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Messages - Buchou

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1
Gameplay / Re: burst rounds in flamethrower
« on: August 18, 2014, 01:36:31 pm »
I remember reading somewhere on here (sorry, can't remember exactly where) that the flamer has an AoE radius purely for adding stacks. The AoE damage is 0 upfront, but is useful for adding stacks of fire around the target. Burst increases the range of the AoE so I'd assume it would enable you to light an entire pyramidion on fire, for instance, by aiming at the centre, due to spread and AoE combined. 

2
Gameplay / Weapon Spreadsheet
« on: August 16, 2014, 10:41:37 pm »
Hey guys. Just wanted to share a spreadsheet that I made of the light guns in the game and their statistics. Couldn't find an easy to use list that had all the data in one sheet, so i decided to make one for myself. I had fun making it and now I'd like to share it.
DPS, actual damage to components and more inside. It's still a work in progress but it's complete enough to be useful. Medium weapons will be coming soonish.

Just note that none of this info is verified by anyone at Muse. Most data was copied from the Wilson's notes found in game, but some data was referenced from the wiki. If you find any errors and can source the corrections, please tell me so I can update my info.

https://docs.google.com/spreadsheet/pub?key=0AjlKTXKz36vddGRKS19LNnIwZHdXT2hnbnEwQVBlT3c&output=html

Thanks

3
Gameplay / Re: 1.3.6 Hotfix Flamethrower
« on: May 02, 2014, 07:46:14 am »
played a game the other night against a flamer/carronade pyra.

first game - didn't have chem spray since i hadn't played since the initial flamer changes. hull was going from 0 to 20 flame stacks within the cooldown time of the mallet.
second game - took wrench/chem/ext because I was so scared of the flamer. this worked out fine, but every time I missed a chem spray application, a component died, whether it was the one on fire or another one that died as a result of me fixing the one that was constantly getting ignited.

4
Was opposed to the idea until I saw the gun damage proposal. Sounds like fun!

5
Whoops, I read your "reload speed" as "reload time" :P

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Feedback and Suggestions / Re: The Icarus Cannon
« on: January 26, 2014, 08:43:29 am »
Mmm, I was just wondering how they would implement the focusing feature into the game. I'm worried that if the idea is too complex mechanically then it may take them longer to produce it, or maybe they won't produce it at all.

The game doesn't currently support damage drop-off so it can't reverse the drop-off to do increased damage up to a sweet spot and then down again. The only thing I can think of off the top of my head is maybe have it do 0 damage until it "arms", which introduces a minimum range. But then I don't know about increasing damage beyond that up to a sweet spot and then down again. I hope the game engine allows for something that enables this.


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General Discussion / Re: Interesting Question #3
« on: January 26, 2014, 08:34:03 am »
I just get my consciousness transplanted into a clone that gets dragged out of the storage upon respawn. It's amazing how well clones store under the stairs on the pyramidion when folded up small enough.

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Feedback and Suggestions / Re: The Icarus Cannon
« on: January 26, 2014, 08:29:36 am »
No I understand the concept. We did optics in high school physics. But the version you're talking about focuses light at a specific point. I wasn't talking so much about sunlight in my version but maybe a steampunk-laser of some kind that doesn't have the focal point issue. The whole sunlight thing has been talked about lots here, so I figured I'd at least try and bring something new to the discussion, but I guess I didn't explain it very well. My bad :/

9
Feedback and Suggestions / Re: Store Items
« on: January 26, 2014, 05:11:00 am »
Long female hair. I wanted to do up my costume like the character my name is referencing, but there is no hair that goes down to the waist :/

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Feedback and Suggestions / Re: The Icarus Cannon
« on: January 26, 2014, 04:47:36 am »
This is very interesting. I would be hesitant about the increased damage at long range thing, though. If you are aiming for some realism, then this part should be inverted. Light emitted from a single point dissipates as it travels. It should theoretically do less damage the further away you are.

This would have to be a raycast weapon. The concepts of this gun mean that giving it projectile rounds could cause major lag.

Personally, I think I would do a light-ray weapon like this as a kind of experimental sniping gun. It has a very very quick reload, short of instantaneous, and it's damage gets larger the less ammo is in the clip. Each shot does fire damage without a chance to apply fire stacks, and it fires very fast.

I don't know how practical my idea is, though. I think you guys' suggestions fit the current meta better. I thought that the damage relevant to ammo remaining would be an interesting tactic to consider. I reasoned that the focusing lenses would adjust as the gun fired, increasing the intensity of the beam. The damage would have to be independent of clip adjustments made by ammo types though. Again, this is just an idea. To be honest I don't think that this could be implemented.

I like the whole concept though. I hope Muse considers all the things in this thread because they're very well thought-out and reasonable. Much moreso than what I thought up :p

11
The Lounge / Re: Introductions!
« on: January 26, 2014, 03:52:23 am »
There will be a chance of sun with a chance of clouds and also a small chance of other weather-related phenomena. 'Tis the weather report of the future.

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My biggest problem with this is that to compensate for close-rangedness, damage needs to be increased. With the amount of weapons that do explosive damage that can be paired with a piercing medium gun, this makes killing far too easy and quick IMO. Paired with a hwacha or even a loch flak on a galleon for quick kills that previously would have taken time with Gatling gun or hades as well. Goldfishes could easily strip armor in a short time then deliver an easy ram kill. Spires could become devastating at close ranges with 2 forward mounted mortars and a close range medium weapon.

I'm only criticizing, though. There is definitely a lot of merit to this idea, but you have to consider the possible reasons as to why this hasn't been done yet. I'm sure there is an easy compromise that will allow this kind of weapon to be balanced vs other close ranged builds.

Edit: This whole thing got me thinking, though. Dreaming weapons up is fun, I'll admit.

How about a high risk, high reward gun that expends it's entire clip in a single shot but has a lengthy reload. I imagined a gun that had barrels arranged in a circle and each fired a round in sequence so you ended firing a circle of projectiles that almost all hit at the same time. If they all hit, it would guarantee armor was destroyed, but if a few missed then the armor would remain intact (but very low). Allows for fun insta-kills on certain ships when paired with the right weapons and ammo, but takes a lot of skill to use this way.

Or maybe this. How about a weapon that deals moderate piercing damage up close, but once it reaches an "arming range", the projectile explodes, dealing fire/explosive damage in a radius instead. I have a feeling this idea might be way too overpowered unless the damage it dealt was not very high or it was hard to aim.

13
The Lounge / Re: The most glorious Quotes ever
« on: January 25, 2014, 11:08:42 pm »
"Crew, this is your captain speaking. We are dying." - JMHX in global chat. To his all AI crew. Right before he rammed someone. And died. #neverforget

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The Lounge / Re: Introductions!
« on: January 25, 2014, 11:04:10 pm »
Ello. My name is Buchou (means "boss" in Japanese. It's a reference to a character in the anime Highschool DxD, where my clan tag also comes from).

I got this game in January 2013, according to my in game profile, but I only played for a month. I started playing again before Christmas, and have fallen in love with this game again.

I'm from Australia, so I have a natural ability as a fortune teller due to living in the future.

I enjoy having fun, and if I can win ass well then that's a bonus! I love stripping hull armor, using moonshine and being showered in ship guts after a successful ram kill. I hate getting hwacha'd, double gunner ships and people that use incendiary Gatling guns against me.

I'm a cheevo farmer at heart and there ain't nothing you can do to change me ;D

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Q&A / Re: Why does the teammate turn yellow on the Map and compass?
« on: January 25, 2014, 10:48:28 pm »
Hehe, I remember when I was on your mine junker the other day and we were talking about this. Nobody lower than level 10 on that ship and none of us knew the answer.

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