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Messages - Enjix

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1
Feedback and Suggestions / Re: Stop punishing high levels
« on: July 11, 2013, 10:08:19 pm »
One thing to consider when going for a logarithmic leveling scheme like this is that while it takes longer to complete 150 matches than 50 matches, it also takes much longer to beat level 10s 50 times than it does to beat level 4s 50 times. If you use both of these leveling systems at the same time, the time required multiplies by a very large amount, taking something that might be considered extremely challenging and pushing it to the realm of never ending.

I like that you must now fly against people of equal level to advance, I'm just not too thrilled that it requires an ever-escalating number of victories to advance to the next level... in a way, missions should get harder, not longer?

Just my thoughts on the matter.

2
Gameplay / Re: The Mobula
« on: July 11, 2013, 05:50:15 pm »
I'll be really sad if/when the helm -> mid gun jump ends up being taken out. That's really the only fancy jump you can do on the Mobula at the moment.  :(

3
Gameplay / Re: ENGINEER & REPAIR TOOLS v1.3 Balance Issues
« on: July 11, 2013, 05:41:38 pm »
The important thing to add is that if there are fire charges, it will always extinguish and apply the cooldown.  If the component is already cooling down, only resistance will be added.  Furthermore, right now the timer for resistance is reset every time you spray something.  It might need to be that it can't be reapplied and reset, you have to wait for the resistance to timeout first before reapplying.  This will require additional UI to show you how much time is left though.

Exactly, it would still work just like the fire extinguisher as far as putting out fires goes (besides the stack limit), just the buff would be separate from that. And I do like the idea of needing to wait for it to expire. Adds some more finesse with working out the timing. The UI aspect of it would be nice, I don't think it's absolutely necessary, just as long as the blue glint is consistent with the buff.

Another idea would be to allow the buff to ignore cooldowns only if there are no stacks of fire on the component. That would mean that you could still work the buffing in with a repair circuit, but if a stack of fire sneaks though while you aren't paying attention, you either have to devote time to putting it out, or the has the potential to grow.

RoastING Duck. Not Roasted Duck.

Ah, Roasting Duck, that's what it was, sorry. I couldn't remember between those two and Roast Duck, decided to just go with the one that was actually a meal... I think you scarred my memory, let's blame it on that.

4
Gameplay / Re: ENGINEER & REPAIR TOOLS v1.3 Balance Issues
« on: July 11, 2013, 12:26:18 pm »
I like the new fire system, it requires a lot more coordination to deal with them effectively when going against flamer builds.

The thing I would do to change the fire system is allow the chem-spray's buff to be used on cooldown, as right now, preventive fire fighting is an extremely sharp double edged sword during combat.

I was playing as the chem engineer, working with an extinguisher engineer, against a pyra which featured flamethrowers, banshees, and flare guns firing all at one time, which turned out to be a good way to find out just how much fire the new system could handle. The issue I kept running into was that I could keep the buff up while we were out of combat, as using chem on a fully repaired component doesn't activate the cooldown. However, once we started taking damage, then keeping the buffs up would cause the 5 second cooldown, which would mess up the repair circuit as well.

Then there becomes a choice of if you want to use the chem spray, wait the 5 seconds of cooldown, and pray that it can survive those 5 seconds when it's sitting at around 50% health from the start and still taking heavy damage.

Or repair the component you are treating, causing a repair cooldown, giving it more health, watching the stacks of fire continue to grow out of control and possibly missing the chem buff again because it needs to be repaired a second time.

Having watched both components slowly crumble to dust while staring at the chem's cooldown and wishing it away, and watching a single stack of fire grow into 20 after one mallet cooldown, it's a pretty tough decision to make.

Having the buff work outside of the cooldown system, while still requiring the component to be off cooldown to put out fires, would allow the preventive part of fire fighting to still perform in the heat of combat and would require the same coordination with an extinguisher, as chem camping to put out fires would still be very ineffective.



Also, Sammy, that Roasted Duck is just mean.

5
Gameplay / Re: The Manta Ray
« on: June 28, 2013, 12:47:27 pm »
I expect to spend a good one to two hours doing nothing but climbing up ropes as soon as this thing hits, please don't take that dream away from me. :3

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News and Announcements / Re: Come test the new build!
« on: June 28, 2013, 09:23:13 am »
http://steamcommunity.com/profiles/76561198028587532/

I definitely want to be a part of this!

7
More power to you then, hopefully I can catch the next one that comes around too. ^^

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Just speaking on behalf of the Falcos here. We would love to sign up, but a lot of our people are going to be out of town on the 5th, so we would like the date to be changed.

9
Ah, ok.

It's a pretty simple idea, so I'm not surprised if it's known already. I've just never heard anyone talk about it before.

Hope it does as well.

10
Personal Teleportal Units coming to a ship near you!


Found this out while messing around in practice mode a bit, if you click the "Go AFK" button and "Return to Game," you can teleport yourself to the crew spawn point of the ship.

This seems pretty insignificant, until you start to consider that the crew spawn point of the galleon is right in front of the hull, and you can click those two buttons faster than you can run to the spawn point from most positions on such a large ship. Suddenly, your entire crew that is fixing the balloon and manning the guns can be camping the hull the second it goes down.

This is a really neat trick, and is actually pretty useful for some ships. However, it seems like it's re-purposing the afk system to the point of being exploitative.

Hoping to hear what Muse's take on it is.

11
Gameplay / Re: The Manta Ray
« on: June 18, 2013, 03:54:08 pm »
I'm not quite sure whether the inner flaks or the outer gats will be the limiting factor on the ship, because the gats are at a pretty funky angle, but look like they ought to aim forward well enough. It would definitely be tight though.



I should have clarified that I meant the possibility of 5 intersecting fields of fire on a 4 man ship doesn't make much sense.

A lot of the double strategy builds people have posted look really fun, and with the advantage of being able to swap from one side to the other faster than the junker and galleon being there, it's even better. Even just being able to choose between a broadside  or straight approach is a great feature feature too. It offers a lot of versatility.

However, having 5 guns all facing in generally the same direction... it's just too tempting to not want to fire all of them at once.  ;)

12
Gameplay / Re: The Manta Ray
« on: June 18, 2013, 02:37:52 pm »
So, after looking at the picture a bit, it seems a very similar jump to the junker's gun jump can be made from the outer top guns to the lower guns.

Given that the current meta is that you shoot the gat first, and then you shoot the flak. This would allow 2 gunners to get 4 guns on the target. Strip the hull first with 2 gats, and then jump down to finish them with 2 flaks.

This may not work against squids or goldfish, due to their quick rebuild time. The delay between dismounting the gun, making the jump, remounting a different gun, and aiming on target would definitely be noticeable. The time taken to climb back up to the gats even more so. For this, the normal 1 gat, 1 flak would work, with the option of the pass being made on the left or the right. Against all the other ships though, it would be tough to get the hull up in time, and 8 flak shots would kill any ship, even the galleon.

Of course, provided the main engi isn't repairing anything at the time, the center gun would be great for a field gun, artemis, or banshee. Which would be used to provide some extra range/disable.

So even though five guns on a four man ship doesn't make much sense, if you stagger the fire times (like you do), it could be very possible to make use of all of them without ever having the pilot leave the helm.

Note: I'm talking about using exclusively flak instead of flak or mortar for 2 reasons:
The first being heavy ammo is common for both gat and flak, but not for mortar. Allowing the guns to be manned by engineers, rather than gunners. Which means in addition to having more repair and fire removal on-board, those 4 guns can now be buffed as well.

The second reason is that the mortar takes a few shots to sight in during most situations, which would add a considerable amount of time to required to switch from the piercing weapons to the explosive weapons.

13
The Lounge / Re: Silly Ideas That Would Break the Game
« on: June 16, 2013, 11:20:31 pm »
Players can now pick up components and move them around the ship as they please.

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Gameplay / Re: First/Third Person and FOV
« on: June 16, 2013, 05:14:17 pm »
I prefer engineering in 3rd person actually, didn't know it was that strange. I have to agree with Cullen, I would rather know where my feet are than my hands.

... also, hats.

15
Q&A / Re: List of teachers
« on: June 16, 2013, 02:59:59 am »
Enjix

I'd be glad to help with engineering, gunning, builds, and tools... just don't expect me to fly anything (well  :P).

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