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Messages - Crafeksterty

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31
I agree, the sweet spot needs to be found. But then again fire needs to be wanted to be used and controlling fire skillfully shouldnt negate it 100%.
I personaly dont like how the chemspray if used skillfully neglects fire by extreme ammounts, and thats what i see as a flaw or unbalance. You still want fire weapons to be used, chemspray and fire extinguishers should just combat it.


I remember another suggestion now.

- Chemsprays last twice as long (Or 60 seconds)
- The chemicals have health now, like 25 stacks of fire need to be added before the chemical spray effect depletes early.
- 2 seconds longer cooldown.

That way, fire can still pierce a component, but then again the flamer is the only weapon that would pierce it due to how fast it adds fire.
I still think my initial idea kind of balances the problem out because it relies on chances rather than outright On or Off switches.

Then again, maybe im overthinking the effect of fire. Maybe its just a tertiary effect than a secondary effect.

32
Gameplay / Re: Airship advice
« on: May 30, 2015, 11:46:52 pm »
I HAVE A STEAM GUIDE!!! :O

(Spire Handbuuk)

33
@Mr.Disaster, Yeah i tottaly understand what you mean. But you rarely see the use of fire because of chemspray.  Its this critical On or Off situation i feel. If its chemsprayed, forget about adding fire. If its not chemmed FIRE FIRE FIRE! If you look at it in a balance point of view, (Or mine) the fire immunity strikes an unbalance just for that reason.

@Daft Loon, Thats, an odd idea? I mean adding 20 stacks of fire sure is cool to behold when looking at your targeted ships baloon. But because fire does damage within cooldown, and how easy it spreads (AoEs and Fire pellets) its mostly to cause difficult to manage chaos. In my view, 20 stacks of fire is the recievers fault, not the dealers reward.


Oh and, yeah the idea is that extinguisher is the standard fire fighting tool while the chemspray is an added preventer for fire fighting. Youde want both.
But youde survive easier with 2 extinguishers than 2 of this chemspray, which is simply easier for gameplay in general (Ofcourse easiest with both). Chemspray always behaved and read to be a more advanced or situationally different version to the extinguisher. While the extinguisher being straightforward, take out all fires on select component. But youde still be able to fight fires soley with a pair of this chemspray.

34
Gameplay / Re: stacking buffs
« on: May 30, 2015, 07:07:52 pm »
Quote
Lets assume, hypothetically I pilot a Goldfish with a Hwacha...

Ok, i understand and even i dont fully realise what hes talking about but put it to the test first, maybe its an actual bug.

35
Unless you have both what?!

I mean haha i didnt think about flares but thats amazing, but 10 stacks oh no we all gon die?
I didnt argue for the chemspray incapable of taking out fire stacks.

36
I like richards idea, to a degree. It is neat but its still uses the same way like the current chem.
By that i mean the mindfullness of it is still there, making it tiny bit more punishing. But then again theres no cooldown.

The fire extinguished stacks per second thing is odd as it makes fire from most other guns like the current chem except the flamer which can apply fire stacks faster than the seconds tick.

37
Quote
Chemspray can't be used on it's own on the hull or balloon anymore. Unless it's something that hasn't needed chemsprays so much so far.
Spire... (coincidence?)
Maybe it could, with cooldown small enough. Less than 1 sec make sense.

Im sorry what? How is that my scenario, and how does a spire find fires not threatning?

Quote
But there's still a much more important issue:
Pyra / galleon / goldfish / junker
A chance for the hull or balloon to get on fire is a chance too much.
Without fire immunity these stacks that hull / balloon catches during mallet cooldown make flamers OP. Incendiary would probably be balanced then, but it's possible to balance incendiary without changing the entire world around.

That is... something all ships have in common... Fire is most difficult on difficult to manage ships. You control fire easily in easy to manage ships. While pyra, junker, goldfish and galleon have a far much easier time managing fire than Spire, squid and mobula. Youl want extinguishers to help out over chemsprayers when fire is getting uncontrollable. You can control fire with chemspray, but you fight fire with extinguisher. 1 stack of fire shouldnt be too much of a problem during a cooldown, i dont know how that is turning the world upside down. Specialy since you still can take fire off.

I see that you are too worried about the flamer. The flamer as of now has always done default ammount of fire giving (22% for every hit) It would go down to 6%!!! with the usuall lesmok versus this new chemspray. But 11% if the flamer has incendiary in which then they need to be much closer than default range.


Quote
While I like ideas that encourage usage of both flamers and chems on a ship, I dislike how this forces both. Also 80 seconds is a ridiculously long time. While amybe needed to make the tool balanced, its awkward having something combat related last that long.

Yeah, the ammount of time could be diminished to maybe 60 seconds. But it doesnt force people to use both. Maybe im missing something here but why should you bring a flamer if you think you can endoure it and just kill the enemy ship normaly?

38
I was thinking of something that will help chemspray users, and weaken them. Along with making fire still very viable (Perhaps more).

The underlying problem is how chemspray if used correctly can stop fires completely for a long time.
An added layer to this problem is how active the chemspray demands the player to be for it to be used well.
Making the extinguisher less prefered, and opponents choosing fire weapons non-existant.

So i was thinking...

- Chemspray now gives 75% fire resistance instead of immunity (Or another number)
- But the length of the spray is 80 seconds (Or another number) But there also now shows a timer much like the buff hammer
- Fire stack takeaway stay the same
- Maybe lower cooldown by 1 second


Extinguishers immunity changes to the new resistance of the chemspray.
But heatsink stays as immunity (Or changes to the new resistance)



What does this change?


-Chemsprays become much easier to use and is much less required functionally. It will make the chemspray act more like how its intended with less worries of when the chem spray removes but minor worries for fire poppin in. Proactively, it does better. The ammount of fires that can happen should not be alot and enough for the chemspray to handle it.

-But now fire isnt completely stoppable. Fire can now add fires to chemmed components, but the ammount will be minimal and just enough to warrant chemsprayers to worry a little. The new enemy to the engineers should then be Incendiary Ammo. That ammo along with perhaps fire starting weapons will now break down chemmed components into fire easier. Resulting in fire starters to put ships in fire, but not as chaotically and need to put more effort in adding that fire.

-So since chemsprayers now have a worry, and fire starters can pierce against chemsprayers. Extinguishers will server as the saviour of when the fire is starting to get uncontrollable. With the long spray buff, the extinguisher should have no problem fixing any large stacks while the components wont suddenly lose their buff anytime soon.



=In summary, the chemspray Berf will make it easy and not mind consuming to use, the Extinguisher required with it, Fire starters still able to cause fire just need to add more effort into it, like incindeary that may be more usefull because of this.


Whats the catch?

Other than changing a little bit on crew playstyle with the addition of extinguishers now being more usefull and incendiary threatning to pierce the resistance harder, its how The ammount of fire chance % works versus fire resistance %. I dont know how it would calculate.

So if my flamer which has 22% fire cause chance by default, added with incendiary (20%+), then it becomes 42%. The 75% fire resistance would then take 75% of that 42%. Resulting in the component would instead have 11% chance to gain a fire stack from the weapon... ?

Does that sound good? Bad? Becuause versus Banshee which is 35 (55 with incend) on direct hit, 26 (46 with incend) on AoE would Coralate to 9 (14 with incend) on direct hit, 7 (12 with incend) on AoE versus the new chemspray.


What is your goal?
To make Chemspray easier, not as required as it is now + simutaniously make the other elements still usable and have a chance.

39
Feedback and Suggestions / Re: Inventory Management
« on: May 27, 2015, 07:04:20 am »
The dupes are seperate. So if you have one deyed the other one is normal and is why they clutter.

40
You havent read the crucial reasons wich have been stated here also.

No boarding. Atleast no PVP based boarding. Maybe something in adventure mode but Co-op allready gives a heck ton to do with your crew as a ship. I only guess that anything to do with boarding is a no go because theres just soo much to do outside of it anyway.

41
General Discussion / Re: Top pilots
« on: May 22, 2015, 05:57:18 pm »
Only a heretic and a blasphemer would claim such a thing!

42
Feedback and Suggestions / Re: Piloting recommended loadouts
« on: May 22, 2015, 03:04:34 pm »
Uh... i forget too but... really now. That is redundant as hell. You also have loadout slots that you can take advantage of.

And for me, i have different tools for many occasions nowadays.

43
The Docks / Re: [DEAD] Darkness
« on: May 21, 2015, 03:23:23 pm »
?Is it americans only?

44
The Docks / Re: [BlD] Bloody Demons search Members!
« on: May 21, 2015, 03:22:06 pm »
Hello! I am willing to lend a hand, i need a clan myself for motivation.
Im no german but i do speak English well enough.

Im a 'vet' looking for new light starting anywhere. Ive got good knowledge with tactics and the game itself (especialy with spires).

Its been since March 1th you made this recruitment thread but il leave my mark here if you guys are still up and running.
If so, better catch me before i join a different clan instead :P

45
Feedback and Suggestions / Re: Update to AI PLS :(
« on: May 19, 2015, 11:06:49 pm »
Ai dont fly and they choose to do commit to an action one step at a time.

So while the AI is running torwards the damaged baloon, during that time they wont reconsider to go for the hull if that gets damaged during when the ai chose to go for the baloon first.


So heres a tip, use F1-F2-F3 to put them on different positions. F1 is their class, F2 is all gunn, F3 is all Repair (Or the reverse between f2-3)
When i see the ai running torwards the baloon when the hull will be needing attention, i press F2, then F3/1 to make the engineers re-adjust their decision.

They suck, but they suck for a reason.

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