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Topics - RearAdmiralZill

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General Discussion / Alliance art style
« on: November 10, 2016, 10:50:26 pm »
Am I the only one who dislikes (put mildly) the art direction Alliance is taking for boats? The only one I feel that looks remotely ok and believable is the Magnate. I'm so used to skirmish look and feel that Alliance looks way too sci-fi for me personally. That or the skirmish ships really need a visual refresh to compensate. Opinion of course and I'm curious of everyone's.

Gameplay / Burst ammo, oh no. Artemis, why you so good?
« on: November 06, 2016, 05:42:51 pm »
Ahoy all. Hope you're ready for me Awkm  ;D

First, lemme give you the stats I'm interested in:

Burst stats:
+20% clip size, -15% rof, +50% aoe

Arty Stats:
Arcs: 10 up, 35 down, 65 across
Clip: 4

Hwacha Stats:
Arcs: 20 up/down, 30 across
Clip: 20

Now lets be serious. Fellow rocket lovers, we all know Burst ammo is the go-to these days for these lovely guns. It adds ammo cause, yea I don't really know why either. The rate of fire gets a hit cause, there has to be a downside somewhere right? And the stat we all love, 50% aoe. We just want to watch the world explode. My main targets here are Burst ammo and Artemis combined. Hwacha is in here cause these changes will effect it too, which frankly it can handle it. Banshee would also take a "hit," but a majority of people like greased in there anyway, and I dont feel these changes would all of a sudden break it. If you use burst ammo for something else, let me know!

Burst ammo is the easy button for rockets. Can't aim? Buff that aoe and you get to be a pro at disabling all the things. Here's the problem, its too much. Artemis in particular, which when put in groups of 2 or god forbid 3, disables all the important things on a boat in one clip, easy. One aint too bad, but can still break a good deal.

My proposed burst changes: 0%-10% clip size, -15% rof, 25%-30%-35% aoe

Again, why does it give more ammo? Hwacha doesn't need the help. Want more damage? Use a different ammo for that kill, or buff it with that hammer. Arty, sorry man but you lose one shot before reload. That's still two disables worth on heavy guns if you aim well. If you're worried about the kill potential, these aren't supposed to be great kill guns. They will still do the job, just a touch slower. 10% max if you insist. Shouldn't give the Artemis an extra shot, and give the the Hwacha 2 vs 4.

Aoe, well hear me out. Hwacha gets 20 rockets. Spray and pray, it will still do what's needed, and require you to miss less. Artemis gunners will have to aim better. The rocket goes straight anyway, sooooooo. I wouldn't mind the heavy hand and change of 25% to test, see how it goes. Not worth taking? Aight 35% max. I don't want to make it worthless. But I want the change to have a feel.

My proposed Artemis change: Arc: 35 across

Why on Earth does the Artemis have such good horizontal arcs? This is a long range sniping gun by design. That 65 across is only second to the Flare. Like really. 35 is the same arc as the Hades, the second best arcs for a long range weapon. Might as well start there. Incoming Mobula changes will help so you can still keep that double Arty going. I just want the ability to flank and dodge your fire, cause right now, nope.

Like these ideas? Let me know! Don't? Tell me why, and tell me what else we can try, cause you will not convince me that current Burst and Artemis stats (and Hwacha a tad by association) aren't a bane to every other build and idea right now.

General Discussion / MOVED: Live Streaming now!!
« on: March 08, 2015, 10:32:30 am »
This topic has been moved to The Signal Tower.

Just moving this over to the Signal Tower where streaming belongs.

Gameplay / 1.4.0 Pyra. Too much stick?
« on: February 24, 2015, 10:38:09 am »
- Pyramidion: Hull Health decreased to 550 (from 700), Forward Acceleration decreased to 2.25m/s2 (from 2.5)

I can't believe I'm going to start this in this manner, but yea, this looks real harsh, and may very well break the Pyra. The Pyra already died pretty darn fast when it's hull armor went down. It's health before was pretty balanced. I just didn't like its turn speed, with claw involved.

Looking at the stats now, I'd frankly be afraid of ramming things, and I think that's a big red flag for a ship that is designed around ramming.

I think the speed nerf can stick, but that hull health is rough.

Discuss with words, not rants.

General Discussion / The most beautiful thing.
« on: November 11, 2014, 02:36:40 am »
Let's set the stage. 3v3 Raid match. No rematches left. My allies are very new. Highest lvl among them all is ~15. The captains are 7 and 1. The enemy is also relatively unbloodied, but they certainly knew what was going on. My crew is completely random.

The battle starts, and immediately im explaining crazy king to my team. I know they don't know what's going on, and only the drums of war guide them on. A quick 101 and we're off to the first point. Our enemy knows where the points come from, and the fight ensues. It's not too pretty, myself going down first.

Shrug it off, and explain to my team about the changing points. We get the upper hand on the next point, and hold. The fates favor us, as this is our side of the field. We get a lead on our enemies. While all this is happening, only one of my crew remains. The ai replacements just dont cut it, but we survive. Unable to kill, but able to survive, we fight bitterly but we only hold out. The next change is on the enemy's side of the field.

I steel my lone engie for the fight to block the resources. We manage it while our allies head to the following point. It's about this time our enemy starts getting crafty. They realize we are close to victory. The next 4-5 point changes are all out brawls that net no points either way. Enter in a new engineer for my crew. Suddenly we have a chance to turn this into victory.

The enemy manages to snag a few points, but then their momentum slows. We start pulling the points in. All the while my new allies are fighting for their lives as well. They do spectacular work. Enter in a surprise gunner, and the sky opens up.

We gather steam and brawl our enemies. We only need 100 points to clutch victory. Our enemy knows this and fight at every turn. With the points shifting back to our side, we make our final play. A distraction stalls the enemy for just long enough so we can cap. We've done it.

This has to of been the best public game ive had in months, even possibly a year. To watch the crew work, to see my allies respond, and acknowledge what's happening and work as a team. It was beautiful. My heart goes out to all who played in that match.

Feedback and Suggestions / MOVED: Ship ballance / damage ballance
« on: July 24, 2014, 09:46:07 am »
This topic has been moved to Gameplay.

Gameplay and balance threads have to stick to the gameplay forums.

Feedback and Suggestions / MOVED: Spire invisible floor
« on: June 11, 2014, 01:16:40 pm »
This topic has been moved to Bugs and Game Issues.

This topic has been moved to Bugs and Game Issues.

General Discussion / Anyone else play co-op at PAX?
« on: April 15, 2014, 09:49:05 am »
Kind of curious who made it besides a lot of MM and Firestone. (Yes, we met in person.)

It was pretty fun. We took two squids just for the heck of it and beat it alright. It's certainly not done, but Muse put on a good show for sure.

The Lounge / MOVED: Am I the greatest sky Captain?
« on: April 08, 2014, 10:22:13 am »
This topic has been moved to The Pit.

Gameplay / Goldfish side-gun arcs
« on: February 16, 2014, 04:52:25 pm »
So after hearing a few chats about goldfish, and honest thought, I feel in the current state of the game, the goldfish needs something to make it more competitive. One heavy gun these days, while strong by its own right, just won't cut it in most situations.

My proposed change? Side gun arcs. And I'm pretty sure this isn't a new idea, but hear me out.

So, all ships with heavy guns also have either more heavy guns or a light gun to support it, minus the goldie. Now, at the same time we don't want to make the goldfish a faster Spire. That would just overshadow it. This leads to two ideas for the arcs.

1. Tilt both of the side gun arcs forward x degrees (testing will be needed). This lets people get overlap of one light and heavy gun, or possibly two at the cost of repairs.

2. Tilt one gun forward (preferably on the hull side but that's up to testing) and one gun back. Hear me out. This way, you can only get the overlap with one light gun, which would still help immensely for the goldie, and now you get somewhat of a rear gun for when you try to disengage, since the goldfish does have the speed to escape engagements.

I personally like 2 better just because of the options it provides, while not stepping on the Spire's hold of glass cannon. That's up to debate, as is just doing nothing. The overlap doesnt have to be easy either. Maybe it'll require an angle to get the proper arc vs "just point the side gun forward and troll forth." Up to testing.

In the end, I just want to get the goldie living up to its book description in-game.

The Lounge / Have a Merry Guns' Christmas
« on: December 24, 2013, 12:17:04 pm »
In the spirit of the Merriest time of all, I'd like to say Merry Christmas to everyone in our community. It's been over a year, and from old salts like me to new swabbies alike, we're all a big dysfunctional steampunk family right? So raise your favorite brew (Hellfire of course) and toast.

To Clear Skies.

Gameplay / The buff hammer, and guns.
« on: November 26, 2013, 03:34:14 pm »
I feel it's been long enough for this thread to finally get started. I want anyone reading or posting to keep in mind this is not a gunner vs engie thread. With that in mind:

The benefit of a buff hammer + special ammo in a gun really seems to counteract what Muse seems to want which is slightly longer engagements over previous patches.

The Gatling currently comes to mind when I think of this scenario. They changed it to a short range gun that fires tons of bullets to break hull. Toss any ammo in there and you get a nice perk but also a new weakness (like greased ammo lowering damage for more ammo and rof). Buff that same gun currently with ammo, and you break the very weakness the ammo introduced, netting an unbalanced result.

Sure, the buff is short, but I honestly think the % damage gained by buffing guns is too high. Discuss.

Gameplay / Carronades 1.3.2
« on: October 02, 2013, 11:56:52 am »
The Heavy Carronade is still OP despite its debuffs.


normal carronade.

Relax relax relax.

Since I see this blooming into nice and meaningful discussion, let it begin.

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