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Messages - Omniraptor

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526
Feedback and Suggestions / Re: Make rangefinder work on mines.
« on: January 23, 2014, 10:33:41 pm »
obviously the scenario will only happen with afk captains but it was fun to write.

As I said, rangefinder working on mines will let you place mines much more precisely. especially when it comes to weird angles.

527
Feedback and Suggestions / Make rangefinder work on mines.
« on: January 23, 2014, 07:47:54 pm »
See title. Just something that I think would be fun, screaming at captain "Captain, there are mines ahead, range 300 meters. Captain, why are we not stopping. Range is now 250 meters. Range 200, Captain, hello? CAPTAIN ARE YOU ****ING ASLEEP OH GOD DO SOMETHING, 100m, /me frantically tries to grab helm while screaming incoherently, 50m, BOOM. Cap: Oh omni was something the matter, I was just heading to the hold for some moonsh--, er, spare parts. Why are we respawning?"

Also it would allow more precise split-second mine deployment.

528
Feedback and Suggestions / Re: Detach drums from music!
« on: January 23, 2014, 07:10:09 pm »
What really hurts ambushes is the compass auto-spotting.

529
General Discussion / Re: Is it bad that I prefer. . .
« on: January 23, 2014, 07:04:16 pm »
Of course when you're fighting squids you use lesmok mortar or artemis.

530
General Discussion / Re: Do you use any custom keybinds?
« on: January 23, 2014, 06:48:14 pm »
Thank you eukari for left-shift voice chat suggestion. It really should be default, because with X it's next to impossible to strafe right and talk.

Personally I also use wa for throttle and right/left click for altitude control. Seems more natural to use both hands to fly.

532
Feedback and Suggestions / Re: Integrated website chat
« on: January 23, 2014, 06:44:44 pm »
Can we get an update on the irc gateway?

533
Feedback and Suggestions / Re: SPOILER tags for the Forums
« on: January 23, 2014, 06:37:14 pm »
How do muse/ca mods feel about adding smf extensions? I still want my collapsible images and quotes. Link http://custom.simplemachines.org/mods/index.php?mod=2940 Should be compatible with current SMF version, it's very simple and free/open source.

Also, I'd like to add voting buttons to posts. If muse was willing to implement I would buy this extension for them http://www.smfpacks.com/likes

534
Feedback and Suggestions / Re: The Icarus Cannon
« on: January 23, 2014, 04:25:19 pm »
Of course the Icarus Lens Array should be a medium weapon. I imagined it to fill a niche between the close-range multipurpose medium (carronade, hwacha) and the specialised long-range guns (lj, hflak) with both wide fire spread and focused beam disabling/burning.

535
Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: January 23, 2014, 04:18:02 pm »
I vote for making the carronade histscan again or adding tracers. Right now it is extremely difficult to use the shatter damage on the light carronade, less so for heavy.

536
General Discussion / Re: Is it bad that I prefer. . .
« on: January 23, 2014, 04:09:05 pm »
Rant incoming:

Thing is, the light flak already does so little damage compared to the mortar that it's almost not useful against ships with lots of perma, requiring multiple armor strips to deliver the kill, as opposed to the mortar which kills anything in one clip. The arming time is just the final nail in the coffin making light flak useless. The enemy will certainly get within arming time, and as a junker you are way too slow and unable to kite to maintain that narrow window in which both gat and flak are effective. Junkers are also very vulnerable to sniping in general, so using a weapon that doesn't kill at range while doing nothing else is.. pretty ill-advised.

However, I've had good results with gat/artemis on the side, and all the cool kids are using hades/artemis. IMO the artemis cannibalises too much of the flak's killing role because of its better ballistics and additional shatter damage. It will probably get nerfed next patch.

The mortar is a wonderful weapon on the junker because the ship shines most in close range, where it can fly circles around clumsier ships (every other ship except spire, goldfish, squid). The enemy should never be in a position to flee you because you have an artemis on the front and can wreak havoc on their engines if they are stupid enough to turn tail.

537
Feedback and Suggestions / Re: The Icarus Cannon
« on: January 22, 2014, 10:04:37 pm »
Make it so the scale for adjusting the sweet spot gets more coarse with distance, so the gun gets harder to adjust at longer ranges, requiring you to both adjust the beam and micro-control maneuvers to maintain optimal range. It's actually kind of similar to gilder's torpedo with the varied arming ranges.

Again, the role is spreading insane fire stacks on specific components, or enveloping the ship with low-grade (less than 5) fire stacks on EVERYTHING outside of the focal point.

I'm starting to really like this gun.

538
Feedback and Suggestions / Re: Ranked Matches idea
« on: January 22, 2014, 06:31:14 pm »
Automated clan support would be nice. For example, a system where a founder creates a clan, giving him leader status. Leaders can add and remove people from the clan, as well as make clan members into subordinate leaders by clicking on their names, like we do party invites now. All clan members have a tag, as well as access to a special chat and voice chanel, just like the current party system.

This system is simple, easy to understand, and is essentially a persistent 'party', building on an existing framework should be slightly easier to implement?

On to ranked matches. These are probably a bad idea, because in GoI it's basically impossible to tell who was responsible for victory or defeat in a 8v8 game with hard-to-define roles. If you're a good player but your crew has sound off, or there's a language barrier, or they simply can't play, your score will go down unfairly. Unlike other games (such as shooters) one person cannot carry the rest to victory, so ranking individual players doesn't make sense.

539
General Discussion / Re: Side Note: You know.. I'd like to apologize..
« on: January 21, 2014, 11:51:16 am »
Players are very aware of levels too. Its like the scrambling is forcing them to play with others more so they are prone to trying more lobbies rather than simpler ones. Had a few more recently enter lobby and say "F**k a 14!" then leave. It affects lobby formation because they quickly want to find another match rather than play with or against an experienced player.

May be time to do the next overhaul. The leveling system. Remove the numbers and go to something different. One idea, similar to SFIV or Playstation Allstars where you have icons and title nameplates which would unlock. Similar way to how the level system works now, cept graphical based instead of number. Would transfer over to competitive scene because special ones could be crafted for the events.

i'm pretty sure we already have a badge system, with special badges for bounties.

540
I agree too. I think that with the new powerful fire tools, 5 should be the magic number, along with making heatsink act like combined fire extinguisher and chemspray- any ammo stacks are extinguished once reload finishes, AND the gun is immune to new ones.

This would make fire into a niche yet balanced tool- very close-range, doing low damage, but it does EVERYTHING- (slowly) kills balloon, hull, and disables guns and engines.

Also, crazy idea- kerosene/moonshine should increase ignition chance, while claw should decrease ignition or even extinguish fires.

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