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Messages - Omniraptor

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Feedback and Suggestions / Re: Flying around workaround
« on: September 17, 2015, 02:21:56 pm »
spam muse to implement foghorn

Feedback and Suggestions / Re: Heavy Clip, Incendiary
« on: September 17, 2015, 02:19:45 pm »
I agree with both changes. Light carro and minotaur could use a slight buff, and reducing heavy penalties would do nicely. Incendiary is a bit too situational and gets used only on a select few guns.

General Discussion / Re: Making mines more !fun!
« on: September 17, 2015, 02:13:19 pm »
Is tar currently affected by wind?

General Discussion / Making mines more !fun!
« on: September 17, 2015, 05:50:26 am »
Clearly mines are the best part of goio by far. How do we make them even better? It might be interesting if there was some way to interact with them besides avoiding..

First off we should lower their hp drastically. Right now technically they can be shot at, but it takes like 40 normal gatling bullets to kill one.

I propose a few other ways to influence mines:

Set it on fire to make it rise (hot air rises, right). Finally a use for incendiary!

Pop its balloon with direct to make it drop. Already works, takes one heavy clip shot from light carro.

Shoot the spiky part to make it explode. Should not take much damage at all, it's a mine designed to explode on contact. A mine exploded like this should probably do reduced damage though..

Shoot it with minotaur to make it move a short distance in any direction. Mines pushed this way do reduced damage (say 60%).  Bonus new gamemode: mine football!

Gameplay / Re: 3v3 Paritan Rumble
« on: September 17, 2015, 05:16:19 am »
Maybe they meant they added 1000 commits to their repo? lol

But I agree anything new to do would be wonderful. An automated referee system would be wonderful (builtin pause, manual scoring etc). They said they were working on it a few months ago and then no word of it. A sourcetv-like replay system that records network traffic and can play it back would be wonderful for casting. Player-hosted servers would be nice, so we can have themed servers like flak-only or whatever.

Muse seems to think coop will be the salvation of goio but somehow I doubt it.. it will probably split the community, most of the casual crowd will play it exclusively because you dont need as many people and it's not as difficult to play.. Muse will have to keep splitting attention between two completely separate games.. with separate weapons and ships and maps and balance..

I also like the blind pick idea. The whole practice of quickwsitching in lobby seems so degenerate, do not enjoy it at all. The two-stage blind pick sounds like the best implementation by richard/zanc seems like best idea, I actually would really like to be implemented for normal play.

Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 02, 2015, 03:31:11 am »
Another buff that was already implemented is moving some aoe damage value into direct damage to make unarmed shots sting a little more.

The Gallery / Re: GOIO memes
« on: September 01, 2015, 02:40:02 pm »

yeah that dude wasn't a very good galleon captain. Good ones vault over the railing swinging their tool midflight assassins creed style.

Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: August 24, 2015, 10:19:55 pm »
I agree with hamster, make the flak a bit easier to use. Increase velocity, keep max range the same. Maybe slightly decrease arming distance.

Feedback and Suggestions / Re: Taunts
« on: August 05, 2015, 09:50:36 am »
Yeah. I think muse's resources are much better spent adding ship horns into the game. I leave up to your imagination the myriad uses of such a device, taunting after kills being one example.

They could also make some money selling custom horn sounds from workshop. I would pay for a 'quack quack' foghorn.

At the restaurant I really do order the same thing over and over. However I am also distracted by shiny things..

Gameplay / Re: Airship RPG Archetypes?
« on: July 23, 2015, 01:40:07 pm »
Ooh I've wanted to write out a comparison in terms of tf2 classes!

Squid- Probably FaN Scout. Good mobility for capping points, focus on disabling, only attacks from flank.

Goldfish- Soldier. Very good mobility, versatile in almost any role. Works by disabling people (goldfish disables, soldier blasts people to make their movement predictable)

Pyra- Pyro. Reasonably fast, devastating when catching someone unaware, can control other people's positioning (pyra ram/pyro airblast). Helpless at mid-long range, hard to disable (disabling people in tf2 works by blasting them up with a pill or rocket, which pyro can reflect).

Junker- Heavy. Slow but good maneuverability and close-mid firepower.

Galleon- Demo. Slow and kind of defenseless at close range vs scouts, but very good defense and tons of damage otherwise.

Spire- Sniper. Good damage at most ranges (if you can hit), vulnerable, bad mobility.

Mobula- ??? I don't fly mobulas

Feedback and Suggestions / Re: #bringbacktheflares
« on: July 19, 2015, 12:07:52 pm »
I think we should bring back the radiant flares (before they had visible beams coming from them), but remove the eye-bleeding green flood. Or make it much subtler.

p.s. does anyone else miss how clean the old ui looked? The new one isn't as bad but still a far cry from what we had.

Feedback and Suggestions / Re: Impact Bumpers
« on: July 15, 2015, 11:06:38 pm »
I would use tar more if it weren't for the needlessly obtuse and complicated controls.

Feedback and Suggestions / Re: Player Weight
« on: July 13, 2015, 10:49:55 am »
I think squid would make a decent boat if you removed the balloon.

Fits the islander chaladon theme nicely.

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