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Messages - Corporal Ravioli

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Thanks for the reply.

Ijustwanttoplay added a related point in another thread. I would like to carry it over here to make sure it gets seen as well:

The dropdown filters reset each time a user navigates to the match list. So for example, I must specify that I want to see only public matches every single time I view the list.

I believe there are at least a few filters that could be remembered for that session and reset when the game is restarted. To minimize potential confusion, it may also be possible to limit this to just the period of time before a match is actually joined and resets after you return.

The drop-down selection bar that allows you to filter lobbies in the match list is incredibly confusing to use. It has been designed such that it is not immediately apparent which variable the drop-down pertains to until you click it to make a selection. A majority of them display only the word "All," so I must click on each and every one until I land on the one I actually want. This is compounded by how densely packed the drop-downs are arranged horizontally - it means I often can't even read my selection unless the drop-down is actively clicked open.

It is incredibly important when designing hidden or nested options to provide adequate DESIGN ALLOWANCES which indicate how the feature functions before users attempt to utilize it. A user typically maintains a finite tolerance for risk-taking before disregarding confusing features. While this may not affect long-term users by the time memory kicks in, it still lingers as an annoyance for those who only wish to filter matches every now and then.

My suggestion: It is a common design decision to include what the drop-down is for within the default position that the drop-down displays, e.g. "All Matches," which opens the options "Public Matches" and "Private Matches."

As it is now, I'm never really sure which "All" I'm supposed to be clicking in order to achieve what I need. A "title" would pull more specific language from behind the veil of a drop-down.

This is not a design hiccup which affects gameplay at large, but considering it's largely just text, it doesn't seem very complicated to bring up.

Feedback and Suggestions / Re: Lobbies merging vote for the Alliance
« on: June 28, 2017, 08:37:34 am »
Seems like a reasonable idea.

On a slightly related note, it's also fairly annoying to enter the match list and see a majority of locked matches. I would prefer if the drop-down was set to show only public matches by default, and opt in to see closed lobbies, as opposed to the opposite way around. This is especially applicable since the language in the game recommends that players create lobbies like this if they wish to play single-player. If they're only interested in playing with themselves, why do I have to see it by default?

Feedback and Suggestions / Re: 2nd Gunner Midmatch Join
« on: June 19, 2017, 01:02:31 pm »
If you attempt to join a running match as a pilot when there already is one, you are notified that you will be changed to engineer.

If a gunner is already on the vessel you are attempting to join, just treat it exactly the same. It may nip out some sort of quasi-legitimate "lolgunnerstrats" brain damage, but I seriously can not conceptualize how this kind of thing hasn't already be implemented, considering double pilot has already been removed.

Dev App Testing / Re: Dev App Testing change-log: 16 June, 2017
« on: June 19, 2017, 12:14:12 pm »
Ashen Kerfuffle


Extended Magazine ("Pirate" in game)

I need this explained to me. Is this a tentative name for the ammunition, or is it only available to players with the Pirate title? I don't understand. 

Feedback and Suggestions / Re: Vote Kick for Custom Lobbies
« on: June 08, 2017, 10:08:51 am »
Which part of the description of that situation did you fail to understand?

I honestly thought that this was such a well-discussed topic in the community that I could apply sarcasm and trust everyone to get it. Apparently I missed one.

Feedback and Suggestions / Match ends are jarring
« on: June 07, 2017, 11:20:55 am »
When the final kill is successfully completed to bring about the end of the match, the Victory/Defeat screen comes in far too quickly.

It seems that the millisecond the ship is destroyed, you're yanked out of the match and into the result screen. This makes it jarring and often even confusing, since you don't even get to see the ship debris for context. This is amplified when the match ends in a brawl at 4 - 4 and nobody has ANY idea who won right when it finishes.

The suggestion seems simple: extend the match view for even one or two seconds so that we can SEE who gets destroyed. Even just a glimpse should be enough to assign context. As it is now, it's simply unpleasant and opens up the door for confusing situations.

Feedback and Suggestions / Re: Vote Kick for Custom Lobbies
« on: May 30, 2017, 01:41:46 pm »
no but did you try asking nicely?

glad we got this ticket all sorted out. let me know if you need any more help.

Gameplay / Re: How did you get your hell mode achievement/gas mask?
« on: March 16, 2017, 11:45:11 am »
Infiltration with VIP Squid and three Corsairs as bait. Let the VIP run off and infiltrate, while the Corsairs occupy the enemies without destroying them. When the Corsairs die they can respawn closer to the VIP, or near the very end just kick back and watch the VIP icon scoot around the map.

I caught a really good wave of people making Infiltration lobbies on Hell and then remaking them once the match was over. Rinse and repeat. 

Gameplay / Re: Exclusively using Burst in the Heavy Hwatcha?
« on: January 19, 2017, 09:20:36 am »
If you're using Heavy Clip, compared to Burst you are reducing your potential damage output by 37.5%.

Doesn't this rely on every rocket landing on target?

Gameplay / Re: Exclusively using Burst in the Heavy Hwatcha?
« on: January 18, 2017, 11:35:31 am »
Thank you all for your informed responses. I've been quoting as the replies come in but you guys are getting too fast for me, so I'm just gonna post!

I failed to specify that in my initial post, but I'm mainly focusing on when utilizing the Hwatcha as a main weapon. If it's a secondary/panic weapon, I totally agree that it's only worth bringing Burst. As a main weapon, I just think that there's so much more potential within reach.

I have experimented with heavy clip vs burst.
Note, I'd like to focus on Heavy Clip AND Burst. Burst is always going to trump Heavy damage-wise. Heavy Clip is for the utility.

Burst, even at range, is preferred for me. Even when half the clip misses with burst it still gets more disables than heavy clip. This is my personal experience and attempts at using heavy clip as both gunner and pilot in various scenarios, ships, and levels of play.
One of my favorite facets of this game is how, even with a fairly rigorous competitive meta, personal preference and style does play a role on an individual level. My personal experience has led me to try to land as many rockets in as tight of a cluster as possible when at long range. I've been gaining the confidence to essentially snipe by leading the enemy with a dense packet of rockets towards a specific target on the vessel. I don't find myself having to rely on the AoE and missing half the shots when most or all of them hit dead-on. It's also more scary to receive a well-aimed stream than a cough when at long range, IMO.

Well, if you have even a single side stacked with more than one Hwacha, why bother engaging the enemy at anything more than point-blank range?
There's no point in hitting them from afar with Heavy Clip if it's just going to alert them to your presence, fire fewer rockets, and have less AoE spread. It pays to wait until you're close enough to give them a punch in the gut with the Burst Hwacha.

I agree that the one well-placed Burst volley is devastating, and that it pays to wait when the battle allows for it. What about if the enemy already knows where you are and is making moves to eliminate you? Say a Mobula/Spire plucking away at you from a decent range, or backpedaling away from a pair of brawlers? When on the defensive, giving them as hard of a time as possible as early as possible can discourage an aggressive attack, harass a member of a formation, or draw a line in the sand. This could just a be a contrast of the silent opportunist versus the loud and angry... keep your enemies close versus come up and get me. Doesn't it pay to be both?

An alternative to gunner with heavy clip is spanner mallet buff burst engi. Buffed burst increases range through increased damage, and the spanner mallet give full repair power - which is especially useful on heavy guns. A well timed mallet can be the difference between winning or losing your gun and the engagement

This is a great suggestion. I usually fly on tri-engineer ships when the weapons are predictable and simple. As of late I've been affording to play Gunner to get my hours in, and have taken that as an chance to be diverse and opportunistic when flying with a crew I trust.

If it helps, my inspiration for this post came last night when flying on a Whirlwind/Banshee Banshee/Manticore Spire. I brought Burst, Heavy, and Greased. This allowed me to get a volley of Heavy off when I could, run to the Banshee for either Burst or Greased, and then stam the rest of the Hwatcha reload (if necessary) with Burst for the real whallop. The crew I flew with was an absolute treat, and facilitated the shooting style we decided on for that series of matches. The results left me warm and fuzzy, and with a real sense that I was being a /proactive/ Gunner with the support of our Pilot and Engineering/Engigunning team. As an aside, what are your thoughts on that ship loadout?

Gameplay / Exclusively using Burst in the Heavy Hwatcha?
« on: January 18, 2017, 09:14:13 am »
I've been witnessing a lot of captains/crew mates insist that Burst ammunition is in fact the ONLY ammunition type that ought to be used in the Manticore Heavy Hwatcha. While I typically agree, especially at medium/close combat, I have to say that I completely disagree with this assertion, and that it holds the Manticore back from its full potential.

If I am running Engineer and expect to man a Hwatcha, I will ALWAYS take Burst. However, when playing as a Gunner and can afford the ammo slot, I will typically run Burst/Heavy Clip. It's amazing how many middle-high level players have straight-up scoffed at this notion, insisting that if you're not shooting Burst, get off the gun, get off the ship, log off, uninstall.

Why is this the case? Heavy Clip shots maintain their grouping for a considerable distance when volleyed from a reasonably stable platform, which has been invaluable for standing ground against middle-long range vessels, approaching brawlers, and special circumstances. Yes, you don't get as many rounds, and you don't get the AoE boost, but a crack shot will be pulling Engineers and Gunners off their jobs, and will possibly spook the Captain for the Burst volley that'll come if they get any closer. Especially at range, this warning shot is basically "free money" considering the reload time of the weapon. Why there are Captains that prefer one volley over two, I will truly never understand.

Am I just on the wrong end of a Captain issuing a blanket recommendation? What's going on here?

The Gallery / Certainly a strange encouner
« on: April 13, 2014, 11:56:35 pm »

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