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Messages - Mezhu

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121
Changing ships and loadouts is obviously a sign of a team who's comfortable with a variety of builds and tactics, and removing a team's ability to adapt to its' enemy is just plain silly. Draft wouldn't work so well either, 4 ships are way few to draft as previously mentioned.

Not surprisingly, I think it's the least experienced teams that insist on constant 'hard-countering' and ship changes. The stronger teams will usually be the first ones to give up on the swapping game and just say 'f it' and go in. Interestingly enough, you can often see strong teams going with builds that even seem counter-intuitive or unreliable versus the enemies' ones and still win with ease.

Instead of trying to regulate ship swapping (which I will admit gets extremely annoying at times), I'd suggest instead making your teams comfortable with more builds and practicing them even against so-called 'hard counters'.

122
Additive

123
Gameplay / Re: The Philosophy of the Sky Captain
« on: June 23, 2014, 05:50:14 am »
So, your enjoyment of the game comes by either whining on how boring it's become, or 'clearing lobbies' and 'making entire ships ragequit'. Truly a jewel.

ps; here Sammy, have my salutes, have them all.


124
Feedback and Suggestions / Rangefind your enemies through clouds
« on: June 21, 2014, 06:22:38 am »
As most know, after the last major patch and before the latest hotfix we were able to see through the closest few layers of clouds by using any zooming tool (spyglass, rangefinder, weapons). This was obviously game-breaking to a large extend, and got properly fixed recently.

Ever since, though, I keep finding myself 'blind'. I got used to the anxious spyglassing of hotspots in my field of view, and having to vocally inform the rest of my team of where I last saw an enemy added a nice touch to the game. Especially for roles that don't usually have much to do out of combat, such as the gunner (and to a lesser extend the main engie), being a spyglass scout made a lot of sense. There was a tactical depth to it, as well- the most eagle-eyed crew would see an enemy long before the enemy saw them, allowing them smarter engagements.

This got me thinking if this could somehow be an intended feature, implemented with respect to the rest of the game's balance and mechanics. If the answer is yes, a potential candidate for this utility would be the rangefinder. It's a tool very rarely (if at all) used, and such a buff would be very logical. It would also be more suitable and beneficial for the gunner class, as it would grant him one additional responsibility and enhance his role compared to the engineer (at least while ooc). Even if the rangefinder was that way altered, it could by no means replace the spyglass. Instead, it could complement it and have a better synergy with it- you 'spot' an enemy with the rangefinder, inform your crew of his position and direction, and the spyglass will be ready to mark him once he becomes visible.

125
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: June 20, 2014, 05:40:51 am »
Muse - DPA 5:4
HRA - TAW 5:0
MM - Cake 5:3

(I actually think Cake's gonna win but I gotta bet against the mainstream to have any chance of not being last . MM, please, you're my last hope)

126
The Docks / Re: Glowwater Thralls now recruiting.
« on: June 18, 2014, 12:17:40 pm »
Apply now and have a chance of crewing for the legendary Fiasco Total, also known as captain of the year 2013, holder of the 'Hit as many buildings as you can' title, with an unbeatable record of 617 crashes in a single game!

This is truly an once in a lifetime opportunity, do not miss it!

127
Community Events / Re: Division Rankings
« on: June 14, 2014, 07:41:02 am »
I'm posting to express my disatisfaction with the death count rule for 2 reasons
a- it enforces a different way of playing that relies on more passive, careful encounters instead of agressive movement
b- it was announced way late into the games

kills per match should also be ignored, if it's a team's strategy to play defensively and prolong games it's their call to make and they shouldn't be punished for it either

head-to-head record is the only thing that actually makes sense

128
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: June 14, 2014, 03:59:51 am »
gwth - mh 5:1
clam - muse 5:3
ovw - dpa 5:1

taw - sac 1:5
sir - cake 3-5
bfs - mm 3:5

ryder - hra 5:4

randomshit of the week, cake wins sir somehow

129
Feedback and Suggestions / Re: Reload UI while off gun.
« on: June 12, 2014, 07:10:09 pm »
Or instead, you could learn not to miss the reloads.

I miss quite a few myself and yes it is frustrating especially when it's a slow gun you're re-reloading but I don't get why that has to be changed. Guns reload timing is already transparent enough through sound and animation, anytime anyone misses a reload it's purely his/her own fault rather than the game's mechanics. Mistakes have to be punished, noone asks for a second chance when he misses a hull repair cooldown or uses the wrong tool- minor details like those is in many cases what differentiates the winner and the loser, and as such they should not be simplified.

130
Feedback and Suggestions / Re: character progression needed
« on: June 11, 2014, 01:35:56 pm »
There could be ways to make an account or character feel more personal (or the game more 'addictive') by having a broader cosmetic system. Item descriptions, tradable items, rarity tiers, unique items unlocked only via very specific challenges or events etc would satisfy those that feel the game's not giving them reason enough to continue playing, yet without breaking game balance.

I too sometimes feel like I'm playing in vain, as the game gets extremely repetitive after a point, casual games tend to be easy and uninteresting and there's no sense of goal. Farming achievements keeps me playing but I keep wondering 'then what?'. With my hopes of matchmaking solving the issue by implementing a ladder or leaderboard of sorts now gone, I see a revamp of cosmetics as the only solution. Yes, I know co-op is coming out soon and stuff but that's going to also get stale after a point.

And, with the game's competitive potential not being used, a ranking system not present, no cosmetic progression and a total of ~10 unique maps I think it's no wonder why the game's only popular during steam sales.

131
The Gallery / Re: Fan Art Thread
« on: June 10, 2014, 04:54:17 pm »
Muse, hire sosmitsky already

132
Nice to see some new faces here, I hope all works out well.

133
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: June 07, 2014, 03:24:04 am »
Rydr - Ovw 5-3
Muse - gwth 1-5
Clam - MH 3-5

TBB - HRA 2-5
SAC - Cake 5-2
SIR - TAW 5-0

DPA - MM 4-5

something something of the week:
Clam - MH reversed score

134
Dev App Testing / Re: Test Scheduling
« on: June 06, 2014, 03:55:05 pm »
are we doing this

135
Gameplay / Re: 1.3.6 Hotfix Flamethrower
« on: June 06, 2014, 01:54:13 pm »
Weird, still haven't stumbled upon one.

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