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Messages - Pomalo D'Estyr

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Feedback and Suggestions / Re: Player Weight
« on: July 13, 2015, 01:49:31 am »
The mobula might work if you let it flip over and then harnessed the crew to the bottom with some kind of abseiling rig.

I'd love to play on an upside down mobula though =)

I agree that while weight in sailing is interesting, I wouldn't like to see it in game without having more fine tuning about where to put the guns. You could then have real strategies of weight distribution. That seems a bit complicated though...

2
Guides / Re: Guns for Gunners
« on: July 08, 2015, 01:26:13 am »
I humbly think that it's not taking into consideration that there's going to be an engie on it. It takes around 10 sec to empty a gatling clip, which allows for 2 mallets hits, but if they have to put out a fire, it's only one mallet hit, which might make a difference.

And again, on some maps, with some ships, the ability to start firing from a longer range with lesmok can also tip the odds in your favor, typically if you face a ship with a very similar build as yours, or if you run a ship that has two gats firing on the same target.

3
Guides / Re: Guns for Gunners
« on: July 07, 2015, 09:08:03 pm »
I'd argue that the gatling benefits from diverse ammo.

As a gunner, on a pyramidion, I usually load lesmok to start bringing the armor down from further away, once that clip is finised, if we're close, I'd switch to greased, and if the first volley of mortar doesn't bring the ship down, I'd switch to incendiary to make the life of the engineer harder.

4
Feedback and Suggestions / Re: Loadout tools
« on: July 06, 2015, 08:01:15 pm »
Oh and the option to swap two tools. Sometimes I just want to invert the position of two tools, and it could be easier!

5
Feedback and Suggestions / Re: Dark maps, lights and deception
« on: July 06, 2015, 02:49:11 pm »
I really like the new map, and I can see that the quantity of maps is fairly low.

Would it be too hard to open map making to community workshops?

6
Feedback and Suggestions / Loadout tools
« on: July 06, 2015, 01:48:11 am »
Another thing!

I'd be super neat if I could name my loadouts! I tend to forget what I put under 1, 2 and 3, and sometime I need to pick the right one fast before the match start!

I'd also be great if we could store different loadouts for ships so that I can have rapidly access to my metajunker, my munker, my long range junker!

7
Feedback and Suggestions / Re: Update to AI PLS :(
« on: July 05, 2015, 04:48:48 pm »
There's also the fact that they don't use mortars very well that could be improved (and I don't know much about coding AIs, but maybe that's not too hard?)

AI are great on mortars and better than most players. I think AI shoot based on you and the target's vector, if vectors remain the same then AI won't miss. They're also good on the hades.

They're pretty good at aiming but they're lousy at timing, which can IMHO be improved.

8
Feedback and Suggestions / Gunner class is a bit underwhelming?
« on: July 05, 2015, 02:06:22 pm »
Hi!

I wanted to bring up the fact that on a LOT of ships, gunners are not very useful. They get to carry 3 ammo types and reload a tad faster.

There are a few guns/ships strategy that require multiple ammo type, but on a lot of set up, the benefit of switching ammo type is not as great as having 3 engineers that can chem spray, buff and repair your ship.

A lot of experienced captains fly mostly 3 engineers.

I'd suggest to buff a bit the class to make it appealing again. Maybe a reduction in jitter, a default faster reload time, increased damages, or something?

9
Feedback and Suggestions / Dark maps, lights and deception
« on: July 05, 2015, 01:53:53 pm »
Hey!

So, I was thinking about a few things that could give a fun twist to the game.

It could be fun to have a very dark map at night, and have a spot lights that could be on a gun mount that would allow to look out for enemy ships. I think it'd be super fun for a squid to try to sneak up in the dark on a galleon that is exploring the dark with a spot.

Another idea that is a bit more out there would be to have another pilot tool which would be "spy paint" and would paint your ship in the color of the opposite team. Maybe in this mode, you wouldn't be able to be spotted by the enemy team, but it would enable friendly fire? That could be fun too!

10
Feedback and Suggestions / Re: Experience Gains - Post MM.
« on: July 05, 2015, 01:46:43 pm »
I'd be careful about showing off too much about skills and match making ranks because some people then don't want to play with beginners.

I really like the community is super welcoming and teaching! I've been with so many very experienced players who took the time to walk me through a lot and taught me so much. I'd hate to see that go because they might loose rank by loosing games with a young crew!

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Feedback and Suggestions / Re: Update to AI PLS :(
« on: July 05, 2015, 01:40:34 pm »
There are just a few things that would greatly improve the AI for me :

I the AI could follow a set of V commands, that'd be great, like as an engie, if I request help fixing the hull they'd come, or if I'm on the balloon and I request help fixing the hull they go fix the hull while I do balloon.

I think in general, if the AI could avoid being close to the actual engie, that'd be great!

There's also the fact that they don't use mortars very well that could be improved (and I don't know much about coding AIs, but maybe that's not too hard?)

12
Feedback and Suggestions / Re: Experience Gains - Post MM.
« on: June 29, 2015, 09:51:44 am »
As a recent graduated novice, I can share some thoughts about that.

It was definitively nice to have some time on a limited selection of ships/guns/build. It felt very overwhelming to have to figure everything out. So I disagree with the idea of experimenting. It would be fun though to have a "field trial" where you could face AI crew with a new build.

Leveling up is nice, and is definitively something that makes me happy because of the dyes and badges.

As I was approaching the levels 6 or 7 in novice mode, I started getting annoyed by total beginners that wouldn't even try and was hitching to play with more experienced players, so I feel like the timing was about right.

The most I learned was from playing with more experienced players, so while it's great to have some time to get the basic mechanics, learning really happens when you get micromanaged or explained what the ship build is about.

Maybe there should be an advanced novice section where experienced players can join to do some teaching (like one per crew?)

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