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Topics - Unarmed Civilian

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1
Feedback and Suggestions / Option to lock out mid-match joining
« on: February 09, 2017, 10:13:08 pm »
It's getting very frustrating. If I'm readying up and taking a loadout to experiment with in a 3 AI ship, I don't want some level 5 engineer joining mid-match who has

  • Never seen this ship before
  • Doesn't know what a flak is
  • Insults me when they don't know what "ladder" and "right side" means

If I get crew before the match starts, I can change my strategy to accommodate what I think they can handle, what I'm willing to risk them being incapable of doing, explain what I'm trying to do and what should be prioritized, etc.

If I don't get any crew and run an AI ship, which is most of the time as I'll bite the bullet and pilot to speed the lobby up, I'll experiment and see what I can get away doing with AI. I'll take strange builds and try out exotic weapon combinations or try to make ships that traditionally work poorly with AI work for fun.

What happens instead is I get 3 people who installed the game earlier this week, who I don't have time to explain my strategy to nor are willing to listen, who often have incompatible loadouts with my ship, and who then blame me for being a terrible pilot when they won't get on guns after me telling them 5 times to get on guns.


I'm out of patience, and I'm getting sick of these new "players" rather quickly. I often don't even want to pilot anymore. It's not fun for anyone involved. If this trend continues for me I'm going to just drop this game. At least in other games with these kind of people I don't have to rely on them to perform well and can just try to carry.


Others probably have their own reasons for wanting to lock their ship from mid-match joins.


Someone will probably bring up SCS and organizing scrims. I don't do either because I shouldn't need to in order to enjoy the game casually. I'd rather just play a different game.

2
Feedback and Suggestions / Seperate engine control
« on: January 11, 2017, 02:55:36 pm »
An alternate control scheme that gives individual control to each of the engines rather than the turning override system currently in place.

Currently, if you want to turn, the steering wheel overrides whatever speed setting there is on the turning engines and puts one at full forward, the other at full reverse. On ships that have a main engine to provide most of its thrust, this still allows you to move forward/backwards and turn at the same time. However, on ships like the Squid that have no main thrust engine, you cannot thrust forward/backwards while turning at the same time.

To see for yourself, take a Squid, put it at full throttle, and turn hard while watching your map. It spins but goes nowhere.

This affects others ships as well when maintaining speed is of great importance. Having one engine in full reverse for a turn is going to reduce your speed. A better way to turn while maintaining speed would be to reduce thrust on one side rather than completely reversing it.

Arguably, these problems are addressed by turning the steering wheel for only a fraction of a second, but I have no idea if what is seen by the behavior of the engines matches their actual output.

Being able to have more control of the turning engines would allow more fine control over high speed turns, and make it easier to maintain top speed.


As a side note, there should be a speedometer for practice, too.

3
Feedback and Suggestions / Absurd sniper gun idea
« on: November 22, 2016, 06:29:28 pm »
Here's a terrible weapon idea.

A field artillery piece just stuffed onto a medium gun slot. Nobody knows how the gunner managed to get that thing on there, but there it is.

Arming range: 600m
Direct: 180 Explosive
Burst: 220 Explosive, 15m radius

Only one shot. 8 second reload.

With charged rounds, this does 728 damage to hull, killing everything but a Spire, Goldfish, and Galleon in one direct hit. But you have to get a direct hit. At 600m. With Lochnagar, it does 1260 damage to hull and has a more reasonable 360m arming range. Only a Galleon is surviving that.

Within its arming range, you're only getting a one-hit-kill if shooting at a Squid or Junker with Loch. Still hurts though.

Turning Speed: Think Lochnagar Artemis.
Turning Arcs: Think H Flak.

For high-risk high-reward sniper junkies. Probably horribly underpowered due to arming range. Probably hilarious to kill someone with it.

Discussion, reasons why this is an awful idea, reasons why I'm an awful person, and accusations that I don't play the game below.

4
Feedback and Suggestions / Lower Goldfish hull health to 1000
« on: November 17, 2016, 12:57:15 pm »
Small nerf to reign in its general dominance. A lot of medium guns have been nerfed because of Goldfish making them OP, so it's probably the Goldfish that is OP. Just a bit.

This hull health brings it closer to the Spire (950) in numbers durability, though the fish will always be tankier due to having two people so close to the hull. The armor is never down for long on a Goldy. It also makes it easier to chip down a goldfish in a long chase while keeping its primary weakness of being rammed to death or overwhelming firepower.

Fun fact: If both the gunner and main engineer run to rebuild the hull at the same time, it takes the main engineer only 4 hits to rebuild (assuming 3 hits by gunner). It is 6 hits for a solo engineer. For comparison, the Pyramidion and Junker both take 9 hits to rebuild solo.

5
General Discussion / On the subject of vote kick...
« on: November 16, 2016, 05:51:51 pm »
I personally still think it is better than not having it, because the alternative is worse.

People who decline loadouts or refuse to follow directions or get on the 4th gun on a pyra as a gunner instead of the 1st are often subject to verbal abuse as pilots vent their frustration at what they perceive as the source of their frustration until that player abandons the match of their own accord or the match ends so they can leave without hurting their completion record (which people do care about).

I myself, to people have refused loadouts repeatedly after myself explaining why I am recommending a loadout, have berated them, called them out to the entire lobby, blocked them, recommended the rest of the lobby block them, and suggested a full relocation of the entire lobby so that they would not have to deal with that player, left the match, and decided to just do something else for the day because now I'm in a foul mood.

The BRR method can be applied to newbies as well. I don't know if it would feel any better for 3 people to leave because they don't want to deal with you, have to sit on a ship with a pilot who wishes he never got on the helm with you, or just get kicked and have to requeue.

...

Not to mention the actual trolls who spin in place to avoid autokick.


This will definitely be a wholesome discussion.

6
Feedback and Suggestions / My preliminary thoughts on Alliance
« on: November 13, 2016, 05:10:24 pm »
Here's a collection of my current thoughts on Alliance. No pictures, no TL;DRs, just a lot of text. You have been warned.



Gamemodes:

General:

Overall it seems to have slowed down from the alpha. Maybe it's just me, but the smaller attack ships seem far more aggressive and damaging than before You can be killed very easily by two lone ships, so there's a much bigger emphasis on clearing out any attackers rather than rushing objectives. Compared to the boss, the boss will rarely if ever kill you. It is the 3 small ships that spawn with him that will slaughter you over and over and over.

All small tri-gun ships ram now, making most of them basically overpowered versions of pyramidions. Small disable ships can carronade your guns for massive damage from an absurd range, making them a huge priority. The long range sniper ships are much easier to deal with due to the fact that they don't ram you constantly.

Assault:

Slow. Was slow before if you didn't plan a rush, and is slower now since you really can't rush. The refineries have a ton of health, I've been sitting there with two gatling reloading after dumping their clips, wondering why the armor still isn't broken. This is enough to force attackers to clear out the much more threatening Pyramidion swarms. 

Base defense guns are also extremely tough on Normal, tougher than heavy guns. It's to the point where they might as well make them invincible since it is not worth your time to try to disable them. Just get to a spot where you're out of range of the mines and the big guns can't hit you.

In my opinion, the option to rush the base should still be possible, but risky. Reduce the health and armor of the bases somewhat, but put pre-deployed mines similar to Infiltration (or have the mine guns pre-deploy mines when you are sighted). This makes a rush still possible, but if you screw up you either eat a fatal number mines or you get set up as prey for the Pyramidions.

Whatever is done with this mode, the "Enemy Kills" counter should be renamed to "Deaths" like Survival.

Retrieval:

The one speed mission in Alliance, where if you go slow, you lose. This makes it rather fun in my opinion. It is also an extremely confusing mission story-wise.

Your goal is to destroy the enemy convoy and secure their cargo "before they escape". However, the enemy is also playing Assault and trying to destroy your refineries, and if they do that first, you lose. You must deploy the cargo at the stations they are bombing before they are bombed. If they are bombed afterwards, there is no consequence, you already did that objective. The devs have said that the story doesn't make sense, but it just works play-wise. Which means this mode was likely conceptualized in a rather short amount of time in development, or was rushed to meet a deadline. Whatever.

In my experience, this mode is "take fast ships or lose". If anyone on your team takes a Junker or Magnate, you better have taken a fast one yourself and be ready to hard carry your team. Clutch saves can be done at the final base, but that requires your team to actually be there. The slower ships need to take the shortcut of flying overtop the mountain to be able to reach anything in time, as the convoy is simply just faster than them.

A way to improve this might be to severely lower the health of those destructible walls (slower ship is more likely to destroy it by the time it gets to it, whereas a faster ship would just go for the direct chase) or make shortcuts more obvious.

Defense:

The most overhauled mission from the Alpha. It is no longer a mission that could just have its name swapped with Retrieve and make more sense in the process. Drills still need to be destroyed, but the cargo balloons are now optional mandatory to prevent the base from dying. Destroying all the drills now activates a timer where you must defend the base until it runs out or destroy all enemies (seemingly excluding the boss ship based on one run I did).

This mission has the problem of chip damage against the base. And the boss rushing the base. The drills give balloons that help remove the chip damage, but it doesn't address the problem itself. Some possible ways to address this are:
  • Give the base a thin layer of regenerating armor. This helps deal with gatling plane chip damage.
  • Put a final defensive gun that is not attacked/is indestructible. This helps chip down attackers on the base itself.
  • Make enemy ships prioritize players if attacked. This allows players to "taunt" ships away from the base.

As for the boss, I really don't have any ideas on what to do about him.

Infiltration:

I think it's great. Captains naturally communicate more, and are given heavy incentive to cooperate (VIP must cap, but if VIP dies you immediately lose). This is a slow mission just by the fact that it is basically an escort mission.

The walls, pre-placed mines, gun towers, and swarms of enemies in a location (but seemingly with a slow spawn rate after the initial spawn) puts emphasis on treading carefully, clearing the area, and advancing as a group.

However, you should put more emphasis on the objectives that if the VIP dies, you lose.

Survival:

An interesting mode, though survival doesn't actually seem to be the major focus. This is essentially a variant of Assault where objectives are more random, more emphasis is put on ship combat, and the boss is required to be killed. The only gripe I have is how the small ships can snowball against you really quickly, since they constantly respawn. As I've mentioned earlier, they are the most dangerous ships in Alliance right now, so it's a pretty big problem.

Personally, I would have guessed that a survival mission was simply a timed mission where your goal is to live up to that timer (successfully surviving the enemy attack).


If there are other modes running in rotation, I don't know about them. I haven't seen Ambush, and haven't played it enough for a well-formed opinion on it.

Ideas for modes:

Interception:
Reversal of assault, a defensive mission, a variant of retrieve. Here, there is a troop of attacking ships that are out to destroy friendly refineries. Their commanding ships are leading the charge, and need to be stopped. You start behind them, and they already have a head start.

After destroying the commanding ships, a set number of their remaining ships needs to be destroyed. After that set number, the capital ship that the devs love throwing into every mode spawns and tries to finish the job themselves. The mission ends in victory if the capital ship is destroyed, and defeat if all bases are lost. Rewards are based mostly on number of surviving bases.

Tug of War:
Retrieve with more focus on retrieval of cargo. Kind of like Skyball with AI Pyramidions. The AI has just finished a successful raid on a friendly base, and are running off with their spoils. Your job is to get those spoils back before the enemy gets away.

The enemies have a head start. You need to retrieve the cargo before the enemy gets away. You start out at the friendly base, and your goal is to return that cargo to the friendly base. The first convoy carriers must be destroyed for them to release the cargo. After that, ANYONE who is rammed is forced to drop the cargo. This turns it into a game of tug of war, where outmaneuvering the enemy ships becomes more important than getting kills, and where you aren't forced to wait around and kill to reobtain the cargo if it was stolen. There should be no boss, as why on earth would they risk losing a capital ship on something so trivial? Especially since speed and maneuverability is far more important than applying pressure.

If needed, you could make a wall at the end that only ships with the cargo will damage, and have the lose condition be the destruction of that wall.


The keen may have noticed that these two are heavily based on Retrieve. This is because I believe that while Retrieve can be fun, it is messy and doesn't really make sense story-wise. I believe that PvE content is about making a story and having the players experience that story.


Ships

Heavy Guns on the Magnate and Corsair, and the Crusader to an Extent:

There seems to be a shift in design based around heavy guns and their relative placement on the ship. On every Skirmish ship that carries heavy guns, of all the available guns they are the furthest away from vital components (Hull, Balloon, Engines, in order of vital importance). This means that for these ships, the repair penalty for having a gunner over a third engineer is lessened. The big guns are far away from vitals, so you don't lose much ability to survive if you have a gunner on heavy guns.

On the Magnate and Corsair, this is not the case.

On the Magnate, the two heavy guns are the closest guns to all three engines and the balloon. Only the hull is closer to the light guns. Since you want an engineer on each major vital area, this means you want an engineer up by the hull, and an engineer in the back half of the ship. Where does the gunner go? In the front. All the guns that are most distant from large numbers of ship vitals are up there, so the gunner does the least harm to his own ship by staying at the four frontal light guns and helping tank the very weak hull on occasion. The rear engineer fires the heavy guns for the kill. Alternatively, since you don't really need a gunner on the front for the light guns, you run with three engineers despite the heavy guns.

On the Corsair, two of the three heavy guns are the closest guns to the hull and 2 main engines, and are not that far from the turners. Because of the configuration of vitals on this ship, you want an engineer down by the hull and engines, and an engineer on the second level for the turners and balloon. However, that means having a gunner down by the hull, harming your survivability. So you want three engineers, or the two engineers below and the gunner on the middle (most isolated) section, and hope the balloon never catches fire. This strange configuration is why so many players find this ship's layout to be daunting.

Also of note: On the Crusader, the hull (most vital location on the ship) is closest to the two heavy guns. You always want an engineer near the hull, and not only are the two closest guns to the hull the two heavy guns, but only an engineer can boost their jump to actually get to it. This encourages having three engineers on this ship as well, since the hull is rather weak, though running a gunner on these guns is okay if you have another engie willing to spend their game tanking that hull.

The fact that you have three ships with a lot of heavy guns whose designs encourage you to take engineers instead of a gunner is unfair to gunners. I suggest reconfiguring weapons and vitals so there are less vitals whose closest gun is a heavy gun, so gunners are less harmful to exist on their ships.

The Shrike and ramps:

Whoever designed this ship made the entirety of this ship a massive tripping hazard. There are small slopes and ramps and stairs literally everywhere on this ship, and it is not fun to walk around on. Bobbing up and down from walking around the ship is a bit disorienting, but the bigger problem is that stairs and ramps in this game are designed to slow you down. Walking up or down a ramp or set of stairs is always slower than walking on flat ground, since flat ground puts you into the faster running animation, and ramps always take you out of it. This is circumvented normally by doing running jumps from flat ground to flat ground, but the Shrike has nearly no flat ground on it at all. A jump is only faster than the ramp if it is a running one, but the running animation is cancelled constantly.

I suggest reshaping the collisions of the ship to make more of the ground on it flat, so the running animation is not cancelled as much, and so that skillful use of jumping is encouraged. This would make this ship more enjoyable to engineer on.

The hull point on the Crusader:

Move it to that spot at the top of the stairs, in front of the helm. As it is, the hull is far too weak to be separated that much from the other vitals, and its placement alone encourages triple engineer setups over gunner setups.

It would also do a service to those heroic engineers who, knowing this fundamental flaw of the Crusader, decide to sacrifice their fun to dedicate their entire time on the ship to camping the hull. They deserve better.

Stormbreaker: The Gamebreaker, the Throwback:

Based on my personal observations, this seems to be the most popular ship in Alliance. It has two mostly forward-facing guns, two left-facing guns, wicked acceleration, a largely protected balloon, good turning, and is extremely durable due to its very high armor.

Sound vaguely familiar?

It's the old Pyramidion! Well, close enough to it, anyways. It sacrifices the single-engie burn for being able to turn enough to use its side guns, and having very good access to those side guns. It is the most popular ship in Alliance for good reason: It is comparable to a much stronger version of a ship that currently dominates the public Skirmish meta, while lacking heavy guns it still has guns that have no significant drawback to a gunner using them, it has insane acceleration that lets it quickly retreat or rush for openings, and it has a very reasonable repair layout with a few good tricks and jumps (balloon repair from either low side, jumping on high gun from below, jump from center to hull) that make engineering on it fun.

In my opinion, this is what the Alliance ships should have all been. Ships that were a bit overpowered compared to their Skirmish siblings, but were fun to work on and allow a gunner on it without massive drawbacks. If the next ship is similar in tricks, component closeness, and friendliness to gunners, then I will be very excited to see it.


Alliance Main Theme

Probably the weakest part of this wall since it is mostly subjective, though if enough people have the same problems then it's a problem.
I am caring way too much about this game.

The Alliance main music is loud. It is big, it is brass, and it sounds good! However, it drowns out people trying to talk in Alliance lobbies. This is in direct contrast to the softer violins of the Skirmish main theme, which doesn't drown out anyone. I and others I have talked to have resorted to disabling music entirely.

I suggest having the music be deafened a LOT more when someone is talking, whether that be you or someone else. That way people can have the best of both worlds.


As a side note: I personally don't like the in-game music. I'm used to the general quietness of Skirmish and its associated battle music. The new music is much more noticeable and distracting to me, and more importantly tries to set a mood that I am not feeling. I would rather have silence if the latter is the case. It is like there is a different composer entirely compared to the older Skirmish music.



Wow, did I write a lot. I feel like I'm caring way too much about a game where a single troll can force 15 players to have to leave for another lobby.

7
Feedback and Suggestions / A cloud gun for Skirmish
« on: November 10, 2016, 10:21:57 pm »
A utility gun that simply deploys up to 3 regular clouds at once. The clouds last 30 seconds each and the gun has a reload of 30 seconds (use clouds wisely). Would function similar to the lag mortar in Alliance, except it's just a cloud. For lore you could say it's a discharge of steam.

This is a stealth weapon, giving yourself a smokescreen of clouds to obscure your position at long range or to break spots for a retreat. It is countered by flares, obviously (faster reload, designed for this purpose), though it technically can put one more cloud than the flare gun can put flares.

Spires might like it. Flare enthusiasts might like it, too. People might name their ships after clouds and Cloud. Others might put lightning guns and this on an alliance ship and pretend they're thunderclouds. Others still may make jokes about how Cloud is overpowered due to his disjointed hitboxes. Yet others won't care for your poor taste in humor and just gat-mortar you.


This has also probably been suggested before. So you should totally add it some day.

8
Gameplay / I sketched a ship concept on an index card
« on: November 10, 2016, 10:10:06 pm »
Not sure where to put this, but this seems appropriate. I made this as the result of me stating that I wish the devs would design more Skirmish ships rather than wacky Alliance ones with repair layouts that make me want to ruin my match completion rate, and would draft up a concept today.

May have to open it in a new tab to see it clearly. Hopefully my writing isn't too awful.


I wanted a ship that relied primarily on broadsides like the Junker and Galleon, but actually be fast enough to use those broadsides aggressively (by motoring up next to its target). I also wanted to experiment with having two guns very close to eachother on the right side (very powerful setup for gunners but super easily disabled), and a gun placement with the captain using it in mind. Due to the shape of the ship, the ship can approach with the side guns fairly well protected by the cockpit's hitbox.

For the ship's maneuverability, I had in mind poor turning but very good forward thrust, coupled with a good top speed by virtue of very low weight (this is a very compact ship).

For toughness, due to the firepower potential so close to the hull, and the small size of the gondola, it should have around the armor of the Goldfish (cause panic, force common repairs). For hull health, while small it is still a bulky target due to its two-floor design, so around the Pyramidion's should be reasonable. This is a ship capable of trifectas that is also fast, even if only going straight, so it needs to be a bit squishy to compensate.

The gondola being rather close to the larger balloon overhead reduces its vulnerability to high arc weapons at range (literally only the Hades), but it is not significant, especially since long-range guns shoot almost straight (esp. with lesmok).


Here is the component placement:

On the right side, there are two light guns that are very close to eachother. A single artemis could disable both easily, but it's still some serious firepower that only really needs one guy to do it.

At the front, the helm is in a roofed cockpit, with a ladder leading to a gun pedestal on the roof. The captain could theoretically climb the ladder to that gun to fire it, then quickly jump down to the helm. Save for the helm, that particular gun is very isolated and intentionally to the left of the center of the ship to reduce the effectiveness of close-range trifectas. This gun is ideal for approaching, so a potent disabling gun (artemis) or gun that puts a lot of pressure without being at point blank (lesmok gat) might be the best options.

As a way to inhibit the lower engineer from getting to the helm gun, the door is rusted shut. The upper engineer can still get to it easily though.

The left gun can be used for a left-side bifecta (if you are one of those people who likes using the port guns of a pyra), but is primarily a utility/defensive slot, which is always nice to have (flare op). It is comparable to a Goldfish's left gun that doesn't make you feel bad for using as utility.

The hull component is nearby so that the gunner feels pressured to help repair it rather than shooting if the ship is critical.

The engines are purposely separated to allow one engineer to get both turners, but not let one engineer maintain constant burn by the captain without assistance. Constant burn is the Pyra's thing, and is one of the reasons why high-level pilots can use them to such great effect despite their natural sluggishness.

The balloon is in a sensible spot to give the roof engie more stuff to do near the engines.

And now for the shape.

The gondola is shaped such that if you tried to jump off the edge onto the lower deck, that's not gonna happen. A safety railing on the inside prevents you from getting inside the lower deck from outside, and a safety railing on the upper deck hopefully prevents you from doing something so absurd. The only major shortcut is from the helm gun to the lower deck via jumping off the cabin to where the stairs begin. Honestly, this ship is really compact, so unless you're going from the turners to the main (which two split engineers easily covers), you don't need a shortcut. If that's a problem, I'll try to address it when I re-draft it so that there's more crazy parkour tricks on your ship that is coincidentally similar in size and shape to a short bus.

The lower rear of the ship is surrounded by low walls (think pyra rear) that don't block visibility much. The pilot can't see behind at all due to the location of the helm, so that is more important than you'd think.

The has a frontal wedge (like the pyra) specifically designed to cause it to veer off course when ramming (like the pre-galleon-weight pyra) because this game does not have deformable collision meshes (not even sure that is doable in real-time). Combined with its low weight to make it easily tossed around, this makes it a ship that you can intentionally "mess up" a ram with to get your side guns in arc (Galleon is too heavy for that to ever happen, Junker is slow and doesn't like ramming for that reason).

It's also a shape intended to make a pyramidion trying to ram you frontally be deflected by the nose (you turn left and thrust towards him), having your gun on his weak side, or cause it to spin you about while it keeps going forward (results in your right guns against his left hull guns, which should favor you against most pyra loadouts). This makes it capable of punishing a pyra's aggression by being too easily tossed away from the ram and hard to pin, which would hopefully give the pyra another counter.


In hindsight, the ship is too small (would be half the length of a Squid, which is a lot bigger than it looks), even for being designed to be small. Probably because I designed it around a zeppelin gondola shape, which is very, very small, and GoI ships being the size of houses (even the Squid). The two very close guns combined with the front gun are also still potentially overpowered, as an engineer could just take that gun and boom, two person trifecta. The major downside preventing this is that an engineer all the way on that gun has a long trip back to repair anything but the hull, and can't get back there easily, but if you're on someone's flank the second engineer can easily pick up the slack.

The resulting repair layout is also too similar to a Goldfish's and too similar to a Junker's at the same time for me to be comfortable with. It's hard to come up with a repair layout that's both unique (Mobula, Pyramidion, Squid) while not being completely insane (Crusader, Magnate rear half).


After I'm done messing with this one, I'm going to mess with the concepts of physically shielded components and driver visability more. Then I might try one that plays with verticality and exotic gun placement.

9
The flamethrower has gone back and forth between overpowered and underpowered. Right now it's underpowered, so let's consider what the flamethrower is meant to do and what is preventing it from doing it.

It's purpose:
The flamethrower is meant to be a powerful disable weapon, quickly setting many, many fire stacks far faster and far wider than any other weapon in the game can, overheating weapons and causing chaos for the engineers.

What works against it:
An obvious barrier to the flamethrower is its range. However, it actually has pretty decent range with lesmok, and I think that making a flamethrower fire significantly further than that would be starting to get absurd. Also, there's already a flamethrower with obscene range in Alliance, so range is already being tested.

The other, even more obvious, barrier to the flamethrower is firefighting tools, so let's consider the two.


The Fire Extinguisher
The premium fire removal tool of the game. It extinguishes up to 20 stacks of fire per spray, which is the maximum fire count, so it effectively instantly extinguishes a fire of any size. It has a cooldown of 2 seconds and grants fire immunity for 3.

The fire extinguisher's biggest weakness is having to use it on a damaged component. 2 seconds feels like an eternity when using it on a blazing hull with low armor remaining, so often the better judgement call is to mallet it to buy some time and let the part break extinguish the fire for you. Because of this, while it is a potent tool agaisnt fires, being forced to apply it makes it so constant fire application can cause serious problems in keeping repairs up.

Because of the need to extinguish before repairing, the flamethrower can easily overwhelm it, especially when comboed with more consistent damage like carronades or explosives. The flamer can be fought against, but it is a chaotic and nerve-wracking experience when relying only on fire extinguishers.

The Chemical Spray
The premium fire prevention tool of the game. It only extinguishes 3 stacks of fire at a time, making it capable of extinguishing small fires but helpless against a roaring flare hit. It has a cooldown of 5 seconds and grants fire immunity for a long 25 seconds.

The chemical spray is the go-to fire tool for experienced engineers, as it effectively puts a constant fire extinguisher on a part with no cooldown for 20 seconds, counting for the cooldown. During this time, not only is that one part impossible to set on fire again, but multiple chemical sprays can be active at the same time. With its weak extinguishing power, it is very apt at dealing with small fires started by explosives or banshees, but is overwhelmed by a sudden burst of fire stacks like a flare hit or an unchecked flamethrower. However, both of those can be prevented by preventative, early spraying of the part. While in effect, engineers need not worry about small, harassing fires. Nearly all are prevented, and the few that aren't are still easy to deal with.

This is a flamethrower's worst nightmare. If engineers are active, it cannot start any fires at all, dealing a negligible amount of fire damage instead and not causing any major stress to the engineers other than making sure they do not abandon chem cycles. In fact, if chemspray was freshly applied, it gives the engineers 10 or so seconds to focus entirely on killing that annoying particle effect generator and the ship it rode in on.  On a Pyramidion, the hull and three engines can all have chemical spray applied to them in under 5 seconds, effectively making all of those parts fire immune for marginal setup cost, and overall immune for 15 seconds without upkeep. On a Squid this is taken to absurd lengths, as it is possible to have all 4 engines, the balloon, and the hull all chemsprayed at once before it can wear off, so the entire ship is fire immune. The fire immunity lasts long enough on a single part for it to be repaired for 480 hp AND for the chemical spray to be reapplied before it runs out, so flaming a chemsprayed ship is a fruitless endeavor. Even with double, or the legendary triple flamethrowers, it is fruitless to use them to attack a crew that is watching their chem cycles closely. The only other gun in the game countered even nearly as much by a tool is the Minotaur by kerosene. Even then, it can at least push the ship backwards a bit.


My proposal is that chemical spray be nerfed so that it is still very effective at dealing with small harassing fires and preventing major blazes on guns, but capable of being overwhelmed by the dedicated fire starting tool. Make it so that chemical spray only prevents a set number of fire stacks while active, and the fire immunity disappears early if that number is met. The fire immunity would still last 25 seconds, and no fires would be able to be set while its active, but reaching is threshold would "burn" off the protective spray early and allow fires to be set.

Personally, I think a number between 30 to 50 would be a reasonable amount of fire prevention before fire immunity is stripped early. This way, chemspray can still stop flares from disabling guns and laugh off banshees and incendiary carronades. However, under the raw fire-power of a flamethrower, even it would melt, forcing engineers to reapply it more often to keep up, and making double flamethrower capable of causing havoc regardless of what fire tool setup is present. Flamethrowers would be relevant against vets as well as newbies, and everything would change when the Fire Nation attacks.

TL;DR: Make the chemical spray wear off early after 30-50 blocked fires so we can BarbeQueQ people.

10
Feedback and Suggestions / Notify crew when ship or guns change
« on: October 27, 2016, 09:28:28 pm »
I'm sure I'm not the only one who gets so caught up in 15 minute Lobbies of Icarus that I forget to check if the captain has changed anything and change my ammos accordingly.

There should be a popup notification (like the 30 second warning) or some sound should play (a drum or clank would be fine) when your ship has any major changes to notify the crew to double-check their equipment.

Some might argue that good communication solves that problem, but communication is overpowered for a reason: most people don't do it. It also does not feel right that the crew should suffer from the captain not announcing a change.

11
The rangefinder is almost universally regarded as a joke tool, completely useless, a Gibus equivalent, and actively harmful to your crew, since the spyglass is almost always better.

So why not make it easier and more intuitive to use for its primary purpose? Giving a target's range.


Similar to the spyglass, left-clicking with it should give useful information to your ship. However, instead of applying a marker revealing its position on the map and screen, it should tell the rest of your crew the name of the ship and its range.

Alternatively, and probably better both aesthetically and in preventing spam, make it so left-clicking a spotted ship makes the range of that ship visible to all crew for 3 seconds below the ship's name.

This would allow an engineer with a rangefinder (currently the least detrimental way to have one on a ship) to quickly switch it out, report the distance of an enemy, and quickly resume their duties in about a second. They would not have to report it over mic and would not even have to stop to say it in chat. As for the gunner, they might actually use some of the many range guides on this forum if the target's range is available to them more often.



Also, please remove the giant, blinding out-of-range 'X' that appears to gunners when someone is using a rangefinder. The weird circle is confusing enough without blinding the gunner as well, especially since it seems to be inconsistent when using range-altering ammo like lesmok.


Hopefully someone doesn't come around and disagree with my idea to improve communication on the grounds that people should just use communication.

12
Currently, the pilot of a ship can use the recommended loadout system to quickly check each crew member on their own ship to see a quick outline of their crew's kit. However, they can't do this for crew on other ships, and crew can't do it for eachother. Instead, everyone else must click on their player icon, view it there, then leave that screen to go back to the lobby screen, which feels ridiculous when there is a more streamlined method available.

So why not just have a similar feature for everyone else? Most of the UI already exists, you just have to remove the recommended loadout part.

This change would be a quality of life improvement, as it's less clicks and screen transitions for the same information, and may reduce lobby waiting time, as people will be able to process important information faster if it's more accessible and thus make their decisions quicker.

13
Hi. Haven't posted on a forum in a while, let alone this one.

I made a list of suggestions based on things I've noticed and some common problems.

UI:
Increase visibility of damaged component indicators, or give them priority over other UI elements
- I use those icons to monitor damage taken by components to determine if I need to run over and repair them or if they can wait. UI elements like the ship health indicator and reload timer on guns often will often obscure them.

Show timers for chemspray/extinguisher fire invuln effect
- Will help get a feeling for when chemspray needs to be reapplied, and how much time you have to do something else. Practice and experience can mitigate the need for this, but it's stil usefull information.

Show repair cooldown without needing to hug component
- Or at least show that something is under a repair cooldown. It's nice to know if the balloon engineer on a goldfish has just repaired the turning engines so you know you'll have to wait for cooldowns if you go there.

Add indicators for the heading of the ship to the compass at the top
- This will let a gunner know if the ship is turning greatly relative to where they are aiming, and will let some experienced gunners pull off shots in the turn more consistently.


Gameplay (I think):
Allow swapping of tool/ammunition order without leaving a match
- It's a pretty common problem, especially if you use spanner first, and it's annoying to have to rejoin a match because you forgot to check. While the recommended loadout system tries to change loadouts to your preference of order it very often fails, especially when switching from buff tools to repair and vice versa.


Communication:
Different voice icons for different voice chats in lobby
- It's impossible to tell if someone's talking in global or team chat, which can lead to awkwardly listening to half of a conversation.

Make clicking not interrupt voice commands and vice versa
- I want to be able to command "NEED HELP REPAIRING THE HULL" while not having to stop repairing the hull.

Tutorials:
More emphasis in tutorial on repairing other things during cooldown
- It makes me sad to see engineers waiting on hull near full health for a mallet cooldown when the engines are all red and the ship is turning like an overweight Galleon.

More emphasis on smart movement and odd repair angles in tutorial
- More people must know that you can repair main engine on pyra from below, and that you can leap over railing. The AI can do it sometimes, but many new engineers don't know about it.


Sound:
Fix stereo sound design (I don't know the term, but it's when the game makes a sound seem to originate from a specific direction)
- As it currently is, if I'm sideways to an engine, one ear sounds like I have it pressed against it and the other sounds like I'm 20 meters away. When messing around on a Spire, when I had engines on full throttle and faced forward, it sounded fine. When I turned 90 degrees starboard, the sound was a bit louder in my right speaker, but nearly silent in my left, despite how loud the engines were.

Be able to turn off lobby music without disabling battle music
- I feel like these should be separate. A lot of people listen for the battle music as a cue for danger, but some of those may listen to something else when waiting in lobbies.



In my opinion, the damaged component indicators and tool order swapping are probably the most important things on this list.

Let me know if I should format this list differently. I've been taking notes in a plaintext file.

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