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Messages - Crafeksterty

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841
Feedback and Suggestions / Re: Utility weapon: Air Blast Cannon
« on: July 27, 2013, 12:50:15 am »
Does it have to be a weapon? Why not a component? Just a compenent attached to a medium slot. Components do things like this air blast cannon. etc

842
Feedback and Suggestions / Re: My uh... suggestion.
« on: July 26, 2013, 08:51:41 pm »
Exactly, however i do support boarding a broken ship with powerup items in it than actualy boarding an enemy than having abilities at this point. Even though my idea is unpolished on paper... like that. heh...

843
Gameplay / Re: Incentives to Move
« on: July 25, 2013, 09:30:10 pm »

844
Feedback and Suggestions / My uh... suggestion.
« on: July 25, 2013, 09:24:05 pm »

845
I noticed the exact same mistake too.

Well for one, the ranking system is pretty bad, its all achievements that force you into playing completely unorthodox and not good. It makes you want to try, but in the end, achievements are a blight that forces people into hoarding it rather than playing it.

But in other cases however, i could definitely see if the other ranks also level up a little if you play engineer alot. Just enough to show that you are experienced in the game, and not just the class.

846
Gameplay / Re: Pilot tools
« on: July 22, 2013, 02:50:05 pm »
Pheonix claw + Monshine/kyrosine + Hydrogen/chutevent (depending on map and enemy ship)

As a spire, i try to use its 3D form as much as possible and its stats. The loadouts i am allready familiar with but with maps such as Canyons, moonshine is a good thing to have. Pheonix clawing your self sidewise and then moonshining just wheere you are aiming to go at make you do a quick geometrical turn which is usefull for hiding behind cover.
Just because of its slim design.

With hydrogen or chute vent, i use hydrogen on maps with large vertical space, or low horrizontal space. (duel at dawn, northern fjords) And chute vent on close quarters maps. Sometimes i vvary even if the maps arent the ones best for. Because maybe i want to stay high in northern fjords. And get fast down. etc

847
Community Events / Re: Captain's signup
« on: July 10, 2013, 06:21:03 am »
Sign me as possible substitute and or future teacher. Cause i wanna.

Ask skrimskraw if you need background on me.

EU for me though.

Even though im late for the party i still want to be considered next time.

848
News and Announcements / Re: Come test the new build!
« on: July 01, 2013, 02:41:29 pm »
Oh im so in! Im gonna use up some of my free time!

http://steamcommunity.com/id/Crafekster/

Want to be a part of this

Is this enough?

849
Gameplay / Re: Lumberjack Discussion
« on: June 26, 2013, 11:53:42 am »
Has anyone encountered the lumberjack completely demolishing hull armor? The ingame description does not really explain this. Flachette (baloon dmg) and Shatter (Component dmg) No piercing, no explosion.

Yett it kills better than the twin carronade that says it has better stats on its shots. And 2 quick strong shots should be stronger than 6 not as quick or strong shots. Yet it isnt.

850
the thing is, a ships condition is already broadcasted to everyone in the game. i.e. the crumple effect as the perma health gets lower, the balloon deflates, and all components smoke when they are broken, glow gold when buffed, and glow white when coated in chem spray.

im all for variety in multi-player games but i feel like another scope that depends on the original scope wouldnt so much add variety as it would add clutter and confuse new players even more than they already are.

Then lets have less clutter, you just mentioned all visual elements for their engines, and buffed guns/engines same with health and baloon getting bad. But no Armor indication.
You dont know which ships condition is broadcasted. Try playing 3v3 and when ships go in clutter, the broadcasts wont make sense.

But in change to know that, either a visual element in itself for armor (Which i dont encourage because it will make things too easy) or this scope that forces the players to cordinate more. New guys will know when a ships armor is down or not this way. They will know "Oooh its like a shield". So they dont constantly shoot a ship with armor with the wrong gun.

I was thinking like seeing the armor bar, and if it is depleted it says "Vulnerable".

And trust me, the game is still being updated. The selection slots has more than enough space for different guns. Not only that they are making new ships for the game. We need this scope for the game to have more understanding on when to fire.

851
Hammering a ship hard and then wondering why they are still alive is part of what makes this game great. You never quite know what is going on, with 100% certainty.

I think the visual clues we get of a ships condition we have now are enough. The game really doesn't seem like it's trying to spoon feed us. That's why the hud doesn't do things like set off big visual notices when components are getting trashed, for example. It's up to US to be aware.

How can we be aware when the armor is down? Atleast the new scope does not need to show Health but atleast Armor.
The display on the upper left corner is more confusing than ever. It shows who destroyed... some kind of hull. Dont know which though.

The thing is, it encourages Cordinated play, having it unknown is more confusing than having more scopes.
If your just sitting on a gun just firing away. You are doing it wrong, and that is what we see most of the time.

Basically, dont need to show the health sense the visual element allready does that. But atleast the armor.
There is no visual element to that and having it unknown gives a bad impression to newcomers. Beacause they are all like "When is it gonna go down allreaady?"
Having it displayed on the upper left corner is a bad design. There is even a button to hide the chat and the display. And that just ruins your play.
What makes this game great is cordination. Not not knowing when they are gonna die when clearly you are shooting at them without timing.

In the end, competetive play will ignore the scope as they know when the armor will go down most of the time. So they could put it up for something else. Its a scope that does not kill any element of the game. Heck, a skilled crew would find it a downgrade.

852
Feedback and Suggestions / New Scope for Ship Condition knowledge?
« on: June 18, 2013, 11:21:06 pm »
There is a flaw in Goio that is immersion braking and that is the upper left corner.

The kill or destruction call. But it works just like your usual shooter "Guy shot guy 2".
It does it for all different component destructions and different kills.
Which makes things quite unobviouse.

Not only that, the stats on the weapons dont make sense and hard to apply it on actual gameplay.

Now, in the competetive scene when someone knows exactly how many shots it takes to take down armor or hull down. But then out gunned when sometimes the damage output did not do its job because the engineers on the recieving side did a good job. But that usualy covers 1 extra shot or 2 extra seconds of shooting.


To make things more apparent on how much armor/hull the ship but WITH the added visual effect that we have now is.

Condition scope
A scope that only works on ships spotted by a regular Scope.
This condition scopes shows the ammount of health and armor the ship is at.
But it does not "MARK" like the regular one, only the viewer sees the ammount of health and armor while having it up.
But he only sees health on MARKED ships. So when you are battling against ships unmarked inside cloud cover and you cant spot him, then you still have to guess its health.

This is the type of scope that Pilots and Gunners would want. Engineers would not think of it too much. For gunners, they could anticipate before going into a gun when to shoot. Or the gunner could keep aim until the Pilot calls when to fire.


Not only that, it will also answer why some fights just take a long time, and would make this more apperent for newcomers.

What do you guys think? Because the upper left corner is not obviouse to what hull damage is broken.

A scope that only works on marked ships, and only seen by the viewer himself to force him the knowledge alone and to communicate it with his crew who does not have that new scope.

853
Gameplay / Re: Spire Discussion.
« on: June 18, 2013, 02:54:30 pm »
Ive been playing with the spire for some time and, the thing is. You play as a glass cannon, dont try to repair until the threat is dealt with.

But one miss with a shot like the flak is just so dangerous that the spire being squishy makes missing a total and utter failure. Which makes the glasscannon aspect of the spire, not so glasscannony when the other ships can just get close and shoot you.

The thing is, it is slender and it has very little uses of it being slender. A strafe option (Hilarious enough) would do the spire what it needs. But sense all ships work as something similar. It needs a quick turn speed and good acceleration  when moving or going up and down. Does not need speed boost, or vertical speed boost. But acceleration boost. As soon as the captain aims to go forward, the ship goes in that speed quickly.

Making the spire easy to meneuver with despite being slow is what it needs. Then, maps like the labyrinth, canyon ambush is its best friend. Same with turning speed.
It needs to look around real fast, and when it does manage to do a meneuver, needs to have an eye on its target.

Acceleration and Turning speed is what it needs in my oppinion.

854
Gameplay / Re: Drogue chute new discovery?
« on: June 18, 2013, 02:15:42 pm »
Thats a good point. But then the buff and the chute needs a synergy fix then. Because why buff the baloon to fly way to fast downwards or upwards?

855
Gameplay / Drogue chute new discovery?
« on: June 18, 2013, 02:24:14 am »
So i was messing around with Spires Vertical movement. Until i thought. "What if, the spire could stay above maximum hight for longer!" :O

So then i combined hydrogen + drogue chute + baloon buff.

This is the problem: The maximum sky limit is a wall. It will bounce you back down real hard.
So why not use Drogue chute? Guess what, It does not work for some reason.

BUT

If the baloon brakes before, during or after the sky limit bounce only THEN will the drogue chute start working.


Try it out yourself. Try getting the ai to repair the baloon, get bounced (remember to have upgraded baloon) off the sky limit and you wont be able to control going back up. or Braking the fall. But deactivate your AI, buff baloon, start going up with hydrogen, wait for the baloon to go red... Drogue chute and then activate the ai to start repairing. You will then start falling gracefully and slow.


This is obviously a bug and should be fixed (The fact that dorgue chute does not work if the baloon does not pop when bouncing off the sky)

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