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 - SirNotlag

Pages: 1 [2] 3 4 ... 16
16
Feedback and Suggestions / An open defense map
« on: April 27, 2017, 12:15:20 am »
I find all the current alliance maps to be very mountainous with fighting in narrow valleys for the most part. I was thinking of if an open map could be used and would it be fun.

defence mode seems like the best candidate as i imagine a map based on a shoreline that the base is placed on in one corner of the map. So its very open because the majority of the map is over the water. not completely open some oil rigs and ship wrecks could provide low cover. To stop the drills being sniped from base they would spawn in protected coves or behind islands so the defenders have to push far out and get close before they can get an angle on the drills.

since its mainly open i think it would be best to have heavy cloud and fog so there is reason to bring a flare gun and so snipers arent the only way to play.

Do you guys think it could work, I really just want a change of scenery with gentle hills and sandy shores.

17
Feedback and Suggestions / Re: Alliance gun balance idea
« on: April 23, 2017, 11:17:06 am »
well that may be where we disagree then Naoura.

I am perfectly fine with them them reusing assets in any way they want, it provides more content with less work on MUSEs part. I am perfectly fine with them calling weapons mk.II if they do the same job, such as the current heavy flaks. If the weapon does a different job than its original version then i want the name of the weapon to be different to avoid confusion, such as a short range version of a long range weapon or changed damage types.

I am also okay with them using the Mk. I and Mk. II in the names as in the real world later versions of weapon systems arent always better just different. An example is lets say a mk.I is a big artillery gun, a Mk II might be the same artillery gun but much smaller, so the mk. II is weaker not firing as far or as big of shells but it is easier to move around making it more versatile. There are plenty real world examples of this but i do understand the feeling that a mk.II should be better as the majority of later versions are trying to upgrade on what came before it in some way.

18
Feedback and Suggestions / Re: Alliance gun balance idea
« on: April 22, 2017, 01:31:36 pm »
Agree 100% Naoura!

I'm perfectly fine with a small dev team cutting costs by reusing assets. by all means make a gun using the model of the light flak but with 1 barrel and painted differently or something and reusing the same projectile trajectory and projectile animation. But if that gun does a completely different job like say its damage was changed to piercing and shatter making it more like a long range chain gun than the flak guns, then dont call it a "flak mk2". Call it something else like an auto cannon that way i know it does a different job.

I dont think it would be that hard to also adjust little things like the colour of the projectiles to redish instead of the whitish yellow of light flak, as it could use different propellant or something. Hell green or blue I am fine with as well, as its a steam punk world and I've personally seen fire in all colours of the rainbow. That way people on the receiving end can look at the shots and know the enemy ship has a long ranged piercing weapon and not an explosive one.


As for having stronger but identical versions of weapons in Alliance compared to skirmish I dont see a need to change the name or anything aside from the stats. That way its satisfying to shoot down no name enemy ships easily, but weaker but identical versions are balanced to play against other people. As Daft Loon said no one is going to notice if the gas mortar is 20m smaller and the lens array takes a little longer to burn through the balloon of "Fancypants" the junker compared to no name frigate. Sure we could have the alliance ones labelled as mkX to show that they are super advanced ones but I don't see a need.

19
Feedback and Suggestions / Re: Alliance gun balance idea
« on: April 21, 2017, 05:01:05 pm »
Is it possible for the weapons to have completly different stats for the Co-op servers and the skirmish servers? If so that solves all the problems right there.

The guns could be powerful in co-op play, and weaker in skirmish so they aren't overpowering. I don't see why they cant do this as they have different ships and weapons available compared tot he 2 modes and servers.

20
Feedback and Suggestions / Re: Alliance gun balance idea
« on: April 19, 2017, 03:22:13 pm »
I'm fine with them being balanced against other weapons and bringing them into skirmish cause i like blowing up ships full of other players on occasion.

As for the ships i think some of them might still need balance. The corsair seems like an absolute beast!

21
Feedback and Suggestions / Re: Painting Hulls
« on: April 19, 2017, 03:14:58 pm »
that purple just no.

coloring other parts of ship YES PLEASE.
How about even unlockable/purchaseable textures for some parts of the Ships

Yeah thats what i want similar to how you paint the balloons on the ships


I actually laughed at the pic of the swagfish. BRAVO Richard leMoon

22
Feedback and Suggestions / Painting Hulls
« on: April 17, 2017, 09:46:29 pm »
Is there any word on adding the ability to paint more of the ships to customise the look? Not only to look cool but also so i can tell friend from foe, Ive shot at alot of allied crusaders when fighting the baronies cause of the ship design and colours. Same goes for all of the faction ships if they are brought in to fight the faction they belong to. It would be much easier to tell at a glance that a ship was friendly if they were blue instead of the baronies red, or using green sails instead of the yellow sails of the merchants. 

23
General Discussion / Re: Yes, I would like to have names pls.
« on: April 17, 2017, 11:08:32 am »
the Angleans are corvettes and frigates

the Chaladoniaons are axils and sentinels i think

24
Feedback and Suggestions / Re: New tools, guns and other ideas
« on: April 14, 2017, 12:01:49 am »
well the pilot tool phoenix claw is just like the turning of the pilots stamina so i dont see an issue with another class having a tool that does one of the things their stamina does without actually using stamina.

And yeah most gunners only need 2 special ammo types on most ship compositions so they dont really need their third tool slot and thats part of the reason some captains still prefer 3 engineers over 2 engineers and a gunner. I think the Gunners either need more ammo choices the crazier the better or some kind of tool to make use of to make them more desirable.

25
Feedback and Suggestions / Re: dev plan?
« on: April 10, 2017, 09:16:49 pm »
The issue i found is that the veterans are way too bitter. I am certain they would be the worst abusers of vote kicking and would stop new players from coming in and kill the game.

 I don't find most people are unwilling to learn i feel most bittervets are unwilling or unable to teach, When you call someone a dumbass for not repairing the balloon chances are they will say "fuck you asshole" and let the ship crash because they are gona get more satisfaction from pissing off a jerk than winning, I know i did and still do.
 I have very rarely had problems with crew on my ship because i give a simple brief on what i want them to do everytime a match starts ("alright gunner gets the front gun, 2 bottom guns and is responsible for the main engine both engineers you stay up top keeping things tip top and taking shots with the side guns when you get a chance. If we arent taking damage and theres an enemy nearby one of you jump on front gun so we can have 3 guns bringing on the hate for quick kills. ANY QUESTIONS ME LADS?.") takes like 30 seconds its not a big deal and vastly improves people performance and co-operation. I'm also not a meta seeking tryhard so if people want to be a gunner or bring weird ammo types i let them. I will explain why i want certain types of ammo from a gunner "burst actually does more damage on a hwatcha than charged because 24 missiles deal far more damage than 16 doing 30% more" but i wont rage if they want to put incendiary on it.

Thats not to say i dont get bad players, trolls seem to be part of online gaming and some people are still learning, even at later levels. But you just have to take it in stride, its only one match you have to deal with the dude if its a troll then you can leave. Once had a little boy on my ship must have been real young judging by his voice, my God he was a terrible crew man, but he was trying, and i spent all night playing with him (that sounds so wrong) and trying to tutor him. Poor little fella sounded like he was afraid he was gonna get whipped when he screwed up and fell off the ship. Anyway even though he was a severe handicap to my games i had a lot of fun playing with him.

So many high level captains spewed absolute filth at us just because we were a ship crewed by 5s and refused to even be on our team. then the match would start and we would win in a 1 vs 3 fight (not even kidding). I know this is because team work is much more powerful than individual skill. A crew of 4 people in a skype call will outmatch a bunch of individuals by far, which is how we did so well. Still i dont appreciate how both before a match we would have nothing but insults because of our levels, and after we would get nothing but insults because of sore losers (both ways even as good as me and the lads are we cant win them all and every time we lost one of the allied captains would always give an exasperated sigh and "OH of course we lost, look at that ship full of *****.")

Anyway No real point to my stories other than i have fun in this game by making a crew work like a well oiled machine and part of a team not by winning, and vote kicking would have not even let me play this game because as soon as we joined a lobby i bet you the other captains would vote to kick us out either because they dont want low levels for fear we would bring down their K/D ratios, or they cant believe they lost to said low levels (you guys must have cheated and that hwatcha flamer combo is BS!)

26
Feedback and Suggestions / Re: Kraken Harpoon Gun
« on: April 10, 2017, 08:00:56 pm »
No i have not used the upgraded harpoon. No one has put it on their ships and I certainly do not. what did they change and is it any good?

27
Feedback and Suggestions / Re: Kraken Harpoon Gun
« on: April 09, 2017, 07:24:04 pm »
I actually like the idea of a heavy harpoon gun that has a close weapon on it like a flamer as a secondary for its right click. makes the weapon more versatile as i find the light harpoon gun next to useless and could not imagine a bigger one being much better.

28
Feedback and Suggestions / Re: dev plan?
« on: April 09, 2017, 10:41:40 am »

They also claim that matchmaker worked fine this entire time.
And that implementation of kick vote is not necessary.

I am waiting for them to tell us that communism works, which I wouldn't be surprised, remembering that I believe Queso had a photo with USSR flag somewhere lingering in the depth of the forum back in the day.


For those untrained in the fine art of sarcasm: the above statements were one; none of the above statements are true nor express my opinions... directly.

Kick vote is not necessary and is more likely to be abused than anything. I've been with too many captains that do not like me cause I'm too low level or wont let my friends on their ship because they are low level as well.  As soon as those comments come out we usual go to our own ship preferably on the other team and take immense satisfaction grinding the nay sayer into the dirt.

It does not happen to me anymore as level 20 seems to be respectable but people still try and separate me from my friends due to the level difference. So i have enough of a hard time dealing with constant elitists i do not want them to have any form of tool the D*bags can use.

29
Feedback and Suggestions / Re: New tools, guns and other ideas
« on: April 09, 2017, 09:20:52 am »
Yeah i suppose the forums aren't really active, as the game is not hugely popular. 

30
Feedback and Suggestions / Re: New tools, guns and other ideas
« on: April 08, 2017, 04:49:50 pm »
The idea for a Reload tool came from way back when the forums where just ablaze with how crummy gunners were and many captains in game would not allow gunners on their ships period. The arguments for that was since everyone had access to normal ammo and all ammo types were just balanced against that with positives and negatives to differentiate them it felt as if most people had 2 ammo types, in other words 2 gunner tools.

So i thought why not give the gunners a separate tool that wasn't an ammo similarly to how pilot tools include the spy glass and rangefinder. One idea that was not my own was to make a buff tool that was purely offensive for the gunner, called "the charger" i think, where buffing the guns improved them and buffing the hull electrically charged it so when you rammed another ship you would release the charge for extra damage, though i cant remember if there was any ideas on what it could do for engines or balloon, then again not sure it would need to do something for those as the gunners job is not to run around buffing.

I figured something that helped with reloading the weapons would be well suited to them. It could be a handheld tool just like an engineers where every hit speeds up the reloading temporarily effectively shortening the reload time by like 1/2 a second per hit or something, not alot but enough to make a difference. But then i imagined everyone on a ship taking it and turning one heavy gun into a very fast reloading weapon. An easy solution to that would be to make it so it does not stack so there is no point in everyone cranking on the same gun.

personally i prefer to keep my aim trained while reloading the weapon, provided nothing needs fixing, as it makes it easier to adjust shots when shooting afar so i wanted to make it so you could use it while still sitting on the gun. In my mind it kept the tool simple and working like other gunner tools as well.

Anyway the point of this post was not to argue your opinion it was to explain my thought process on the reload tool that i still bring up even though Muse has given me a response that they do not like it.

Pages: 1 [2] 3 4 ... 16