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Messages - Omniraptor

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Gameplay / Re: Rapid Fire - Left Click
« on: September 24, 2013, 03:50:28 pm »
I agree that anything that requires repetitive clicking needs to become automatic, namely rebuilding and firing weapons. I really really don't want to lose a game because I had good strategy and technique but couldn't mash a button fast enough.

General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: September 24, 2013, 03:44:13 pm »
Has anyone considered fixing the reload mechanic? As in, the gunner only needs to start the reload process with custom ammo, then the gun will finish loading the custom ammo by itself. It's simple and makes gunners able to do other stuff while the gun reloads, without influencing anyone else.

For example, one gunner can now easily manage a broadside of a galleon or front of a pyramidion, without being a slave to reload cycles and the need to babysit the guns to make sure the proper ammo gets loaded.

Q&A / Re: Reload speed: Wilson's Notes vs. Real time
« on: September 24, 2013, 03:31:08 pm »
The real question is, why did muse have to put some random 1/time (speed) value as the reload, instead of doing everyone a huge favor and just putting the time? It's not like I'm going to be reloading only part of a magazine any time soon, or am I?

Gameplay / Re: PILOTING and PILOT SKILLS Balance v1.3.2
« on: September 24, 2013, 03:25:59 pm »
Not everyone has access to dev app forum, but this is the reason behind the nerf.

While Chute Vent isn't particularly popular, when combined with a blenderfish it is far too easy to keep a victim's balloon in range.  By the time the engineers repair the balloon, the carronade will be reloaded and ready to pop it again.  The only solution is to get a friendly to come to your aid.  The additional damage on the Chute Vent will hopefully give the blenderfish's engineers enough of something to do, a distraction, to allow teammates to more easily save their poor balloon locked friend.

I've flown my fair share of blenderfish and never used chute vent to keep up with falling enemies.. all I did was start descending one shot before their balloon goes down, actually overtaking the target a little at first. I'm kind of wary of any sort of vertical tool nerf because they're mostly what people use to counter shotguns.

Also, a suggestion- could we maybe have the drogue chute reduce angular drag, at the cost of increasing longitudinal drag? It would make it more effective for fighting shotguns because you'd be able to turn around more easily and bring your guns to face their cannonage.

Gameplay / Re: GUNS and GUN SKILLS Balance v1.3.2
« on: September 24, 2013, 03:13:58 pm »
I say its the range. Get it to sth 1500+ and it is a good sniper weapon. It doesnt have to do the same as the mortar. Kill in one clip. In the case its a real sniper weapon and not just have double the range of the mortar thats fine. At least for me ...
A sniper doesnt have to kill with one clip. That would be pretty unfair if you ask me.

The flak is currently capable of two clip kills at 1700 M range with lesmok, it is an incredible long range weapon. 

I'm not convinced that the light flak is underpowered but I do think it's useful to have the conversation since it is certainly still underutilized. 

Here are two things that I think could make the gun more attractive to players without it losing it's niche or overpowering it:

Increase firing speed - I'd personally like to see a slight rate of fire increase on the gun (so that it's somewhere around 2.25-3 shots per second).  It would help solidify its position as the dependable precision finisher; enabling the gun to fire quicker could help ensure gunners get their shots into narrow kill windows on ships.

Decrease the arming distance - Admittedly I'm a bit biased here as I've always been on the fence about arming time for the flak however that debate aside; 300 meters is a considerable arm time, and I think more than the gun deserves.

Conversely, I think the hades has a too-short arming time for its intended role (long-range piercing and some disabling).

Gameplay / Re: PILOTING and PILOT SKILLS Balance v1.3.2
« on: September 22, 2013, 02:47:47 am »
Awkm, could you please explain the reasoning behind the chute vent nerf? It's not like it was way too op and popular..

Feedback and Suggestions / Re: "Free"look while being mounted on guns
« on: September 18, 2013, 12:21:21 pm »
The original idea is also (no offense) not very solid flavor-wise, because the gun SHOULD restrict my view while I'm sitting in it, otherwise nobody would ever get out of them.  ;)

For heavy guns, but for light guns I'm just pointing a turret. No reason I couldn't look left.
I wouldn't mind this being a key you can press.

Yeah, but light guns don't obscure your view that much in the first place.

Andika, your situation is a corner case. The lochnagar troll (christ I hate that ammo, it should only be given to gunners level 6 and above because the potential for malice or stupidity is too high otherwise) ruined your game for 1 match, after which you reported him and he got banned. Problem solved. As for captains who don't talk to you, that's simply because they're not very good captains who don't know that this is a game about teamwork and coordination between crew, not just everyone quietly doing their own thing.

As for the pilot being able to rotate their head 360 degrees, yeah I consider a bug. In an ideal world there'd be a 90-degree arc facing opposite the helm which you couldn't look into without letting go of the wheel. I'll add that to my list of feature requests.

TL;DR I am suspicious/opposed to any change that makes crew members independent of one another, because depending on each other is what GOI is all about.

Feedback and Suggestions / Re: "Free"look while being mounted on guns
« on: September 15, 2013, 08:00:41 pm »
I think a nice way to implement this that would please both evodoc and zill would be just to disable the auto-recentering of guns when the user dismounts them. You can still jump off the gun for a quick glance at your surroundings without losing your angle, and there's no unnecessary UI clutter. Personally, I was kind of startled the first time time I dismounted a gun and it started rotating by itself. :P

Noobs and AI can be directed to stay off of it (repair mode and typing/voice chat). A player that refuses to communicate through either channel is a different problem, and not common enough to build an entire feature like this one around.

The original idea is also (no offense) not very solid flavor-wise, because the gun SHOULD restrict my view while I'm sitting in it, otherwise nobody would ever get out of them.  ;)

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