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Messages - SirNotlag

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31
Feedback and Suggestions / New tools, guns and other ideas
« on: April 08, 2017, 10:57:03 am »
Just thought I would make a thread where i could post up some ideas and people could share theirs.

Pilot tools:
-Extinguishers: when the pilot selects this the engines stop working but all fire stacks start to tick down at 1 per second. This doesn't cause a cooldown on the components its just another fire fighting tool to help the engineers as they run around.

Gunner tools:
-Reload crank: UI is like an ammo with the gunner selecting it while on a gun, but all it does is speed up the reloading process. If you keep the tool selected when the process is done it will start over again to punish you for not paying attention and allow a skilled gunner to wait till the last second before swapping to the ammo they want. (NOTE I've brought this up plenty of times and Muse actually did respond to it once, they found it would be too confusing to have a tool that was selected like ammo but was not ammo. Which is fair but i still like the idea and maybe someone else can modify it in a way they might be willing to look at)
-Rocket ammo: Increased bullet speed 50%, adds a 20% fire chance, greatly reduced damage -50%. allows you to set fires from afar with almost any type of gun.

Engineer tools:
-repair drill: cooldown of 2 seconds heals 60hp, rebuild power 2: a tool that would have the fastest healing rate in game but would require someone to sit and nurse the component they are trying to fix. also very little rebuild power so would have to bring a different tool to do that.
-auto builder: 5 second cool down lasts 30 sec, placing it down on a component doesnt heal it but it will rebuild it if it breaks with a very strong rebuild power.

feel free to add your own ideas or anything.

32
Feedback and Suggestions / Re: MK 2 weapons
« on: April 01, 2017, 04:16:56 pm »
ha i never get my hopes up, its all just theoretical.

33
Feedback and Suggestions / MK 2 weapons
« on: April 01, 2017, 03:26:39 pm »
So they have Mk 2 heavy flacks now that with one simple change of dropping their clip size from 4 to 2 changes the way the things work quite abit. Different ammos are better for each one and they feel different even though they do the same job.
I imagine its also a little easier to create then a brand new weapon from scratch since its the same coding just with different numbers and a different model. (OH HEY! SIDE NOTE: why don't muse ask the community to build alternate weapon models for their mk 2 weapons? It be provided to everyone for free so i don't think there are any legal issues.)

anyway what other MK 2 ideas can people come up with that might change the preferred ammo type for weapons or how the weapon functions.

MK 2 machine gun: increased range, less accurate, slower rate of fire
-taking heavy clip makes this one much more effective at knocking out components from afar but that comes at the cost of less dps.

MK 2 light flak: no arming time, change one of the damage types to shatter, less accuracy and removal of their explosion.
-allows it to be an alternate close explosive weapon but still counter component if you can score a direct hit even though its less accurate.

MK 2 mortar: farther and faster bullets, smaller clip:
-makes it easier to use but looses killing potential with a smaller clip.

MK 2 flamer: increase damage, fire particles are smaller and now have drop. (idea behind this is its spraying a thicker stickier ignited liquid that sprays out of the weapon, also might be harder to do than other guns cause the current fire effect might not look good with an arcing weapon.)
-better raw damage and killing potential but its effective range is reduced, unless the gunner knows how to arc it. 

34
General Discussion / Re: Alliance factions
« on: April 01, 2017, 02:59:17 pm »
The brawlers can have different gun combinations though, ive seen just variations of gat, mortar, artemis, carro, and flamers for the brawlers. The snipers seem to always have hades flak.

I think i have seen some of the snipers with artemis rockets and merc rifles as well.

35
General Discussion / Re: Alliance factions
« on: April 01, 2017, 09:43:06 am »
hmm I wonder if they should do more to differentiate them then.

perhaps have some of them occasionally spawn with faction specific weapons like a baronies support ships sometimes get their scatter rockets, mercantile supports  spawning with their light lasers, angelean brawlers getting a light tesla gun, and the cacedonia brawlers getting their gas mortars.

I'm not talking like seeing these often just when your fighting them to keep an eye out for the ships that might have them cause they could be more dangerous.

36
General Discussion / Alliance factions
« on: March 31, 2017, 11:25:45 pm »
okay so there is 4 different factions each with 2 AI ship types and a unique flagship, but they all feel kinda samey when you fight them. A fast ship with 3 guns that charges you and a bigger ship that sits back and broadsides you with ranged weapons.
Is there any difference between the factions aside from aesthetics? Aside from the flagships their smaller ships all seem to be the same.

37
Feedback and Suggestions / Re: Disagreement and Cooperation.
« on: March 05, 2017, 05:33:36 pm »
Hmm I made some posts about ship ideas way back long ago. Came up with these ideas back when factions didnt have much lore to them so dont know which ships would suit which faction the most.

The Crow: a long range artillery ship with 2 front facing heavy guns.
https://gunsoficarus.com/community/forum/index.php/topic,4969.msg82398.html#msg82398

The Barge: a manoeuvrable broadsider having both a light and heavy gun on each side.
https://gunsoficarus.com/community/forum/index.php/topic,4968.msg82397.html#msg82397

The Basilisk: a light attack ship fast and manuverable witht he ability to hammer an enemy with 3 guns if the crew is willing to risk having people so far from the hull.
https://gunsoficarus.com/community/forum/index.php/topic,4967.msg82396.html#msg82396

The Shark: a mauverable attack and brawler ship, very low top speed but has rear guns allowing it to still fire while running away.
https://gunsoficarus.com/community/forum/index.php/topic,4966.msg82394.html#msg82394

I've got some other ideas but they are mostly just having ships be an in between of 2 existing ships.

38
Feedback and Suggestions / Re: Allainace Guns and ships in Skirmish
« on: February 08, 2017, 08:29:03 pm »
Oh and do you need a specific Alliance Devapp? Or does the original Devapp work?

39
Feedback and Suggestions / Re: Gunner focused ammo types
« on: February 08, 2017, 08:12:40 pm »
It is. I am just saying it was tested in devapp. Injection clip, Proximity, Slugs, and Dragons Breath were all very situational ammo. I guess the reaction from most of the testers was not favorable, so that path was abandoned. People just did not like the thought of ammo that would not be good for engineers as well. Not my opinion. I want more specialized versions of current ammo.

Maybe it would work if ONLY a gunner could use them, locking out nub engies with useless ammo. Though, you will always have scrubs with Burst gat.

I remember injection clip! it  was an inferior type of ammo but loaded faster, so gunners would select it while loading but switch to a different type of ammo at the last second for a faster reload with the ammo type they wanted. Can't remember if that was Muse's intentions or if they considered that an exploit...

After they decided not to include the new ammo types i actually remember putting forward a gunner tool that would be a crank or something that you would switch to while reloading to that speed up the reloading process.

A tool like that could be useful to help gunners, take 2 unique ammos and a crank to up your DPS.

40
Feedback and Suggestions / Re: Gunner focused ammo types
« on: February 08, 2017, 05:38:56 pm »
I would rather say that instead of making it so that only gunners COULD use them, make it so that only gunners SHOULD use them, or at least use them and be effective with them.

Many like to run triple engineer, with one gungineer able to take role of buff/ gunner. Giving only the gunner new ammunition types would make gunners practically a necessity, which I am against. Flexibility is always a plus.

Yeah I suppose it should be like with pilot tools. Yes anyone aside form the pilot can bring the tools such as tar or moonshine but they wont really be using it except in really rare circumstances.

41
Feedback and Suggestions / Re: Allainace Guns and ships in Skirmish
« on: February 08, 2017, 03:49:05 pm »
Wait Railgun?
How many new weapons and ships are there?
I honestly wouldn't mind if you people could only use the Alliance ships and weapons if they had the alliance DLC, provided the Alliance materials were balanced against the original skirmish material.

shame about the gas mortor that thing looks fun

42
Feedback and Suggestions / Re: Gunner focused ammo types
« on: February 08, 2017, 03:36:26 pm »
It is. I am just saying it was tested in devapp. Injection clip, Proximity, Slugs, and Dragons Breath were all very situational ammo. I guess the reaction from most of the testers was not favorable, so that path was abandoned. People just did not like the thought of ammo that would not be good for engineers as well. Not my opinion. I want more specialized versions of current ammo.

Maybe it would work if ONLY a gunner could use them, locking out nub engies with useless ammo. Though, you will always have scrubs with Burst gat.

That is the only way i can think of it working, making ammos types incredible specialized and making it so only gunners can use them. I know that goes against the way Muse likes to have it done with every class able to take the tools of the others but it would certainly fix some problems in my eyes.

43
Feedback and Suggestions / Allainace Guns and ships in Skirmish
« on: February 08, 2017, 03:21:11 pm »
Is there any intention of making alternate stats for the the guns and ships available in the alliance modes to make them balanced in Skirmish? Seems a waste to have all that work only available in alliance when it shouldn't be that much more effort to make Skirmish versions of them.

Since I haven't played Alliance what weapons and ships are added and what do they currently do?

WEAPONS:
-I know there is the tesla gun which charges up to 6 seconds and jumps to multiple ships. More damage the longer you charge. Is it shatter damage?
-The laser gun deals more damage the longer it is on but. does it deal Fire damage?
-Homing rockets, well they home after travelling some distance and activating. I assume this does explosive.
-Gas mortors fires a gernade that explodes into a gas cloud that slows and damages enemy ships. No clue what damage it deals but i assume it works like the tar clouds gumming up engines and guns but not really affecting hull or Balloon.

SHIPS:
- Already they look fairly balanced to me, and are not like anything currently in skirmish. They sacrifice either survivability or manoeuvrability to bring 6 guns in 3 of the 4 cases. The 4th only has 4 guns. So i really want to see these in Skirmish

TOOLS:
-again these tools look sweet extra armour and self repair buffs, they fit and i don't see them being to strong plus you can only have 1 type of buff on a component so bringing multiple buff tools isn't very useful.

I've heard people say that they wont be bringing the Alliance content into Skirmish and I want to know why not? they seem really cool and tweaking could balance them, plus I want to fight people piloting the new corsairs or using the gas grenades or tesla guns. 


44
Feedback and Suggestions / Re: let us use choose different ship parts
« on: June 11, 2015, 07:49:59 pm »


*Le idiot detected*

You wanna go MATE! 1 vs 1 me scrub!

No seriously though I've gotten in the habit of exaggerating and expressing a lot of emotion in my opinions of forums cause thats the only way to get people to read or get a response.

45
Feedback and Suggestions / Re: let us use choose different ship parts
« on: June 11, 2015, 07:41:23 pm »

They added the mobula post-release. And that is a pretty uninteresting suggestion for a new ship.

so I stand corrected!

however I beg to differ on the boring ship idea,
https://gunsoficarus.com/community/forum/index.php/topic,4966.msg82394.html#msg82394

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