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Messages - Dementio

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Gameplay / Re: Realism has had it's fun...
« on: March 25, 2014, 04:47:20 am »
Right now pilots are less about flying skill, and more about decision making and strategy. Once you're in a situation, there's not a whole lot you can do to change that. If the enemy sneaks up on you with a metamidion, you can hydro, vent, phoenix claw, etc; but mostly it's "Oh, guess we're dead now." Because any movement you make isn't fast or dramatic enough to throw them off enough to spare you. You need to be prepared ahead of time for that kind of event, and no amount of skill will save you (most of the time).

Isn't that what a pilot is supposed to do? Prepare for certain situations so your team can get the upper hand and just win?
When I think about it all pilot tools, with the exception of spyglass and range finder, are only for emergency. Dodging with hydro/vent, escaping and making the enemy unable to follow with tar, getting the advantage in speed with kero/moonshine, making the enemy unable to fly around me with some lucky claws, and more stuff.
If you can utilize those tools just right with your current ship, then you are good to go.

Another thing to consider is your ally (this game is about teamwork, right?). If you can't survive in a close range 1v1, get your teammate to help you out. Getting sniped at? Get your ally to kill them from behind. What else is he here for? To look pretty?
Also, you are the pilot and thus most likely the captain and the one responsible for the communication between ships in your team. So you better communicate.

If you could get away with everything in every situation without any help what so ever then, and only then, would I consider this game boring.

This might just be me, but I do believe MUSE makes the AI as incompetent as possible so you are forced to go teamwork overload.
(Why is the AI unloading my ammunition the very second I leave my gun to buff something?)

I do not like the score-calculation for this game, they are just too many factors in this game that the score simply does not consider.
For example
How many times did the gunner hit and at what range?
    How effective was it? (Mortar on Armor less effective than Mortar on core health)
What guns does the ship have? (If half of the guns have a range of 700+ it might be a long range ship)
    How many times has which gun be fired? (Ship may have long range and close range side. So it would take into consideration if the ship was actually sniping or not)
How many times is the engineer firing a gun when his ship is being shot at? (It might be a gungineer instead of the main engie, so he propably won't repair as much)

But then again, what are the max values?

What I do like however is being able to see the stats of the match. Too bad I have no time at all to see the already small amount of information displayed on the score card, before it disappears forever. I have literally never looked at the right side of it, just because I am going to miss the more interesting information to the left.

It was suggested before and I want to second the idea of putting the score card information of the last match into the progress tab somewhere. This could be done by either having another subtab in the progress tab or having the information displayed next to the total amount. Like "Repairs: 586 (+64)" whereas the "(+64)" is the amount of repairs that was achieved in the last played match.

second is that i have have had people running from one side of my ship to the other and i when i have asked them to stop they reply with but i need to get a good score
I am actually suprised this happens, since nothing in the game ever mentions the score at all, so why bother?

I have to say that I am not experiencing any problems at all, here in Austria
Europe: <50ms
US: ~200ms
Asia: ~400ms, but I never play there

Had slowmo around 4 times in total, since I started the game

Leave count really is pointless once you get a few more matches in. It's good to see it on the low levels so I can guess how likely they are going to leave mid-game. Once there have been 50+ matches played, it's a relatively useless feature, I find.

Community Events / Re: Sky League Signups (Closes March 15th)
« on: March 15, 2014, 01:25:14 pm »
Fancy Teamkillers
Team captain: Lochnagar
Secondary: Dementio
Logo: It's a work in progress

Gameplay / Re: Non-meta builds that are fun and(or) effective
« on: March 12, 2014, 09:32:54 am »
Squid - From front to back:
Mercury/Artemis/Hades, Beacon flare, Mine Launcher

1. Snip the enemy from long range or Tar Mine them to rage quit
2. Be invincible

Works with only 1 additional crewmember!
Might not work in 2v2

By the way, double Hellhound side on galleon is op

I want clouds to move in a more random pattern.
I kinda dislike Dunes because of the sole fact that I see the same damn cloud, rolling down the middle, from one side of the screen to the other, every single minute. I just can't handle to look at it for too long.

Scrap is ok though, a cloud in the middle of the point is nice to turn the tides, I guess.

Gameplay / Re: Realism has had it's fun...
« on: March 04, 2014, 11:19:11 am »
What exactly is this thread about?

How clans are not supported?
How much competitive and not competitive currently does/doesn't suck?
What needs to be changed on (certain) ships to make scenario X happening?
Why new players will never be old players?
What impossible thing NEEDS to be added to make scenario X happening?

I am seriously confused here...

Gameplay / Re: Squid Love
« on: February 26, 2014, 06:54:20 am »
I don't like the idea of changing gun arcs or changing gun positions on the Squid. It's a fast ship and with the constant damage on armor and engines you can't always use two guns at the same time during combat anyway.
I fear, if this were to happen, people would just sit in front of their target and use the most boring combinations the game has to offer (e.g.: gat/mortar). If you wanna use gat/mortar just turn and have an engi ready, if not, go away and come again another day. The Squid is no brawler, the low hull armor makes sure of that.

However, since it's so low it's armor is that low, I do believe that increasing the maneuverability, may it be verticle or horizontal, is good way to increase the number of squids on the battlefield, especially with all that phoenix clawing...

Gameplay / Re: Tab lock down (Patch 3.5)
« on: February 10, 2014, 06:38:29 pm »
I am used to check the scoreboard from various other games and that habit just kinda followed me to here. Every other (possible) reason to press TAB has already been mentioned.

Another game handled this by adding a key which you had to press while holding down the tab-key in order for the input on that screen to change to "menu" mode.
This idea has already been mentioned thrice in this thread and I approve of this.

However, I do feel as if the "mute"-thing should really be seperated from actual blocking. As said before if some chill guy plays music and you don't want to hear it, you block him, but then this guy can't even communicate with you per chat anymore either and this can turn into a potentional lack of teamplay. (Does somebody hear your voice commands when said person blocked you?)
He/She is your captain, the other 2 want to hear the music, but you can't stand it -> block. Congratz, since you are not listening to your captain anymore, you might as well leave the match! (Unless you know what you are doing and the captain isn't doing some special tactics that nobody gets)

Another thing I don't like is that blocking actually removes the person from your friend list. If music guy is playing music again, but you don't want to hear it, but still actually don't want to remove him from your important friend list, mute him instead of blocking him.
But then again, this is only a thing for lazy people, since you can just re-add him or tell him to stop outright and as a friend he might actually listen.

This game is still awesome.

The Docks / Re: Achievement Days - Group
« on: January 26, 2014, 09:05:24 am »
I am liking this idea.

Gameplay / Re: Artemis
« on: January 14, 2014, 06:46:56 am »
A simple way to make the artemis less of a Point, shoot, and disable would be to decrease downwards arc, slow down the rockets, and increase spread by 5% to 20%, thus making it more frustrating to shoot at distance, at least without heavyclip.

I don't like the sound of spread on a gun that enables such long range. I understand that the overly overpowered and overused carousel gets spread, but not the artemis.

Otherwise I agree with this, forcing an artemis to lower altitude and more intense sniping sounds like it would enable more fancy dodging maneuvers and fancy ambushes by allies.

Gameplay / Re: Favorite Builds
« on: January 12, 2014, 10:58:35 am »
Mobula - Fancy Insert pun

Double Top-Deck Middle Gun on the Front: Gunner prefered gun
Top-Deck Port: Mine Launcher
Top-Deck Starboard: Mine Launcher
Bottom-Deck Port: Harpoon
Bottom-Deck Starboard: Harpoon

Pilot: Hydrogen, Pheonix Claw/Kerosene, Impact Bumbers
Engineers: Spanner, Mallet, Fire Extinguisher, Lesmok
Gunner: Depends on gunner prefered gun

If build is not possible for whatever reason, my next Favorite Build would be your average snip Mob: Double Art/Merc with Flames on bottom deck.
It is rather calming to just chill out there in the middle of nowhere while you crew is absolutely destroying the other ships that can't help but die.

Squid - Meta Squish

Front: Mercury/Artemis
Side: Beacon Flare
Back: Mine Launcher

Tar Barrel for the pilot is a must.
This ship is the most broken support ship you can have, since it's rather easy to stay out of fire and disable enemies all over the place.

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