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Messages - Omniraptor

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541
General Discussion / Re: Back Log
« on: January 16, 2014, 09:31:59 pm »
Random idea- while the ship is impaled, make it temporarily lose a portion of its hull armor, kind of like a negative buff.

542
Gameplay / Re: Goldfish 1.3.3
« on: January 16, 2014, 05:16:31 pm »
The question is, why would you want a hero and a sidekick when you can have two heroes?

543
Gameplay / Re: Art meta is boring
« on: January 16, 2014, 05:09:39 pm »
I would be so down for an ammo type that replaces shatter damage with impact damage.

545
Maybe one day a better game will come along and I will abandon this community for the other one. When that day comes I hope to drag as many of you with me as possible. You are all splendid folk.

My money is on star citizen. It's basically adventure mode in space, except with more boarding and a generally higher budget.

546
Gameplay / Re: Art meta is boring
« on: January 12, 2014, 10:16:00 am »
You know you can outmaenuver art hades junker much more easily than triple art? Lower overlap with hades + hades is ahrder to shoot.

Did I just hear the words 'junker' and 'outmaneuver' used in the same sentence?

547
General Discussion / Re: Back Log
« on: January 11, 2014, 09:11:46 pm »
Pfft, fire weapon my arse! I wants my Sky Torpedo!

The sky torpedo would be fit for a galleon or spire, slow ships that work best at long range. Flamethrower would be a good goldfish weapon, and I really want the goldfish to be viable again :|

548
General Discussion / Re: Back Log
« on: January 11, 2014, 03:52:57 pm »
We already have a weapon like that, it's called a pyramidion :P

However, I think everyone agrees that the new heavy weapon should be a fire weapon.

549
Gameplay / Re: Art meta is boring
« on: January 11, 2014, 12:39:58 pm »
In our practices the Gents have found the mobula to be the hard counter to the triple arti junker, which is great because it makes the mobula valuable competitively for once.

That's because the triple-artemis junker is not very good. Double-artemis/hades junker is what all the cool kids are using.

550
Feedback and Suggestions / Re: Supportive Round Types.
« on: January 10, 2014, 10:50:30 am »
I'm pretty sure we already have a tool for the smokescreen thing.

551
Gameplay / Re: Art meta is boring
« on: January 10, 2014, 03:43:02 am »
In my opinion it doesn't matter how hard it is to use. If it has the power to do a lot morethen other weapons then it's unfair.

Two artemis can kill hull health. The meta build I see right now is hades (extreme hull armor damage) with two artemis (extreme weapon and decent health damage). This gives great long/medium range. On the other side of a Junker gat/mortar. Extreme close range killing. That's the meta ship I'm seeing more and more of. Just tired of it.

Don't forget that hades also does a very respectable amount of hull damage (1.4x modifier). The counter to this art/hades is a disable-y mobula, lumberjack spire or carronade goldfish. Details here https://gunsoficarus.com/community/forum/index.php/topic,2920.msg53678.html#msg53678

552
The largest problem is still a steep learning curve, and general gameplay quirks, not any of the changes (most of which I like). Small irks are making new players quit, as well as not understanding from the very beginning that Guns is a VERY team and communication oriented game. We have all seen the "ready up!" guys that have everything wrong in their ships or loadouts who ragequit after getting stomped. One of my good friends (and a great coder) quit after only a few matches because he kept getting stuck on stairs and other geometry, which still irks me as well.

Player falloff seems slower, so I would say the patches were a success.

I personally like the changes, as I have seen a lot of various ships being used with a lot of new gun configurations.

That's actually a very good point. Player movement still feels clunky. I've practiced with it a LOT, so I have little workarounds that don't always work. Notable culprits are the spire's central ladder (easy to get stuck when jumping down) and the mobula's stairs are too 'sticky'. Also, getting stuck on the goldfish's central drum is while trying to repair the hull is pretty common. It's probably a lot worse for people not used to it.

553
Feedback and Suggestions / Re: Reload-Speed Enhancing Ammunition Type
« on: January 02, 2014, 12:46:56 pm »
The difference is, back in ancient times switching ammo types didn't initiate a reload. That sort of behaviour would be impossible now.

554
Q&A / Re: ship popularity
« on: December 29, 2013, 12:22:45 am »
I love the squid, don't get me wrong, but on any map except paritan rumble the squid is going to be.. well not quite useless, but close. Any half-decent aretmis or mercury gunner will kill your (rather exposed) engines before you can get close enough to fight back, and will then proceed to pummel you at range. The squid might stand a chance against a traditional gat/mortar pyramidion in the open, and it can disable/balloon lock any ship it catches off guard. However, it will get shredded by any sort of long-range disable, and atm the game has a lot of long range disablers.

Disregard all that for the paritan rumble map, squids rule on there.

555
Feedback and Suggestions / Re: New Role Ideas
« on: December 29, 2013, 12:09:07 am »
The problem is that there isn't a single light gun that needs three ammo types. The heavy guns need at most two.

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