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Topics - Crafeksterty

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16
Feedback and Suggestions / Gunner Tool: Addons
« on: May 12, 2014, 09:46:09 am »
So, i keep trying to come up with a reason why gunners are so gosh darn useless.
They arent useless, but their effect isnt as wanted as much as the engineer.

Ived toyed with the concept of the gunner having a new tool Type. And that to me is still the solution.
Here is a previous post on the subject with an idea: https://gunsoficarus.com/community/forum/index.php/topic,3680.0.html


But today, ive come up with something that gunners can have fun combining and be effectve as the post above, but still stick with the guns the ship has.
And that is.


Weapon Addons
Weapon addons are very small effects that give a small benefitt to an applied gun.
They are designed to take a bit away the drawbacks of ammo types, or enhance the beneffits of an ammo type even further.
Much like the buff hammer gives 20% damage, with charged ammo type working well. Or buff hammer, with greased.

The special use of Addons is also that it can be stacked up to 3 different ones on a single gun.

This tool takes place on the gunner loadout that is applied to guns from outside of the gun. You place it on the gun much like a chem spray.
The cooldown to each use of the same addon is 30 Seconds, while the duration of each addon on a gun is 15 (Not talking about repair cooldown).

So now we know how the addons work in terms of usage. Now we just have to focus on their effects. They are minor but easy to apply.


Charged addon
Apply to a gun, and for 15 seconds, that gun gets 15% more damage. 30 second cooldown until usable again.

Greased addon
Apply to a gun, and for 15 seconds, that gun gets 15% faster rate of fire. 30 second cooldown until usable again.

Fire Addon
Apply to a gun, and for 15 seconds, that gun gets 15% added chance of fire stacks on hit. 30 second cooldown until usable again.

Stable Addon
Apply to a gun, and for 15 seconds, that gun gets 35% less recoil. 30 second cooldown until usable again.

Sling Addon
Apply to a gun, and for 15 seconds, that gun gets 20% added Projectile speed. 30 second cooldown until usable again.

Oil Addon
Apply to a gun, and for 15 seconds, that gun gets 50% added rotation speed. 30 second cooldown until usable again.

--------------------

That seems like alot, but it does not have to be all of them. You can choose which one is most neccesary.

The point of all this is making gunners more flexible in what they do and make it take less skill requiered to be a gunner, and for skilled gunners be rewarded more.
For example, a gunner can add Sling Addon with Lesmok Lumberjack. That way, his shots will hit alot easier.
For a skilled gunner, he can use Greased addon with Lesmok Lumberjack to be able to fire quicker.

And this then will work along with many other gun combinations. Something engineers wont be able to do unless gunners are there to give them the ammo type!!!

Here is some other Combos:
Heavy Flak Lochnagar + Oil Addon. Uses up 2 slots to concentrate easy lochnagar use.
Greased Gattling + Greased Ad + Charged Ad. Uses 3 slots for a concentrated gattling use, not really good repair man then because gunner.
Burst Banshee + Fire ad
Burst Hwacha + Stable ad
Heavy Hwacha + Sling ad
Incindiary Flamer + Fire ad + Greased ad
Burst Artemis + Oil ad
Light flak + Stable ad. A non-gunner combination
Buffed charged Mortar + Charge ad. A combination where the gunner loads charged into engineers mortar, and the engineer simply has charged addon. (65% more damage)
Heatsink Twin Carronade + Charged ad + Stable ad
Greased Hades + Greased ad + Charged ad
Charged mercury + charge ad + sling ad
Charged Heavy flak + Sling ad
Heatsink heavy flak + charge ad + sling ad
Heavy clip Gattling + Greased ad + Sling ad
Damaged gun on repair cooldown + Oil ad/Greased ad
Lesmok Artemis + Sling ad


With this, we probably would see alot more gunners in games. Engineers do not benefitt much at all from this as they only have one gunner slot.
And maybe benefits pilots for quick effect on guns.
But for gunners, it gives them more combinations to play with and be effective with.


In my oppinion, with this. I would GLADLY have 2 gunners on my spire.

What do you guys think?
This idea is mostly to add a different tool TYPE for the gunner. pilots have 2, and engineers have 3. Gunners have a meesly 1 use which the other classes can take also.
When the gunner has 2 different Tool types, that is 1 more than pilots and engineers can handle, suddenly the gunner is usefull for having more gunner slots.


Edit: Has this been mentioned before? Kinda got a flashback

17
Or tools that give information.

So we have the spyglass that is pretty much universal.

The range finder has a very specific requierment that helps (and needs a bit of a fix for more practical uses), but what i think is so cool about it is that it replaces the spyglass. So i tought about the things that could help a crew member do his job more effectively.

And this tool is the Stop Watch

The stopwatch reveals new ui elements to your left whenever you have this equipment on you passively.
This reveals all of the components (except guns), but not their health. Just small circles and their cooldown timers on the left part of the screen.
You also get to see chemspray timer.

And thats it, a tool that replaces the beloved spyglass for an easier to manage component tool as engineer.


Gunners get a complete new usage for this. It could be a seperate tool, if so then it would be called "The Kitchen Timer"
Basically for gunner, he can see on his left what guns are reloaded so he can jump on one for the ammo before it is loaded with default.
He can also hear a bell in the proximity of the weapon for the last 3 seconds of the weapons reload.

He sees this for every gun on the ship.


For the pilot, you have the 2 tools in seperate to be a focus for the gunner or engineer, while the pilot is left out. If it is a passive tool that varies from class to class.
Then as an example "Stopwatch: Shows the timers for each classes priorities. Engineer: Shows cooldown repair timer for each ship component except for weapons. Gunner: Shows reloads for all guns and makes a bell sound for each gun close by the gunner for the last 2 seconds of its reload. Pilot: Shows the time you have spent away from the helm."

In most cases, like the rangefinder, it is a very good practice tool that can be practical for newbies and experienced alike.




Another tool ive come up that gives information that enhances your understanding of the game is Wilsons handbook
"You keep the wilsons handbook on your hands and immidiatly know the damage that is being done. Knowledge is half the battle"
This tool on the gunner slot gives number for each hitmarker. It does not show the number if it is below 5 damage per hitmarker.
As a tweak to not make it chaotic to the eyes, we can then say it only shows the damage that the wielder does (But then it takes away the use for pilots as of information).


Other than that, it would be awesome to have tools that showcase some way for more information in regards to what is happening. The big downside to these is that it takes away a slot. Which is the primary design to how these tools seem neutered is because then they cant put in another tool in there instead.

18
Every Engineer tool has a sister and a brother tool.
The mallet and the spanner are brothers
While the pipe wrench are their sister.

Then you have chem spray and extinguisher who are sisters.
Why not give the buff hammer a sister?


(By brother and sister, i mean direct opposites or Different but same purpose)

Most of my inspiration comes from How the extinguisher and the chem spray are so different. And how they both may be needed to fulfill a help in need.

But my biggest inspiration comes in when i try to fix the baloon. After i rebuild it, i buff and repair it so i can make it work like original or better as it recovers so that the pilot can get us up again as fast as possible. And sometimes its just not enough.

So i tought of a tool that makes components work like they are 100% for a few seconds.

And that is the Accelerator Tool.
This tool takes up a spot on the engineer loadout. And this is how it works: For 10 seconds on any component will make that component work as if it has 100% health.
How it is used is like the buff hammer. 4 whacks on anything (Baloon, gun, engines) make that component work like it is not damaged for 10 seconds. This adds a blue color like glow in addition to the green glow of the current buff hammer. Meaning that both buff techs can be applied to a component. BUT you overide and reset the prebuffing with a new buffing meter. So if you start adding Pre-Acceleration on a Pre-buffed component, that Pre-buff will disapiear in replacement of the aceleration. And just as a minor thing, it has 3 rebuild power also.

So, the bad thing about this tool is that it can overide Buff Hammer Management.


But how is it good within the game?
One answer, Gunner.

The gunner along with potential new ammo type that damages the gun can make a use of this tool. Currently, if a gunner uses this tool on his Heavy flak that just shot a lochnagar, well you bet he is still going to reload as quick as 100% health and fire another clip of shots that arent slow.
Basicaly, gunners now have a way to work around damaged guns. But sacrifice helping rebuild power.

For engineers, you can make components work like they should from the get go. This can be very prominent for main engineers on engines. Or baloon. Since it only takes 4 whacks, it is easy to make something effective constantly.

Which in turn, you see that this is mostly a Gunner tool or Pilot tool than it is an engineer tool. Giving the gunner or the pilot more flexability within the engineer slots. And giving the engineers a conflict of having it themselves.


Now the big issue about this is the hull, i cannot come up with an obviouse function for this on the hull. Which in itself could be well enough a weakness to the tool.

19
Feedback and Suggestions / Gunners new Toy
« on: March 10, 2014, 12:05:59 pm »
Intro

I am here to present to you my suggestion and try to convince as much as possible with visual belivability and understanding of the new tool type that i know my self is sort of to be off putting to the game itself. But my goal is to convince you otherwise, and the new idea to make gunners more valuable.

In the end, it is for Muse to decide if they even want to consider.
Along with your comment and further suggestions or suggest against.
As for me it was fun thinking and developing this idea.





Current Issue

Gunners arent really valued. The flexability that the engineer gives on the ship is stronger than the gunner. Because the gunners value is not the class, but the gun. Everything the gunner is good at is only on the gun, and nothing else. While the engineer is fit for everyship and further with different playstyles like Gunengineer. The gunner is dependant on the weapon choice more than a wanted selection for their style. Along with how their ammo type does not really feel needed. One slot is enough for most (or all) players.

A suggestion was made to limit engineers and pilots to one slot, and sacrific gunners just a bit to make pilots and engineers suffer very. https://gunsoficarus.com/community/forum/index.php/topic,3576.0.html

The point still stands that gunners cannot outdamage engineers, unless they have help from an engineer.

So lets, perhaps change that.


Gunners Flexability

Gunners can only manipulate a gun with 2 more ammo types than engineers and pilots.
Within each reload...

Ok, the gunner stands pretty low allready assuming you know that the ammo types dont only give benefits but drawbacks. So they only change the gun. Not really in a beneficial way, but in the most suitable situation.

Nothing really adds to the gunner other than the gun presented to him.


I noticed something and it is this.


Gunners



Engineers




Pilots



These are icons on the upper right of the Tools Description. These icons show what they are for. Like the spyglass is not for the helm. While the helm is for the Helm ofc. The NO FIRE is extinguisher oriented, Wrench repair, and + sign is like and Upgrade (Or health if you assosiate it with that).

Then if you look at the gunners tool, its only one icon across all the tools it has. Making it not be able to do anything else other than just, changin ammo. The engineer has flexabilities between all 3 of its selections, along with the Pilot having to force his engineers/gunners to spot for him if he wants all 3 helm Tools.

So, the gunner does not have anything else to play with. He is pretty much stuck to one thing and that is the gun. While the engineer and pilot can actualy play with their gunner loadouts.


The New Tool Type

I present to you. A new tool type that makes Engineers and pilots Wish they had more gunner slots! As much as how gunners wish they had more engineer slots.
Que Rock hard Metal music

THE HANDHELDS
Introducing

Automatic shot shooter
(Aka Auto)
It works as a selection outside of a gun, and works like the gattling gun.
It has 50% ammo that of the gattling
Does 50% less piercing damage than the gattling (And only piercing)
Range is 300
Spread is that of a gatling gun.
30 Second Cooldown

The auto is meant to supply the gunner (or other classes) a handheld gattling gun that alone does 25% damage that of a gattling gun.
So, 4 crew with this weapon is enough to supply for one gattling clip worth of damage. But 25% is enough during the gunners reload on his gattling gun or some other weapon.



Combustable Tar bomb
(Aka Tar Bomb)

A throwable that does not collide with own ship or hurt ally.
Its throwing arc and range is that of a MineLauncher
Does minor fire damage on impact and has AOE that of the minelauncher.
Spreads Fire by the same chance as a minelauncher
30 Second Cooldown

This is ment to supply a third addition to ways of creating fire. You have Guns themselves, An ammo type. And now a throwable type.
It would mostly suit the main engineer to do a throw before he runs back to repairing. Or a barrage of throws from all 4 crews. It can also creativly be the weapon to place fire on components that are rebuilt.



Six Flintlock Shooter
(Aka Flintlock)
(Couldnt come up with a more creative design)

A shatter flintlock pistol that has 6 shots of pure shatter damage.
5 shots equal to enough damage to disable a light gun/Light Engine.
Its range is 300 and is accurate to point. The shots come in as fast as carronades.
30 sec Cooldown

This weapon requiers teamwork effort or give an emergancy disable. Unless the enemy repairs the component. But 2 pistols is enough to disable a light gun fully even on repair. The gun being a disabler prooves to be difficult to use during a hektik close range battle. But rewarding if performed well.



Convenient celebratory Rocket
(Aka Hand Rocket)

A throwable/Launchable that does 50 Explosive Damage
The arc and the throw is that of the artemis.
Has a minor wind up time before the throw.
500 Range.
1 minute Cooldown.

This is the weapon that supplies a crew the ability to do some explosive damage. Crew of 4 can do 200 damage if directly hit. (But then no one is on an explosive gun)

WHAT WHY?

Because gunners need the ability to use their set of open tools fully. They are still able to choose 3 ammo types instead for the guns and ships to their liking. Having a throwable not only adds gameplay to the boring Main Engi roles, or some ships like piloting the galleon but also opens up possibilities to the gunner to dish out some extra damage.

For example, with these.
You can have 1 gunner and engi on the top guns of a metamidion (Gat and Mort). The gunner can be on either weapons, but for this, lets give him the Gattling gun. So the engineers job is to wait for an armor down. So he can assisst the gattling gun with the Auto. The gunner uses Heavy Clip, or Greased to take down the armor of the ship. Once the armor is down he reloads the gatling, he jumps out and winds up the Hand Rocket for 50 extra damage. Same with the pilot (100 damage) With Mortar Shots coming in also. If those hand rockets hit with the armor up, theyr gone for 30 seconds. Anyway the gunner places his ammo on the gat before armor goes up or after, once that armor goes up the gunner throws the Tar bomb to place bit of fire on the hull as annoyance. And continue with the gattling.


Here is another Example.
On a squid, you may want 2 gunners finaly. With these 2 gunners you can combine the said combo with the small number of light weapons.
The gunners can have the Flintlock, and Hand Rocket along with the usual Carronade Flamer and ammo types for those. While the engineer has a Tar Bomb. And the pilot Holds a hand rocket.

So the squid now has the potential to disable one or 2 turning engines and abuse with carronade + flamer. Hand rocket their ass when the armor is down. The engineer can then Tar Bomb the enemy ship when the armor is up.


Another Example is a Spire with Lumberjack and Hades + 2 light flaks.
All crew equip atleast one Flintlock. The gunner holds Greased and Lesmok, along with Tar Bomb.
When the spire gets someone close by, the 3 crew can flintlock the weapons attack them giving them a chance to escape. The gunner Tar bombs after rebuilds. Combine that with the fire from the hades and you have more fire on different components.

There are probably some other Cool combinations.


How does this help the gunner?

This gives the gunner an edge over buff hammer engineers with more flexability over how to damage the enemy. The execution is heavy though as all the items have 30+ second cooldown (2 hwacha reloads aprox). It also gives more builds different ways of attacking. And makes some ships use different guns and classes than the usual.

You also give pilots and engineers on some roles and ships the purpose to be actively help out doing some form of damage. BUT for those engineer roles and pilot roles that jump on a gun wont have the ability to switch out for an Ammo type.

For example, a minelauncher on the Spire is Accesable by the pilot, and he can switch to lesmok or Default. With the new additions pilot will have to choose between a handy tool versus a handy ammo type. A buff engineer cannot really help much on reload other than the buff hammer giving the gun 20% more damage. On Pyramidions, you are going to want atleast one gunner for the combination they now do while they reload their guns. Along with doing some form of disturbance while they are at your blindside. You are still going to want Engineers on ships like the Mobula. Or 2 engineers on Junker, etc. It gives static Pilots or Engineers the ability to do something. Along with giving gunners a purpose outside a gun. Most prominently in combination with a gun on the ship while it reloads or to assist an allready shooting gun.



The goal is to make the gunner actualy fight an enemy ship.

Engineer: I cant stop the squid from Putting fire to our baloon!
Gunner: Step aside Enginer... I got this!
*5 flintlock shots accuratly hit the flamer*
Engineer: My Saviour!
Gunner: Not yett!
*Throws a Tar Bomb on squid perfectly*
*Squid stops firing and holds still a bit*
Pilot: Great job lad, you earned a promotion!
*The gunner looks proudly into the sky and wakes up*

Gunner: urgh... it was all but a dream...

20
The Lounge / Im done, i quit...
« on: March 06, 2014, 11:41:52 pm »

21
Feedback and Suggestions / Default Ammo Type [As a selection]
« on: February 22, 2014, 03:44:34 pm »
Ok, so i was thinking of ideas and suggestions on how to make the gunner more viable. And i noticed something.
It is going to sound dumb, but hear me out.





The pilot And engineer have 2 ammo types.
The gunner has 4.


Remove the default ammo type, and instead make it a selection. Now you have...


The pilot And engineer have 1 ammo types.
The gunner has 3.





This severily limits the choice of ammo type for the pilot and engineer much like how gunner and engineer have little pilot tool choice, and gunner and pilot for the engineer. Bring in the AUTORELOAD mechanic that was once tested, for all the classes (So it is no longer a one class specific thing that ruins a bit of the emergent system in Goio AND makes it so that the weapon that was used reloads the last persons ammo type) and you have made gunners more valuable.


I feel like this was suggested before.
Please tell me the drawbacks and why this is a bad thing. Cus i can only think of the goodness of it.

22
The Signal Tower / Finaly managed to upload [Sunday rumble 23 Perspective]
« on: February 14, 2014, 12:12:29 pm »
http://www.youtube.com/watch?v=plx1uJlWFK0&feature=youtu.be

Horrible editing because of occuring errors and the microfone needs to be tuned down for next time.

23
Gameplay / The RangeFinder Thread!
« on: January 20, 2014, 06:30:55 pm »
I want to discuss the range finder. Because i dont see it being used all that often. However, time has gone and some may have found its usefullnes.

But i want to have a discussion on its use and some inputt by people who do use it.
I have created 2 guides that have a heavy emphasis on the Range finder.

http://steamcommunity.com/sharedfiles/filedetails/?id=219023658#194945

http://steamcommunity.com/sharedfiles/filedetails/?id=204782159#194945

Like it, fave it, dont forget to subscribe because youtube money lol holla get dolla



Its current features are:

Showing the shooter an aproximate lead and guide.
Showing the viewer the distance.
Showing the shooter that it is not in range.

There are some annoyances and features that people have yett to use.

The annoyance is that the distance is not displayed for the shooter. The distance is a constant changing thing in a game. So things like the cheat sheets are still hard to follow when memorising them is the key. This forces communication however. The communication is good, but not so much when the numbers are constantly changing.
This is then a pretty good tool to bring versus long range as long range/mid range. Snipers are usualy stationary so determining and communicating the distance is much easier.

The underused feature is the not enough range feature. Many gattling could have been shot much earlier, or later. Alot of people seem to dismiss the use of range finder when using very short range weapon. A goldfish with heavy carronade can play with heavy clip and staying at a max range of the heavy carronade. This also gives a fair ammount of down arc for the heavy carronade because of the distance. Gattlings can start firing at maximum distance. etc.

Here is another annoyance: It does not show that a weapon is within the arming time of their target. The symbol for this can be the same as over maximum range. Just a cross that the gun wont be as effective.

Talking of annoyances the range finder also has to be zoomed for it to be used. This is VERY annoying. This tool can be a very good tool for pilots to involve themselves for their gunners. But because they have to zoom so close, it hurts alot. Sort of defeats the purpose for close ranged guns.
To have the most zoomed out scope, you must enter third person, then zoom in. But even that isnt much of a diffrence. And the camera acts odd.

A feature that i think would make people grab the tool is the enemies maximum range. This can be a tool wielder only info. Because communicating that is not difficult.
And implementation of this is cannon symbols having a cross over it. So for example, if one points at a spire. He will see 4 cannon symbols at the bottom of the reticule. 2 cannon symbols are crossed out, and two cannon symbols that are not. (2 artemis, merc + lumberjack). Dont know how it can be coded in or anything.




Tell me what you guys think. The range finder needs some love and it is still very usable. I just feel like it needs the info to be more apparent in its usage. Like the shooter also gets the numbered distance information.

24
Guides / Some Guides i kept away. [How to mine] [Heavy flak] [Lumberjack]
« on: December 16, 2013, 07:37:48 am »
Some research ive done for my clan just for refrence. Thought ide share it finaly.


[LUMBERJACK]

I took the liberty to test out the lumberjack along with the Rangefinder.

And what i found out has then been written down then tested out with what i have written down and works perfectly.



I refer those small refrence points on the LJ ironsight as JOTTS. So the first jott is the very first one right below the cursor. The second one is below that one.

Here is an image just so you know what i mean.

Okay. If the gunner acompanies himself a Rangefinder with the LJ all he needs then is distance info at whatever he wants to shoot at. Does not need that circle bullshit, just a quick mental note of whatever distance he saw when looked thru the Range finder.

If you look at the image, the refrence points arent exactly one after the other. The the first and seconds jotts are far apart while the second and third jott are really close. The third and fourth are a bit far while the fourth and the fifth are really close. So the numbers arent really too even, they are odd numbered to a degree.


Here is the cheat sheet you can use to win games with LJ and not miss.
(Note, the numbers i display are aproxx. Whenever i tested them out they always worked.)

DEFAULT AMMO (Or ammo that does not effect the velocity/speed of the projectile)
Jott 1 - Less than 500
Jott 2 - 500
Jott 3 - 800
Jott 4 - 1200
Jott 5 - 1400

LESMOK AMMO
Jott 1 - 500
Jott 2 - 1500    (If you want to hit a 1000 distanced mark then simply aim with the empty space between jott 1 and 2)
Jott 3 - 2400    (If you want to hit 2000 distanced mark then simply aim with the empty space between jott 2 and 3)

The target dissapears after 3000.  Im ASSUMING (untested) that 3000-3200 is Jott 4.


GREASED AMMO
Jott 1 - 150+
Jott 2 - 300+
Jott 3 - 500
Jott 4/5 - 650-800
The space Half way to bottom of the iron sight from Jott 5 - 1000
The very bottom of the iron sight - 1300-1600


With this, if the number is like 700 but you have lesmok loaded, simply aim a bit higher than what you would normaly aim with 500.  is he 600 or 700 away with greased? Just aim higher from Jott 3 etc etc. Having paper with the cheat sheet written down on it actually helped me alot :P



[HOW TO MINE]

That hinge is for Default and most other ammo types. Basically aim with the very top of that hinge.


Lesmok if you are using that goes double the length almost and lands on exactly where the yellow pipe ends.



Not much more than that. Just remember the area from the gun itself to the world. Basically the refrence points of the mine.




[HEAVY FLAK MEASUREMENTS]

With Lumberjack and Hadez, you can easily learn their distance on practice, but with heavy flak is a bit more difficult.

So i took the liberty of showing an aproxomation of a heavy flak hitting and where you should be aiming.



You can see im also showing that i use refrences on the gun itself to determine the distance. Sadly, 1000 is not directly on the tip of the gun, but a bit above it. while 1500 is a bit bellow the tip.

However, the refrence points here are bit unlikley as i havent pinpointed exactly. But atleast put it to practice and youl see you are close to hit or actually hitting your target.

----------------------

Il put these guides up in steam soon enough individualy with a bit more detail. Feel free to test these out!

25
Gameplay / Spawn system feedback 1.3.4
« on: December 09, 2013, 11:13:18 am »
AWKM:

This post was merged and I messed it up.

This is my initial message:

We know it's not perfect and are planning to make improvement on it over time.  There is some functionality that got missed between the lead time from engineering to design testing which we'll be adding in soon.

Most likely, the system will stay and move towards each map having a concept of "bases."  The concept is best demonstrated in the current Fjords and Canyons.  Teams will initially spawn in their 'base' and only have access to their side of the map's related spawn points.  Due to a lack of functionality, larger maps like Dunes has you initially spawn in a tight pack with your team but also allow you to spawn on the other side of the map.  This will likely change later.

Either way, we are open to your comments.



============================================

Craftersky original:


Ok so in the Dev app i thought it was obvious how the spawning just spawned ships inside the battle. But oh look, they still can!

There are Pros and there are Cons to spawning close to battle but in all seriousness, this is incredibly cheap.
No ship has breathing time after a kill, as soon as you kill someone you have 15 seconds to be on your top and you are allready fighting someone again. This then escelates to a meatgrind from both sides.

Red dies, blu dies, red dies blu dies. Red dies blu dies, red dies, blu dies RED dies.

Please tell me im not the only one who dislikes the current spawning mechanic. Spawning far away was a downer, but getting a lucky spawn too close was the problem, now look. "lucky" spawns all over the place. Not even snipers will get a breather.

Ive also noticed some spawns on the very middle, one time i spawned directly behind a pyra... as a spire... after he killed me... Wanna know what happened? He got mushed.
How about this, i just killed an annoying squid, and when i turn around. Oh there he is again, fully and more capable than me.

I AM way too early on this but like i said, i saw this on the dev app and it still is allowed.



However, i do see pubs having more fun (to a degree). The games are much quicker and gets right into it, but what other options exist now for deathmatch? I dont know how we can balance the spawning out to be atleast a bit predictable. Only allow them to spawn at their sides of the map? They get random selections of spawns? Right now you just turn around and see the same ship you just killed, fighting in only one area of the map.

26
Feedback and Suggestions / Fog Goggles! Get them Now!
« on: November 14, 2013, 03:50:59 pm »
HAVE YOU TROUBLE WITH CLOUDS?

DO YOU WANT TO USE A CLOUD TO ITS FULL INTENT?

THEN GET The Steam Particle View Goggles!!!


These goggles give you vision from the cloud that you are in yourself! So that even if you are at the very edge of a cloud, the fog that blocks your vision is not there! Well... with these goggle anyway! You still may not be able to see thru your own cloud because it may be thicker than you think. You can only see thru the very cloud you are in, and not thru the second or third or any other cloud that you are not in.

Here are some feedback from our customers!

Crafeksterty: I havent even tried it yett, does not even exist.

See?! It does not even exist!




[So what do you guys think? A slot that disables the fog for you from being inside a cloud when you equip it. Alot of times i want to be all stealthy with the clouds but denied because i cant even see them. The only problem with this is i dont know what it can break if it is allowed]

27
Guides / Put the Spire in Control
« on: November 10, 2013, 09:51:03 am »
Ive made a guide in steam which you can look up that is up to date with 1.3.3

It is more of a theoretical guide that i made mostly for fun. So dont expect hardened research. Your going to have to think a bit for yourself when reading this.

http://steamcommunity.com/sharedfiles/filedetails/?id=193250460#172966

28
Gameplay / Spires Hull hitbox?
« on: November 04, 2013, 11:42:09 am »
So recently ive fought versus an other spire with Merc and heavy flak.

We took cover behind a structure exposing only the baloon by half of it. BUT the merc shots still took our hull down like it was nothing.

-the baloon was still alive and not too damaged
-The hull took a beating like it got a full shot on it.

They said themselves they where shooting on the baloon. And perhaps a few of the things on the spire counts as hull.


Do we have Data on the hitboxes of the spire?

29
Feedback and Suggestions / Weapon: Thunder Cloud bomb (quick suggestion)
« on: October 03, 2013, 05:44:57 pm »
I just want to post a quick suggestion of a weapon that i came up with, very inspired by air buccaners powder cannons or whatever they had.

Basically...

Thunder Bomb

A gun that shoots like the mine launcher, has the same arc, arming time, Projectile... pretty much shoots the same as the mine launcher.
But instead of a mine, it deploys a 10 second cloud not as big as the tar cloud but half the size that flashes in sparks, the cloud is a bit blue even.

What this gun does is it denies projectiles, or to be more precise, explosive projectiles. It blows up any explosive projectiles when passing or touching the cloud.

Any ship that passes thru this cloud get random fires. long as it is in there.


Thats it!   Ide say it has a 7 second cooldown/reload or 5. Just enough to multi task 2 areas.

Now it is not as big as tar, and this cloud makes projectiles explode, meaning if it misses but a ship is real close to it, may still damage it with AOE.
It works against both parties, so if a galleon has it on his side gun and he shots it out, his heavy flaks or hwacha will be blocked if so.

It is a defencive weapon made to combat having no armor with timing...

Now that i think about it, lets give it a 15 second reload.


What do you think, is another defencive weapon that denies explosive projectiles too much or does it add a cool new gameplay?

30
The Signal Tower / "We hate field trips" Tournament (Corvus Perspective)
« on: August 04, 2013, 07:28:43 pm »
http://www.youtube.com/watch?v=YmzPK48pNnY

My lungs hurt from editing this.

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