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Messages - Crafeksterty

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16
Feedback and Suggestions / Re: Non-cosmetic Avatar customization
« on: June 25, 2015, 04:27:30 am »
Think about it like this, when a lvl 2 captain gets disconnected, and a lvl 45 engineer then takes the helm. Suddenly they are doing miles better.
That is because the game is based on skill, adding attributes and stuff would take away the ability to do everything. tools is simply speciality.

17
General Discussion / Re: Spires looks like chickens =)
« on: June 20, 2015, 12:09:27 am »
HOW DARE YOU!!!

I mean... kinda... yeah if you think about it.

18
Gameplay / Re: Charged and Burst mines
« on: June 15, 2015, 06:14:56 pm »

Actually, it will destroy the armor of only squid, spire, goldfish and mobula with one shot(non-buffed armor).
Pyramidion, junker and galleon armor will not die, because it will do 601 damage and all of those ships have more armor than that. Unless you buffed your loch mine and then only galleon armor can survive it.

Ofcourse! But you have to add in bits of battle here and there, you dont SOLELY use the lochnagar mine, theres other guns too that probably withled the armor. And on a spire, the probability of that is grand. 601 is a number i dont know is completely true because on buffed pyra the armor goes down to like 10% remaining or so. But still good chunk greater than half the armor. Perhaps it just looks like that and so the numbers are true. But in anycase, panic lochnagar does make the ship enemy ship go WTF and their armor wont be coming up any time because of that.

19
Gameplay / Re: Charged and Burst mines
« on: June 15, 2015, 09:49:19 am »
With  my heavy flak spire, Loch mine usualy tends to take out all armor giving way for loch heavy flak.

So like, you use default mines for the usual and dont expect to use loch. But loch is there for the super close encounters where they managed to get passed a mine. That loch mine will open up most ships (Just not galleon)

20
General Discussion / Re: What do you listen to?
« on: June 07, 2015, 02:53:07 pm »
Touhou U.N Owen was her on Repeat

In and out of game


Drooling

21
Gameplay / Re: Flak vs Artemis
« on: June 07, 2015, 08:21:11 am »
Until someone chooses to fly above

22
So you add incendiary to your guns?

23
Feedback and Suggestions / Re: Silly tool idea...
« on: June 07, 2015, 01:23:28 am »
Its actually not a bad idea, if it is realised differently than throwing a mallet...

24
Feedback and Suggestions / Re: implement this already muse
« on: June 05, 2015, 10:26:40 pm »
Who made dat?

25
Feedback and Suggestions / Re: Incendiary Versatility
« on: June 03, 2015, 08:13:48 pm »
Well if you want weird mechanics, ammount of damage  per shot  could corelate to ignition chance.
But then explosive weapons will be left out.

Raw ignition chance is still better, its just all the downsides to the incendiary that makes you not use it. I mean, why would you.

26
Gameplay / Re: Tips- Fish Vs Spires King of Hill
« on: June 03, 2015, 01:51:14 pm »
Was it 2 goldfishes versus 2 Spires?

Know that spires have little armor and difficult to manage within it. Taking out their armor will put them at a difficult place. When you do, they are easy to place explosive shots in.
So in fundemental basics, they are quite squishy.

Depending on what guns you had and the spires, is going to determine how you approach.

So the above allready gave you information, know that spires are quite touchy.

27
Feedback and Suggestions / Re: Incendiary Versatility
« on: June 03, 2015, 01:44:37 pm »
What if we just tone down the downsides.
And let it be an ammo that from default adds fire ignition chance?

Clip Size:   -25%
Ignition Chance:   +20%
Rate of Fire:   -30%
Projectile Speed:   -30%

to


Ignition Chance:   +20%
Clip Size:   -25%
Projectile Speed:   -10%

I dont know what problem that causes other than an ammo better than default resulting in an ammo type good for a gunner.
?

28
That is not balance if it completely makes Fire and Extinguishers to be disregarded.
How the chemspray works, sure its balanced, but what it does for other items is not.

I dont know why my suggestion would nerf the chemspray because it does not. Theres more time to repair and less time to worry for your chems cycles.
One chem would cover the ship, while another engineer can have an extinguisher as a spare. Currently, we recommend chemspray even to newbies because in the long run getting used to that will benefitt more than the extinguisher. The chemspray isnt imbalanced, its what it does to other things is breaking other items behaviour.

Again, why would you bring extinguisher
Why would you bring Fire weapons / Incendiary

Quote
It will be balanced to a point where only very few fire stacks will be applied to the chem sprayed component to the point where it can be extinguished with Chem Spray alone.
The idea was youl have to add more effort if youde want to add more fires. Ofcourse chemspray should still be able to combat fire, but fire will always find a way. Because fire will always find a way in lower precentages, chemspray repairers will be slowed down. While the extinguish repairer wont be. Adding to the argument of having one chem and one extinguisher to be good.


Quote
Let me try to explain then once again: A good engie is not only that engie, who know how to run in circles and chemspray. You can teach every noob to do that. If you guys are trying to tell that current chemspray in right hands is imba, then HELL IT IS NOT! You completely don't consider fact that components need to be repaired and rebuilded. When for example main engineer on Goldfish is tanking the hull, because opponents are very fierce on gatling, then he'll have to stay on it and engines will lose chemspray buff. You get it already, or still need more examples?

But then theres no fire weapons hitting you. He lost chem but wheres the threat of fire? Why would you bring extinguisher? If the enemy knows that the ship has chemsprayers, it would be a disadvantage to bring fire weapons or incendiary. The only fire weapon that used in good timing is the flamer, while every other weapon requier chance and luck or recievers fault for fires to come in. Most ships are gattling or pierce heavy because of fire being unreliable. I mean fire doesnt directly kill but rather it is to cause some chaos for the crew on the ship so that it is easier to kill. But it is harder to add that fire. So why not directly kill?

29
~ An opinion of a true engineer player, not f*cking festive one. Im sorry for the anger.

The unbalancement here is how its better than extinguisher, and how it negates fire weapons by so much that youde rather just not bring fire weapons against chemspraying engies.
Theres no point for extinguishers.
Theres no point for Fire weapons.

Its not a huge unbalance like i may sound and claiming it to be, but currently how the gameplay forces these choices are bothering me. I want to bring a flamer because i know i can cause chaos, not because it is a pub game.

If you want more decision making in engie play, this idea will make players want to bring both one extinguisher and a chemspray engie along with allowing enemies to bring fire weapons ranging in more things to consider.


I mean, youve played engineer so much that youve gotten used to it and dont see what it does.

30
Feedback and Suggestions / Re: Overheating weapons, eh?
« on: May 31, 2015, 06:04:36 pm »
What if gunners are allowed to stay on overheated guns, problem is theyl get kicked out if they dont have stamina.

So if the gunner does have stamina on an overheated gun, it drains passivelly?
That way he can still stay on gun while its overheated. The drainage is half as much as one would drain the stamina manually.

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