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Messages - vyew

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61
Gameplay / Re: 1.3.6 Hotfix Flamethrower
« on: May 10, 2014, 01:21:41 pm »
My opinions  :D

Extinguisher is useless unless it is used as a backup to a chem sprayer. This is because the 3 seconds of fireproofing means that if you leave a component to repair another component, the one you just left gets tons of fire stacks  :)

I'm not sure how this could be fixed, maybe extending the fireproofing to 5 seconds? Maybe 5-7 seconds of fireproofing would allow an engineer to fireproof a ship under flamed attack by constantly running around (although surely that would make chem obsolete?) To be honest I haven't used an extinguisher for literally months (except the 3 days of pre-hotfix flames) and I have internalized the idea that extinguisher is the "inferior tool" because it is reactionary, versus the perfect immunity of preventative chem spray. Is this intentional?

As far as I can tell, the extinguisher has 2 advantages over chem spray: a 3 second cool down, and the removal of all fire stacks. Since the latter can't be increased, maybe the cool down could be reduced too?

Newbies can't deal with flame throwers, because ANTE (All Newbies Take Extinguishers) and they often get distracted or react too slow. Maybe add a section to the tutorial just for firefighting techniques? Firefighting requires some more thinking than just repairing due to figuring out when to extinguish, when to just save time and smack it with a mallet, and sometimes even when to let the component burn down. Of course newbies are not a big concern of everyone who reads this forum, ha ha  :D


In terms of balance, perfect chem spray=perfect immunity, so damage through chem spray is fixed. However perfect chem spray is apparently a lot to ask for (depends on ship IMHO), so the way I see it, this entire forum thread boils down to one question:


How harshly should engineers be punished for missing a Chem spray against 1 or more flamers?

So this thread has two extreme opinions:

Sammy and co: Combining a flamer with a Gatling/Carronade to overload the engineers sharply increases the chance of an engineer missing their Chem spray, so the punishment should be less harsh than now. This means lowering the amount of fire stacks applied per second, and lowering the damage of flames.


Cake and Janeway llc: It's easy to do perfect chem spraying, and the flamethrower has such low range (insert high risk/reward, use range to counter, pilot your way out of the flamer and related arguments), the flaming ship should be rewarded by having the enemy engineers really harshly punished for missing chem sprays.


Can we not compromise? :(


Armchair balancing: Make it so that 1 flamer applies 9 fire stacks to a component in 5 seconds. 9 stacks because it disables guns and requires 3 chem sprays. 1 second for the poor overworked engineer (remember that they are shooting or repairing something else at this time) to realize that they missed a chem spray, 4 seconds to get there and spray it once, which allows guns to shoot again. Chem spray cool down is 5 seconds (am I right? It sure feels that way xD) so that is 15 seconds of chem spray cooldown.

I suppose there could also be some math shenanigans so that a full health balloon can be saved with at least a sliver of HP after the 20 seconds of on-fire time.



62
Gameplay / Re: 1.3.6 Flamethrower Changes
« on: April 28, 2014, 11:38:30 am »
Currently there seems to be a temporary meta revolving around the flamethrower.

Ship builds: Gat/Flamer, Carronade/Flamer and Flamer/Flamer on ships with arcs for only 2. Triple flamer for ships that can do it.

Gunner loadouts: Heatsink, with Chem Spray to cover reloads.

Engineer loadouts: Wrench/Chem Spray/Extinguisher.

Wrench because you have no time to be buffing/spannering/skygods forbid mallets anyways due to having to constantly refresh Chem Spray and repair direct fire damage. In between applications of Spray, components will have already accumulated a decent amount of direct fire damage to justify a Wrench strike.

Chem Spray because, well, no Chem Spray means that a few seconds of exposure to flamers is the end of your ship's ability to retaliate.

Extinguisher to bandage missed Chem Spray applications.

Even with this loadout I find that who shoots first (gooo Lesmok) wins the engagement as the hull armor (not to mention the balloon, guns, engines) cannot be kept up under the direct damage of 2 to 3 flamers. Or at least, I tried, and then the balloon went down ha ha ha  :D


Either way, perhaps this could be kept in as a joke/fun game mode. The flamer meta is absolutely hilarious right now  ;D. Just the pure panic and helplessness of the engineers (both sides, because everyone is running the flamer meta) as they watch their perma-chem sprayed components get heavily damaged anyway, and then someone misses their chem spray re-application... eh heh heh heh. Abject horror :D

And sometimes, elated triumph as you wonder how you survived the fight with 10+ fire stacks on everything and sliver of permahull left while the enemy ship vaporizes from the heat derived from the unmitigated fiery wrath of the ruinous skygods. It makes for rather fast matches :)

63
Gameplay / Re: 1.3.6 Harpoon Changes
« on: April 28, 2014, 11:16:41 am »
Insanely fun.  :D Hard to use as well due to the slow projectile velocity even with Lesmok; this is good! Makes harpooning from 800m (I haven't gotten a hit yet but I'm working on it) rewarding for skilled gunners.

I've had some silly fun doing a ramming Pyramidion with double front harpoons and moonshine :D Is there a speed limit in this game?

However I have a feeling that just as the harpoon is excellent against low-mass ships (even the 1.3.5 harpoon was enough to drag Mobulas into walls), no sane captain would mount one on them either. GeoRmr tells me that the Squid is an exception due to having enough engine power to deal with this issue.

I am excited to see if I can make the harpoon work as more of a tactical engagement control tool, able to prevent an enemy from escaping, close distance in 5 seconds, and readjust positions of ships.

As for dragging enemy ships into terrain, the 5 second window to move your ship in a position to do so is tough to use-I need more experience with it on Paritan and Canyon to see if I can make it work. Then again, this is good, otherwise consistent drag kills would prove super frustrating for the enemy team.

So far so good, but I see how it could be frustrating for newer players to counter when it's on the side of a galleon (for example). No escape, Hwachas and carronades.

64
Feedback and Suggestions / Re: Make use of 3v3/4v4 exlusive maps
« on: April 18, 2014, 12:52:43 pm »
Cropping the big maps into smaller ones (maybe several smaller ones) is the best option. Isn't Red Sepulcher a cut version of King of the Flayed Hills? (I'm probably wrong here). And I'm relatively certain Desert Scrap is on the Dunes terrain.

65
Q&A / Re: The Tip Jar, a collection of community tips
« on: April 08, 2014, 01:49:17 pm »
Make sure you set your class in the lobby browser (before clicking on any matches!!!) by clicking on the icons in the upper right corner of the screen. Sometimes the match will start immediately after you join, sometimes the system will glitch out and won't let you change class before dumping you into the match in progress. Don't be that 3rd gunner/4th pilot ;)

If the above happens to you, you can change class by quitting the match, changing your class, and finding the match again in the match browser (NOT THE RESUME BUTTON). If you just want to change your loadout, you can use the resume button.


Did you see that ship's map ion/compass icon turn yellow? Yellow represents "last known position", and it happens because the ship went into a cloud or just died .#TheMoreYouKnow

It is pointless calling for everyone to ready up, because no one cares ;)

Support your teammate! Don't be afraid to play aggressive to save your teammate's bum, but also don't rush into a meat grinder situation where you arrive just as your teammate dies. Also, don't be afraid to run, but know if/when the enemy ship is going to catch up to you anyway-you might as well turn around and try to fight them off before making good on your escape.

Press V, see signal chooser, mind blown. Use it if you have no mic and are a slow typer.

Play on the beginner ships before moving on to the hard ones. The hard ships are hard not just because they're hard to fly, but because it's hard for the engineers to keep it alive. You will be stomped if you fly the Spire on your first flight ;)

If you're the captain, if you're not going to talk or type, at least use the V signals to indicate which guns to use.

As the captain, you can press B(?) to put some extra crosshairs on any ship for your crew to see.

Do you hate Paritan and Canyon Ambush because you keep hitting walls? SLOW DOWN.

66
Q&A / Re: Dunes: How to approach 2 Galleons / Spires ?
« on: April 08, 2014, 01:33:27 pm »
Well, as mentioned previously Dunes is great for snipers, so if you want to take out a sniping team with your close range ship, you are already at a disadvantage :)

That being said, I think taking a sniping ship to counter another sniping ship gets old after doing it too often, so what I usually do is have me and my teammate agree on which one of the lanes we are going to rush down-the left side ribs/tunnel, the right side around the leviathan/juggernaut/crashed ship, or just straight down the center.

Skim the desert floor, because the sniper team will probably sit at maximum height to look over the clouds and get extra range on their guns. Try and remain hidden behind cover until you are as close as possible, then rush one enemy ship together. Increase altitude at the last possible second.

This doesn't always work, but it's more interesting than a 40 minute sniping match ;) That being said, sometimes you'll just be up against a really entrenched and experienced sniper team and there is nothing you can do-not to mention an uncooperative or rush-happy teammate. Just try and have some fun ;)

67
Q&A / Re: what lvls can we get new items?
« on: February 26, 2014, 04:10:14 am »
Just click on Progress in the upper left corner, then Prizes. It lists the new items/dyes over there.

68
Community Events / Re: Singapore/Asia players unite!
« on: February 09, 2014, 10:21:47 am »
I saw a JP livestreaming ship a couple weeks ago, does that count?

69
Community Events / Re: Singapore/Asia players unite!
« on: February 08, 2014, 04:19:47 am »
Hong Kong player reporting in. I would like to be able to play on the glorious 45ms ping Asia servers :)

username: vyew
email: vyewno1@hotmail.com

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