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Messages - Omniraptor

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My goals wasn't to put a player in stand-by mode. If you're taking damage or have three guns on target it's always superior to heal or fire as necessary. The damage boost suggestion was aimed at times when your Pyramjdion is approaching the enemy's blind side, and only two guns can fire, or when your Flak/Lumber Galleon side is shooting. What's the last guy doing? Most likely checking buffs that are already up, or sitting idle.

shouldn't they be repairing engines? if we are not currently taking damage i am always burning kerosene.

Feedback and Suggestions / Re: burst rounds change suggestion.
« on: March 05, 2016, 10:28:29 am »
re: light flak. yeah, i agree with blackened. even with the slower rate of fire you should be putting a full clip into them. a burst light flak is emptied in 0.412*6 = 2.472 seconds. a mobula's armor is rebuilt (with a single spanner) in 7*0.7 = 4.9 seconds. still plenty of time. a spire is 5*0.7 = 3.5 seconds. so the jitter would hurt here.

re: dementio the math demagogue. 15% of 0 is 0. adding 0 to 0 is 0. this is my thread so what i say goes :P

the original purpose of the thread was to bring the hwacha into line and prevent mid-long range disables. i am now also leaning towards that the method of simply increasing jitter on hwacha until morale improves. adjusting an ammo to fix a gun is not the way to go here.

Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: March 04, 2016, 04:30:45 pm »
Still, I'm not sure that's a good solution to the problem.

Why not?

Mainly because I'm opposed to design that lets players trap themselves. I don't like the option to take no repair tools, either in current GoI or in this proposal, because a ship needs them to function.

you could always just include a popup when the user attempts to save an obviously bad loadout. just as a reminder they are forced to click ok on. and a checkbox to never show the reminder again

Rangefinder is useful for checking whether a ship is outside maximum range. Primarily for guns like artemis.  I really don't want to have optimal gameplay consist of literally staring at someone doing nothing. Spyglass is ok, you click on them and get back to doing fun stuff. Rangefinder you keep staring and doing nothing, how is that engaging at all?

Djinn's suggestion of bonus damage, I think it's a bad idea (no offense djinn) because it forces people to stare at an enemy, not fun gameplay in the least.
Same for OverlordEgg's idea of practice mode style lasers.. I would really hate to see a laser pointer style sight, or even more blatant a curved arc outline. It would take away 90% of of the fun of shooting stuff.

Whatever we do IMO it should involve clicking once and putting the rangefinder away, not keeping it out. Personally I like Geo's revised suggestion,7397.msg124783.html#msg124783

Feedback and Suggestions / Re: Free-look when aiming guns
« on: March 04, 2016, 12:15:42 am »
And that is why I always check the list of controls (in options) before playing a game :)

Feedback and Suggestions / Re: Free-look when aiming guns
« on: March 03, 2016, 04:54:28 pm »
I don't really get what you mean by 'clicks'.  You can do what I describe in-game already, by using the arrow keys to rotate your field of view.
I just wanted to be able to use WASD instead of arrow keys for the same thing (only while on a gun).

Feedback and Suggestions / Re: Free-look when aiming guns
« on: March 03, 2016, 03:32:41 pm »
Re: staying mounted on a gun while not shooting, to look for enemy ships. As gurasoguras said, that is not what a good player does. A good player stay off the gun and looks around with a spyglass, so they can get spots before starting to shoot. Spots are super important, more than opening fire a second or two earlier. If the enemy is already marked, you should be off the gun ready to repair it if it gets damaged.

Free look would be a purely quality of life change, for making turning the artemis possible without lifting and resetting your mouse. It would make a slightly annoying edge case more convenient. My proposed fix to turning slow weapons is simply WASD. Using the movement keys in addition to mouse to rotate a gun, useful for crude adjustments to counteract your pilot's maneuvers and maintain arc. For example to keep shooting the front artemis when a junker switches sides.

Feedback and Suggestions / burst rounds change suggestion.
« on: March 03, 2016, 12:11:16 pm »
burst rounds add a percentage to a gun's jitter, say +15%.

obviously this doesn't apply to a gun that doesn't have jitter in the first place. i think this change would assuage some of the complaints about hwacha, without breaking anything else too much. only other gun that is affected is the light flak, but i don't really know how bad that would be.

Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: February 27, 2016, 11:28:32 am »
This is actually more or less perfect. switch functionality of buff hammer and gunner stamina.

Tutorial text aim assist is really stupid. It lit up a ship through a tar cloud yesterday (even flares can't do that). Plus it steals the rangefinder's only useful feature- knowing exactly when you're in range.

Feedback and Suggestions / Re: vet games:blind pick
« on: February 18, 2016, 08:42:22 am »
Vet games would definitely be more appealing to me if they had blind pick of ships.

Feedback and Suggestions / Re: A new "Press and hold" option for pilots
« on: January 29, 2016, 09:28:18 am »
I like it. It prevents you from forgetting you have a tool enabled which can be disastrous.

One caveat is that you run out of fingers pretty quickly when trying to steer, use voicechat, adjust throttle, adjust altitude, look at the map, and hold down a pilot tool key. Plus it would get mildly annoying for long kerosene burns. However the benefits outweigh the drawbacks definitely.

The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: December 21, 2015, 05:21:34 pm »
The funniest part is the exactly 60% less smoke.

Feedback and Suggestions / Re: Muse, Please Stop the Youtubing
« on: December 13, 2015, 06:34:54 pm »
What dutch said. Content updates are how multiplayer pvp games stay interesting to players and thus alive. Personally I think the ships are balanced fine against each other, but it gets boring with only 2 gamemodes. From what I understand art assets are a huge bottleneck for muse because they're a small team, and that's understandable that they don't release many. But gamemodes are engineering effort (and some ui design), no artwork. I don't understand why they don't implement for example VIP as a gamemode, it would add so much more variety.

Release Notes / Re: Version 1.4.3 Release Notes
« on: September 19, 2015, 03:44:52 am »
Extirminator, if there is not enough to fill it up a lobby can be opened up to low-level people. Solves the issue mostly.

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