Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - GeoRmr

Pages: 1 2 [3] 4 5 ... 53
31
Quote
This would essentially make 1 rangefinder "spot" for the entire team. I don't like that. Imagine a 3 vs. 3 or a 4 vs. 4... one rangefinder can give all those players this info? "Overpowered." I like the one-per-ship idea.

Did you read my footnote - what do you think?


My suggestion: I think the best quality the rangefinder could give players is this: once a rangefinder is "used" on an already-spotted enemy ship, any crew mate on the rangefinding ship who is mounting a gun receives some sort of notification when an enemy comes within their mounted gun's maximum range. It alerts the shooters when firing their guns will allow the bullets to reach the enemy vessel. No more firing gatlings or carronades early... rangefinder will tell you when to open fire! 8)


I like this idea, but it's already in the game (get ready for incoming secret about a stupid feature) - if you enable tutorial text the relevant components on enemy ships are hi-lighted and blink as soon as you get in range. Also I think that the range finder does this currently anyway with a x on the reticle.

32
I would like to see the range of the ship if it's spotted with the rangefinder. I like the suggestions that you have posted here. The spinning circle has always bugged me and everybody I have played with. The last suggestion about showing the status of the ships is not needed. Let the team see the range of the ship when spotted and remove the spinning circle. There could also be a time limit on the range spot. Requiring the user to re-spot the ship after 25 secs or so.

the only problem with this is - we already have a map which gives us detailed enough information about how to aim (e.g. lj long range) accurate numbers are no more effective than  looking at the map and rounding in 500 meters. Having range as the only feature does pretty much nothing and using range finder would only waste extra crews repair time to spot twice for 0 gain. Knowing the range of a ship I don't feel is powerful enough to require a crew member to spot it multiple times if the ship doesn't get in cover.

33


Okay so it's been two years now and this tool is still more useless than the harpoon - I believe it's time we all try really hard and think of another passive tool related to ship spotting for muse to implement as the rangefinder.



My Suggestion:


  • The spinning circles used to show someone on a gun how to aim are removed from the rangefinder, or at least an option is added for a player to disable them. There is nothing more annoying than shooting a gun when a novice on your ship starts rangefinding and the spinning circles start to block up your reticle.


  • The rangefinder effect only works if the ship is first spotted by another player with a spyglass,[1] and the range finder effect remains active until that ship loses its spot through hard or soft cover.


  • The range finder is given the following limited spotting ability if used on an unspotted ship - ships are marked for a limited number of seconds visible only to players on the same ship (essentially the exact same functionality as the captains mark ability, but with its own distinct set of brackets around the targeted ship)


  • Once a ship is successfully marked by a rangefinder after already being spotted by a spyglass it displays the range of the ship in km from each ship on the spotting team as it does currently. This effect will remain active until the ship loses its spot through hard or soft cover and does not require constant spotting from the person using the rangefinder.


  • Once a ship is marked by the rangefinder after being spotted by a spyglass a variation of the ship status UI currently in spectator mode is displayed next to the spotted ship[2] showing: it's hull health, component cool-downs, which components are disabled, which components are on fire, the number of fire stacks on burning components, which components are chem-sprayed, and which components are buffed.[3]



  • Or by a pilot with both a rangefinder and a spyglass (lol)
  • Or perhaps fixed on screen exactly as it would in spectator mode if this proves to appear less cluttered
  • It may be preferable to make some of this information available only to the player using the rangefinder, or require "active rangefinding" (holding left click with the rangefinder over a spotted ship) to display this information to other players depending on how powerful an impact you feel this knowledge may have on the game

34
10/10 post richard, I really like the idea of falloff damage as a mechanic.

I noticed you made the remove buff damage argument, and I'd like to re state my old idea to it- when you remove buff damage from the buff hammer, give the gunner a different buff tool that takes up an ammo slot to buff guns and increase their damage.

Muse will then argue to this - but that's not an ammo type it's paradigm breaking
And then I'll argue - lol spyglass and range finder don't affect the ship either
And then muse will go - w/e we don't care lol

35
The Lounge / Re: I don't trust Google Translator
« on: February 23, 2016, 10:29:01 am »
"My dog has no nose."
"How does he smell?"
"Terrible."


But really these words are nonsense and have no meaning in German.

If is the now-piece (git) and Slotermeyer)? Yes! ...(Beiher)dog that or the pinball wood (gersput)!

36
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 10:26:22 am »
Hey guys,
The new hit markers shouldn't be going out yet and the balance changes are upcoming.

Aww, and here was me all happy that you hadn't changed the heavy flak.  :(

37
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 08:04:40 am »
I already miss the old hit markers...

new ones are v hard to see, also I think they're bugged, all my own hits are red even if the hull is up.

38
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 06:48:03 am »
Bug - Red and blue scores are swapped on the end match screen.
Is it okay to report them here?


(ps that font is really ugly, i think it might just be the rendering tho)

RED TEAM WINS

39
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 06:23:33 am »
Clan chat improvements are nice, you can't use it in game or on other chat windows like the match window though =/

40
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 06:20:48 am »
Great improvements all around. Also, holy crap the Skyglass and Wrench skins - would pay for them!

what are these?

Clan level 13 and 15 rewards - golden spyglass and wrench :)

cool, these look really nice! I didn't realise the patch was live yet, not wanting to sound ungrateful, is there anyway to switch back to the old skins?

41
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 06:11:44 am »
Great improvements all around. Also, holy crap the Skyglass and Wrench skins - would pay for them!

what are these?

42
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 06:10:52 am »
Quote
More video options:
- Soft Particles (was part of Postprocess Effects, improves cloud/ground intersections when enabled)
- Shader Quality (older GPUs may see a performance improvement if set to Limited or Low)
Flares (and other light sources) no longer stack brightness as crazily on clouds
Running water effect removed during rainstorms (due to performance, quality issues)
Client connection times out less quickly under unstable networking conditions
Thanks!

Quote
Score panel is now available on the deploy screen too
Clan chat is now visible in all chat tabs
Hitmarkers are now shown as your own if you get off the gun after firing
Hats and outfits of the same type now stack in character customization inventory UI
Report window doesn’t disable chatbox
Awesome!

Quote
Recommended loadout would save just like other loadouts.
Does this fix the issue of recommended loadout changing after a disconnect-reconnect?

Quote
Captain target mark is now visible off-screen too
Guns being fired by other players aren’t played
What does this mean?

43
Feedback and Suggestions / Re: Build Pros and Cons List
« on: February 21, 2016, 10:52:10 am »
I know what you mean, the sentence "If you replace that artemis with a Gatling gun you'll find yourself getting more kills." Has had me called an "elitist try hard [female genitalia C word] by one novice enemy before... Needless to say.. He didn't last long :-/


44
Feedback and Suggestions / Re: vet games:blind pick
« on: February 20, 2016, 10:53:27 am »
im honestly flabbergasted that there is so much animosity with blind pick. in an attempt to foster the highest level of play, make the game a more purer form of competition. peeking at the other side and picking ships to make their life hard isnt (unless a dev wants to correct me here) a feature, its a bug.

i see counterpicking in general as a courruption of both the game as its meant to be played and erosive to the community. anyone who is perfectly willing to hardcounter pick someone is not going to be doing the community any favors, and honestly in my view dont deserve to win as easily as they might.

I just don't like the idea of forcing the blind pick, mainly because I don't believe that it does foster the highest level of play. I'd like to paraphrase Sammy B. T. - We're going to take the same ships every time. Let them hard counter us and we'll still take them, and then we'll win anyway. (which they did)

This doesn't mean however that I'm in anyway opposed to having blind pick as an option when creating a lobby, you make a valid point and it could definitely add some variety to the game. Just don't force it on us, plz.

45
Community Events / Re: Cronus League Week 7!
« on: February 19, 2016, 07:11:11 am »
Substitute team signing up for GSR:
Team Name: Rhea
PoC: HelFyre
Roster:
  • HelFyre
  • Feylinh
  • SlyCrossFox
  • Korgra


Pages: 1 2 [3] 4 5 ... 53