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Messages - Garou

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31
Wolfpack will be back to reclaim our throne

32
General Discussion / Re: Dyes
« on: October 16, 2013, 05:31:41 am »
I wish you'd buy dyes once and have an unlimited stack.
Because right now it's keep people from buying new clothing, like "If I buy this outfit I will also have to buy these dyes.."
And it's way better to sell more clothing than dyes.
You also unlock dyes as you level ^^

33
Great matches. Just watched them this morning cause the live one were to late for me.
I love how all the new things were used and how it worked out.
Agreed, the graphics and post production were stellar. Hats off Urz.

One thing though, would it be possible for teams to submit their rosters/positions? It's not a big deal, but the graphics had me and my morter gunner reversed. Rutger Shaw is the morter gunner on the Snuggly, while I am the gat gunner.

Minor details aside, I loved the graphics and the clan logos.

34
Watch for Cake!

Because CakeWatch is participating!

(God, that was AWFUL)

35
Feedback and Suggestions / Re: Give Gunner primary access to weapons
« on: October 11, 2013, 01:45:16 pm »
[...] if he doesnt respond and stays on the gun, then you have a problem player.
I feel that may be what he is referring to.

36
Feedback and Suggestions / Re: Give Gunner primary access to weapons
« on: October 11, 2013, 01:42:40 pm »
Or at very least, give captains priority on guns so if they have a 'stubborn' engie, they can boot them off the gun themselves and then give the gunner an opportunity to grab it.

37
General Discussion / Re: This Goddamned Community.....
« on: October 07, 2013, 01:27:58 pm »
Group hugs for everyone, even those who are slightly uncomfortable with it.

Doesn't group hugs for everyone defeat the point of a group hug?
It's more sanitary that way. Individually wrapped group hugs.

38
Feedback and Suggestions / Re: Ability to assign roles to AI
« on: September 30, 2013, 09:09:23 pm »
Well, the primary idea behind my suggestion was that, say, if you're on a squid your AI engies don't bring mallets, or if you're relying on AI gunners/gungineers, you could assign them a single ammo type to bring so that you could change your ship loadout accordingly.

I'm not interested in making the AI overpowered, and I don't think it will really be an issue (as anyone who has watched an AI engie work feverishly to repair a flare gun while the hull takes damage can attest), but to simply make them a bit more dynamic. You would still lack control over which specific gun they take or which specific part they repair, but at very least you could make sure they have the right tools, and ammo, to be a bit more effective in a pinch, especially in those situations where you have to start a match with a single AI on your crew.

That aside, I honestly can't see anyone preferring an AI over a human in the long-haul. Even with that capability, you simply can't achieve the same sort of efficiency and coordination with a silent AI as you can with a talking, breathing human, and to me that cooperation is what makes this game so fun and unique.


39
Feedback and Suggestions / Ability to assign roles to AI
« on: September 30, 2013, 02:32:45 am »
Basically, the ability to click an icon next to [AI Crewman], bring up their 'character screen', and assign the roles, tools, and ammo you'd like them to have.

40
General Discussion / Re: My god is the hades glorious
« on: September 20, 2013, 02:32:00 pm »
I was getting component kills last night on the Hades with burst rounds, but I honestly haven't used it enough to really give an opinion.

That said, what rounds has everyone been using to what effect?

I notice with burst it's a little easier to land mid-range targets, and of course you get that beautiful AoE xD

41
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 18, 2013, 06:23:16 pm »
Additionally, on this particular topic (on 'meta' and such), I not be responding to anything else on the topic, however I would be glad to discuss it at length in private with anyone who would care to. I don't want to derail this thread any further than I already (unintentionally) have.

I will be glad to continue discussing the issue of stacking, however I have spoken my mind on the issue of 'meta' and will be leaving it at that from this point onward.

Apologies to the original poster.

42
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 18, 2013, 06:15:27 pm »
People playing meta are on "easy mode" while everyone else is on "Hard mode."
I am not going to continue the topic much longer in this thread, as I already feel I may have opened a can o' worms, however, you are again missing the point of my post.

'Meta' just means that the ship has one of the most effective loadouts for that ship and style. There are non 'meta' builds that are nearly equally effective, in fact I showed one to two of your clan-mates in a Junker that would have made Cake's Sunday rumble chances last longer. Non-'meta' does not mean not effective.

Again, it has far less to do with the ships and far more to do with the crews on those ships. The "Metamidion" as it's come to be known has plenty of counters, as I've seen firsthand against the Gents, the Ducks, the Merry Men, and in countless lobbies.

Don't blame the ship if you can't beat it. Give some credit to the crews aboard that ship. It's hard to swallow your pride and do, but it's the fact of the matter. The crew makes the ship, not vice-versa.

43
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 18, 2013, 02:32:38 pm »
Last night there were 4 games running total, If we had segregated 6+,3-5 ect we would have been playing with mostly AI crews.
The idea is that the match 'labeling' is optional, both in regard to the label itself and whether or not to follow the recommendation. I'm not talking about completely segregating the lobbies, but rather the ability to 'suggest' the level range. The players would then have the option to join or not based on that.

Also, as long as it's being brought up, who cares if someone uses 'meta' builds? All 'meta' means is that it's one of the more effective loadouts for that ship and style. If you choose not to use a 'meta'' build, that's fine and your prerogative, but I get a little weary at all the bemoaning of it.

'Meta' does -not- mean 'invincible'. I have lost playing 'meta' builds and won using non-'meta' builds against them. It has less to do with loadout and everything to do with the captains and crews on that team. Don't like 'meta'? Don't use it. Some people prefer and have fun using the 'meta' builds. One of the great things about this game is that there is a ship, weapon, or tactical counter for everything.

We've all seen both good and bad 'meta' ships. Don't blame the ship because you couldn't beat it. Give some credit where it's due and bear in mind that the crews make the ship, not the build.

44
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 18, 2013, 01:13:49 am »
The only real solution I can see, that I've suggested before, is allow players to make a 'recommended level' setting for their lobbies. So 1 - 3 would be locked, then you could have "Recommended: 3 - 5" and "Recommended: 6+" lobby settings that players could select at set up. Nothing would fundamentally change, it would simply be a text display on the match screen.

That way it isn't restricted, but you could suggest that lower level players go to other lobbies, or suggest that higher level players do the same, based on where the person starting the lobby is. Having some sort of suggested level would let people know "This is a challenging lobby" or "this is for players who are beyond the beginner lobbies, but not quite ready to fly with the competitive players".

Players could still join at any level, but then you would have room to call someone out if say, an entire ship of level 8+ players are in a "3 - 5" lobby, and if you see a 'stacked team' in a "6+" lobby, you would know that those lower level players didn't read the requirement, or wanted a challenging match, and that the players who made the lobby made it with the intention of seeking a challenge rather than stacking for stacking's sake.

-Edit-
A third option would be to leave the setting at a default "open lobby", which would basically be what we have now, so if a player wanted just anyone to join, that could be another alternative.

45
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 17, 2013, 09:27:10 pm »
Stacking will happen. Achievement hunters will go for the meta builds with a double stacked team. They will take -no- chance of losing, to the point of sitting in a lobby for 30 minutes, not readying up, waiting for the 'right' teams to form against them. I have seen this first hand.
What you may have seen are crews who spend a bit longer than usual because they want to make sure all of their players know what tactics to expect and ammo to bring. I have been on the other side of this coin, trying to communicate the ship's needs to my crew while some impatient person chants "Ready up! Ready up!" over top of me, making it only take longer. Frankly, I ready up when I'm actually ready. I fully understand sometimes people want a pick-up-and-play experience. If a lobby is taking too long for your taste there is absolutely -nothing- stopping you from finding another, faster lobby.

Quote
Rather, perhaps there is something that can be done once in the match. Perhaps create an optional handicapping system. If one team is completely dominating another teams, gradually weaken their weapons and components to create a more even fight. Or, add extra AI to the floundering ships.
So I should be punished when my team is doing well in a match? No thanks ^^

Again, as I've said earlier in this thread, sometimes one team is simply better than the other. It's a fact of team-based games and there isn't much you can do about it mechanics-wise that will solve that.

Most players fix the issue themselves by team switching. Others want to play with their friends and clan-mates. Neither is wrong and I feel that the cases where 'stacking' is a result of deliberate, legitimate abuse are fewer than those that result of circumstance. Adding a mechanic like that would be detrimental at best, in my humble opinion.

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