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Messages - SirNotlag

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Feedback and Suggestions / Re: The coming Ammopocalypse Wild Week!
« on: June 07, 2017, 11:16:16 pm »
I'm still trying to think of guns i would take extended magazine on aside from Artemis. Any of the 2 shooters i prefer charged as it gets its damage out much quicker, and the quicker firing ones get better use out of greased.

I like the heat sink changes so far.

whats the thought process behind the loch changes i never use the ammo much myself and only have seen it being very destructive on chainguns and heavy flack.

Feedback and Suggestions / Re: Ship Idea: Raider
« on: May 11, 2017, 11:25:47 pm »
I think it would only be an issue if they did start coming out with like a thousand ships. I'm quite happy with all the current alliance ships and 2 more are on the way plus like 3 new weapons. sure they have all their bases covered in the game now but there is still a lot of room for ships that would be like nothing currently in game. I absolutely hate the pyramdon but its the only ship with 2 front facing light guns, I would love it if there was more options, like a fast attack ship with 2 front facing guns as well. 

Having a heavy gun on the storm breaker seems like a good idea to me. It adds that little bit more variety and firepower. Plus the original build with all the light guns in one place could be disarmed with a couple lucky Artemis hits.

Feedback and Suggestions / Re: Swivel gun generic MKII concept
« on: May 10, 2017, 07:03:55 pm »
Yeah i think a gun with really good arcs but low armour could be good for the game, just make it another noob gun that deals piercing and fletchette damage so it does something no matter where you hit. cant really do anything on its own but with great arcs it can be used to help other guns.

Feedback and Suggestions / Re: Ship Idea: Raider
« on: May 10, 2017, 06:49:31 pm »
I have made that many weapon concepts there is just so many different things you can do and its very easy to make them overpowered or useless based on stats alone. That is why i did ships I pretty much looked at what they had any went what if we had a ship that could do this or was built like this other one but faster.

Well if we want to keep it simple we can just narrow horizantal arcs to 25 instead of 35, decrease bullet spread to 4.5 instead of 6, increase range to 550m instead of 400m, and spread the damage over 3 shots instead of 2 reducing its DPS.

there are plenty of little ways to change how the gun works and feels without changing anything too drastic. I am however in the camp where i want to see a giant shotgun spew fire.

for comparison the original Mk. I does 1340 to balloon, 180 to hull, 255 to armour, 800 to components in about 2.5 seconds with a single clip. This is combining both fletchette and shatter if anyone wants to adjust the damages or stats.

Feedback and Suggestions / Re: Ship Idea: Raider
« on: May 09, 2017, 08:45:46 pm »
well i actually thought it up way back when i drew up my other ideas like 3 years ago

these one:,4969.msg82398.html#msg82398,4968.msg82397.html#msg82397,4967.msg82396.html#msg82396,4966.msg82394.html#msg82394

but I didn't like it then cause it felt like it would not bring anything new. I just got back into the game due to alliance and saw this thing still sitting on my hard drive and thought "well someone may like it." So I saw no harm in throwing it on the forums since it was the only idea i did not bother putting up.

Feedback and Suggestions / Re: FLAGS!
« on: May 07, 2017, 12:30:50 pm »
Id appreciate it.

Feedback and Suggestions / Re: Ship Idea: Raider
« on: May 07, 2017, 12:25:20 pm »
Yeah i came up with the idea ages ago, but after i drew it out out i thought "isnt this just like if the pyra and junker had a baby?". And yeah it is. I feel like it could be a good ship in the game but I also would like to see crazier ideas first before ships that are just inbetweens start showing up.

Feedback and Suggestions / Ship Idea: Raider
« on: May 06, 2017, 05:44:34 pm »

similar to the pyrmadon, not exactly agile but has a high top speed. Slightly better turning, top speed, and acceleration but worse vertical manoeuvring.

also similar to pyrmadon with decent armour and perma hull

Fire power:
5 light guns total 2 on each side pointed slightly forward to give it better arcs when approaching an enemy ship, and one gun on the back for defence since it isn't very agile.

Unique features:
it has metal plating on the sides of its balloons making them harder to hit when attacking it from the sides but not front or rear.

+ relatively short run distance between guns on the same sides so one gunner can switch between them.
+ it has a gun pointing backwards to help it defend
+ armour protects its balloon

- its a bit of a run to switch from port or starboard guns compared to other ships.
- no front gun means its hard for the ship to advance or chase targets.
- poor vertical manoeuvrability make it vulnerable to balloon poppers.

Here is a rough floor plan of how the ship could be laid out

here is a side silhouette to see how the ship could look unique.

Feedback and Suggestions / Re: Tempest skill ceiling concept
« on: May 06, 2017, 04:04:21 pm »
I'm fine with it doing reduced damage makes it a good medium range weapon but not the best long range one.

Feedback and Suggestions / Re: Trading Map Concept
« on: May 05, 2017, 05:04:37 pm »
would be a fun little mini game.

also would flesh out the world alittle more.

Feedback and Suggestions / Re: Guided missiles are too well guided
« on: May 03, 2017, 06:53:30 pm »
reducing the guidance might be a suitable nerf. there really isnt much point in having another banshee when we already have a banshee. The issue with the original was its ability to shut down other ships due to its shatter damage. I wonder if changing the direct damage to shatter would reduce that because the missiles would have to land directly on a component to damage it.

My vote is on option B.

-as for the model I do not think the number of barrels is really important. I have issue with the weapons lack of lower visibility since its shots arc downward quite alot.
-dropping the clip to 3 shots might be interesting. I feel the damage per shot would have to increase to make up for it.

Feedback and Suggestions / Re: Phobos MkII Concept
« on: April 27, 2017, 12:19:59 am »
any gun that allows me to set the fuse i just know i would be absolute garbage at. then again mines hit with enough oomph I would really try to learn how to aim it. and it would be satisfying to land, if very hard too.

Wait what player council? do they wear silly hats?

on a serious note i actually haven't heard of any player council and am curious as to what they do wand where they talk.

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