if temporary, chaos against enemy teams, and a chance to get good at a weapon that rewards user skill.

If they changed the harpoon so it pulled your enemy into you, I'd be willing to put it on the vast majority of my ambush ships for the surprise/isolation factor.

Thoughts?

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Feedback and Suggestions / Remove Range-Finder
« on: September 16, 2015, 05:13:42 pm »
In full seriousness, and in light of the loadout recommendation changes, I'd like to suggest something somewhat drastic.

Remove the Rangefinger. Fire Extinguisher is no longer useless, leaving Rangefinder as the sole tool that someone can take that's entirely useless. There are potentials for bad loadouts, with crew taking tools like Moonshine or inappropriate (double fire control) loadouts, but Rangefinder is an entirely non-functional tool. It's going to lead to frustration on the part of experienced players and newer players having a "trap option" in the game.

It can be brought in when it has a function-right now, it's just a trap.

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We all have our preferences-ships, guns, and loadouts. I got to thinking about the differences in piloting styles, and I decided to write a short list, in my eyes, of what your favorite ship says about you as a pilot. Note that all of my opinions are purely opinion, and mostly silly. I encourage you to come up with your own stereotypes for other classes below:

Goldfish:

I'm an ace pilot, with great trust in my crew. I enjoy outflying enemies, and prefer to rely on my skill as a pilot first and foremost. I also like to abuse engineers.
Or
I like to only have to think about one gun. Also, I like to only fly forward.

Squid:

I'm like a goldfish pilot, only with a bigger ego. I put deep faith in my engineers, despite that fact that I seem to take deep pleasure in my crew's near-constant state of panic.
Or
I wish this were a dogfighting game. If I could fly without a crew, I probably would.

Pyramideon:

I like winning. Variety in gunning and engineering is boring-why stray from a solved formula? I also have not read patch notes in several months.
Or
I am new. I have not yet found the reverse key, or how to adjust altitude.

Junker:

I am a deeply tactical individual who likes having the right gun for the right occasion. I dislike having specific strengths or weaknesses. I also dislike cannonades and lumberjacks.
Or
I am a deeply terrifying individual who likes to get 9 kills in a 2v2 deathmatch.

Galleon:

I'm like a Junker pilot, only with less faith in my piloting skills, and more faith in my gunners. I prefer to predict my enemy, and let my guns talk for me. I also like 20+ minute matches.
Or:
BIG GUNS BIG EXPLOSIONS BIG GUNS BIG EXPLOSIONS BIG GUNS BIG EXPLOSIONS.
Or
I'm lost. That wall looks attractive.
Or
I'm a historical wargamer who bemoans the lack of period naval games.

Spire:

I like guns, predicting my enemy, looking quirky, and never getting touched by enemy fire. Dunes is my favorite map. Sometimes, I like to take a bathroom break mid-match. I probably wish I was-or am-a gunner.
I also do read patch notes.
Or:
Flackflackflackflackflackflack.
Flack.
Leave your gun, and I'll throw you off the ship.

Mobula:

I am DANGEROUSLY quirky, and hate playing popular ships. I also have a firm understanding of gun arcs.
or
I do not know gun arcs. I do, however, like the idea of five guns. Five. Guns. That's like...twice the killing power of a normal ship, right?

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