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Messages - treseritops

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31
Feedback and Suggestions / Re: There is no King of this hill...
« on: September 13, 2013, 08:02:52 pm »
Haha, this reminds me of myself when I was new, I made a similar thread about how KotH in this game is so weird and extremely difficult xD

I mean no offence by that though, I honestly feel you and I know why it would seem that way and your suggestion of the clock not counting points if there is nobody on the point is actually a very good suggestion, though the game mode already works as intended and it's not actually that hard, as Hamster stated, imbalances in Pub games for this mode mainly come from the incopetence of one team to work together effectively and co-ordinate an attack to capture the point, it's an objective based game mode and requires great teamwork to pull it off properly.

All in all I believe that as you progress in the game and meet more people to play with, you'll realize that KotH isn't actually that hard. Still your suggestion is a good one and I'd like to see it being considered.

Fly safe c:

Are you serious? I think if anything it gets *worse* with better players. When I'm in a 2v2 with good players you normally will trade kills because it's hard to just outright win a brawl against good players, that's why they're good. So team 1 has the point, team 2 comes in, they trade kills, even if team 2 makes the final kill they have *just now* started making progress on the point and are pretty hurt after a tough brawl. Now Team 1 has respawned, comes to block the point, rinse and repeat. It doesn't even matter if Team 2 has a ship on the point the entire rest of the match as long as Team 1 keeps one there as well without a significant break. As soon as Team 2 slips up and loses a brawl they go back to square one as if the rest of the match and working the point down never happened.

32
Gameplay / Re: Rapid Fire - Left Click
« on: September 12, 2013, 04:31:22 pm »
A high end mouse, specifically one with an on-the-fly changeable DPI, make a HUGE difference in this game. Any time I have an engineer/gunner hitting 90-99.99% of gat shots DEAD center, I ask what kind of a mouse they have. Almost every single time, it's a Razor or some other comparable high end mouse. It's so important that if you want to be a dedicated chain-gunner on my crew, a high-end mouse is REQUIRED, not preferred. Is this unfair? Hell no. It's what these gamers paid for - an advantage with mouse precision/aiming.

I would point more towards practice on this one. The reason I think most people miss with the gatling is because the tracers are mostly useless and shooting from certain positions (side of junker for instance) you have to aim wayyyy off target to actually hit them. There was a point yesterday (I think we were using kerosene while moving in a circle around a target from a decent range) that I was so far off from the crosshairs meeting the target that it took me a clip and a half to find the spot, and even then I couldn't believe I had to aim a good inch and a half on my screen away from them to hit. Evidently I have not used the gatling enough lately but I think the people you play with have great mouses, but more importantly have *incredible* skill.

I'll give you that changing the DPI would (I guess) let you adjust so that when repairing you can make a fast run and then while on the gatling make very small adjustments, but I still think they are probably just really excellent players first and foremost.

33
Gameplay / Re: Rapid Fire - Left Click
« on: September 11, 2013, 11:05:33 pm »
As I mainly play the engineer role I tend to do a lot of clicking.  I'm worried that one day I'll get RSI from all the repetitive clicking at some point and have to stop playing this game. 

To be fair there already is a click and hold function for continuous hits.

I think a lot of people don't realize this because the timing of the rebuild hits don't match up with the animations. Like, if you tap the left mouse button when rebuilding a part, it animates each swing that rebuilds the meter, but if you just hold the button it still rebuilds at the same pace but the spanner/wrench/whatever doesn't match up with the "ticks." At least, that's what it is from what I can tell.

At least for rebuilding it does *not* actually click as fast as a person. If you click and hold it clicks every x amount of milliseconds but the problem is there is no cool down for rebuild. So if you can somehow click once every millisecond you can rebuild the hull in like 10milliseconds (like when two or three engineers all rebuild a hull at the same time...no cool down).

I accidentally let our ship die yesterday experimenting with this. "Wow, this rebuild seems slower... oh my god it definitely is! HURRY HURRY HURR- BOOM" hahaha

Clicking rapidly rebuilds things faster than click-and-holding, but it by no means rebuilds as fast as you can click. If it could, my ships would never die, ya know, since I can click 12 times per second. There's a small cooldown, a little less than a second, before the next tool swing registers.

So by any chance do you know, there would be a cap then where having a double engi vs triple engi on the hull wouldn't actually build any faster, right? Or are you saying a single person has their own cooldown?

34
Gameplay / Re: Rapid Fire - Left Click
« on: September 10, 2013, 10:30:13 pm »
As I mainly play the engineer role I tend to do a lot of clicking.  I'm worried that one day I'll get RSI from all the repetitive clicking at some point and have to stop playing this game. 

To be fair there already is a click and hold function for continuous hits.

I think a lot of people don't realize this because the timing of the rebuild hits don't match up with the animations. Like, if you tap the left mouse button when rebuilding a part, it animates each swing that rebuilds the meter, but if you just hold the button it still rebuilds at the same pace but the spanner/wrench/whatever doesn't match up with the "ticks." At least, that's what it is from what I can tell.

At least for rebuilding it does *not* actually click as fast as a person. If you click and hold it clicks every x amount of milliseconds but the problem is there is no cool down for rebuild. So if you can somehow click once every millisecond you can rebuild the hull in like 10milliseconds (like when two or three engineers all rebuild a hull at the same time...no cool down).

I accidentally let our ship die yesterday experimenting with this. "Wow, this rebuild seems slower... oh my god it definitely is! HURRY HURRY HURR- BOOM" hahaha

35
Feedback and Suggestions / Re: Game Type Idea: VIP
« on: September 10, 2013, 08:17:16 am »
Honestly, people ruining the gameplay through a "cheap" or boring strategy happens in deathmatch already. I imagine most people have played a match on canyon ambush where a galleon decided to camp on one end of the map with long range. We sat there waiting for the other team for over 5min just floating...

I think on most maps it would be harder to hide/run. Plus you'd have to work hard to make sure that the VIP wasn't your junker/galleon/mobula. Otherwise people could easily catch it.

36
Feedback and Suggestions / Re: Game Type Idea: VIP
« on: September 09, 2013, 01:59:30 pm »
I really like the idea of expanding the gameplay!

I would kind of rather change the point system to maybe include the non-VIP ships getting kills counting as *something*. Simply because the kill-steal in either direction can be difficult and dangerous. Imagine a round where for some reason the VIP continuously keeps missing out on stealing the kill, or where the non-VIP ally accidentally steals the kill. They're essentially punished for teamwork.

Perhaps a kill by the VIP is worth 2pts and killing the VIP is worth 2pts.
A kill by the VIP-ally is only worth 1pt. Killing the VIP-ally is worth no points.

If you imagine match-ups and possibly outcomes, and then set up the points accordingly I think it makes more sense.

2v2

All four ships engage. VIP-Ally kills an enemy, then dies. Enemy kills the VIP. In this case the VIP team gets 1pt and the enemy team gets 2pts. It's also clear that the enemy won that engagement, the VIP got 0 kills, and although they lost a ship they still killed the VIP.

3v3

All six ships engage. Enemies focus fire on VIP, VIP team focuses on Enemy1. VIP kills E1, switch to E2, Ally1 kills E2, and then E3 kills VIP and escapes. In this case the score would be 3-2 in favor of the "ally team". The enemies did earn the VIP but also lost two of their ships and had to escape just to avoid giving up another 2pts by letting their freshly crowned VIP die.

Just trying to figure out how the points can accurately describe who won the brawl and reached their goals best.

37
Feedback and Suggestions / Re: Ball Turret
« on: September 09, 2013, 01:42:24 pm »
Is there currently a way to override the turning arc of a gun? Is this even possible in the current mechanics of the game?

I think it would be a really cool addition to the game, especially at a time when people are calling for more disabling power. I think saying "Oh this would work really well" is a *good* thing. This gun would be pretty self-balancing because it would be stuck pointing downwards. You would need to always be above your enemy. Even if someone is at the same altitude you probably could only reach their hull, not aim fully up to the balloon.

38
Feedback and Suggestions / Re: Use spectator ship health system for in game
« on: September 09, 2013, 01:29:19 pm »
When it comes down to it my main concern is just having them stay still once they show up honestly. It's just frustrating to try to find the hull armor icon as it flies all around the edge of the screen if you're making an engine run on the pyra, or a balloon on the junker, etc.

So same amount of UI, just stationary.

39
Gameplay / Re: Ships with the power to kill
« on: September 06, 2013, 02:37:50 am »
Quote
The mobula has a very high reward for having the skill to use it, and a very high punishment for those who lack the experience.
Just like any ship in the game.

I think the galleon is pretty forgiving. The amount of health you have means that if you make a mistake you can usually heal your way out of it/all is not instantly lost.

If anything the Pyra and Junker have a lower reward than the mobula (less versatility in one build) but also take less skill as a whole crew. And inversely, if you really mess up your build for pyra or junker you can still mostly get around whereas a mobula is almost worthless without coordination.

40
Feedback and Suggestions / Re: Use spectator ship health system for in game
« on: September 06, 2013, 02:32:53 am »
Well, maybe just place subsystem icons on some permanent place? Like, left lower corner of screen or something.

I think that's a better middle ground vs. the entire UI being added truthfully.

41
Gameplay / Re: Ships with the power to kill
« on: September 05, 2013, 06:18:58 pm »
Ok, just had to come to the defense of the Mobula...

Having personally had my ass kicked by your mobula I agree and think that your mobula is more or less the "meta" for the mobula. However, it is *really* difficult to set-up and use in a pub match. Yesterday I was in a match with two Mobulas (mobuli?) and the load-outs were about a step away from nonsensical. And even if you get the load-out correct you have to make sure the crew understands that this is not a pyramidion or junker, it has its own rules. And in a pub match the number one goal seems to be hitting ready and getting the game started ASAP, rather than setting up the game to work. We tried to explain putting piercing weapons here, using artemis for this, etc. And in the end we got a merc up top, one on the bottom right, a flamer on the other bottom, and I think the other guns were flak. The only luck we had was when another mobula turned to face us and for some reason literally never fired a shot. 

For most people (unfortunately) the mobula seems to be reduced to a silly/weak support ship with little to no purpose in its usage. The mobula has a very high reward for having the skill to use it, and a very high punishment for those who lack the experience.

42
Feedback and Suggestions / Use spectator ship health system for in game
« on: September 05, 2013, 01:33:20 pm »
I was spectating the other day for the first time in several months and while looking through the ships I noticed the (possibly) new health bar indicators on the side of the screen. Is it possible to move this to in game?

Everybody says a good engineer keeps on eye on all of the ship even while moving around but the problem is trying to watch the hull as the icon goes flying from side of the left of my screen, to the top, to the left, to the right, etc. Not to mention it makes it impossible to tell which gun/engine has gone down without turning your character.

Edit: apparently other people are talking about something similar for captains in another thread, I think it's far less important as a captain. They don't move nearly as much and I wouldn't want the game to become a thing where the captain was watching every move you made "Oh you're doing the left engine right now? I need the right one! Why are you tapping the balloon right now when..." Seems like it could become a micro-managing nightmare.

43
Q&A / Re: Turning Faster
« on: September 02, 2013, 04:30:12 pm »
This is the basic theory. Everything is drawn to scale perfectly. Perfectly.

Basically reverse allows you to stay in line with them and get them in your view faster. This only works if the ship is moving by you though.

You don't turn faster, you just get them in your sights faster.


44
Feedback and Suggestions / Re: Lock out noobs
« on: September 02, 2013, 02:38:27 pm »
I think a more constructive way to go about this is just locking the non-beginner matches until a player reaches Level 2 or 3 in at least one class. They will have at least learned the basic mechanics of the game to the point that they can join a normal match and learn from it, rather than just drowning in it.

Personal anecdote: When I first joined I *grossly* underestimated how deep this game was. I thought this would be more like an xbox live online match where everybody just kind of grabs guns and goes crazy, the majority of people don't communicate or know what they're doing, etc.

I played beginner matches but it's *really* hard to enjoy those matches because the captains are awful (I would quit games after 5-10min of 0-0). I started to branch out into matches above my skill level to try to see how the more experienced players worked and sometimes we won, sometimes we lost. Only once did I rage quit because the captain was such a douche about "WHY ARE MY ENGINES DOWN?! WHAT ARE YOU DOING TRESERITOPS?! YOU HAVE TO REPAIR THE SHIP!" I was repairing the hull or something else and just misunderstood the "hierarchy" or repairs but noob stomping isn't cool.

Point is: no one wants to play beginner matches because you *don't learn* in them. And playing in the main matches is difficult.

Unlocking parts of the game would be a better solution:

Complete Tutorial- Opens up beginner matches in the non-pilot class. If you only do the engineer class, you cannot play as a gunner. (This is the only time the engineer and gunner unlock separately.

Level 3 in either class- Unlocks Pilot of beginner match and normal matches for non-pilot. (at this point if you are level 3 engineer you can play as a level 1 gunner in a normal match)

Level 3 of pilot- opens up piloting in normal matches.

[separate suggestion] Expand the CA role to include a lesser ambassador who can play in the beginner matches as a teacher/instructor. This way there would hopefully be at least 5-10 of these Match Ambassadors online who would teach in beginner matches from time to time.

45
Gameplay / Re: Ships with the power to kill
« on: September 01, 2013, 10:10:33 pm »
Okay, and then a second testable idea I have is changing the secondary damages of some of the "disabling" weapons. Seems straight forward.

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