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The Docks / Re: Become a Devil Today! Are you Devilish Enough?
« on: April 17, 2015, 09:56:43 pm »Pfff, some more demon impersonates.
heretics.
evangelist.
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Pfff, some more demon impersonates.
heretics.
You youngins don't remember, this is actually how Kerosene initially functioned. I honestly liked it. My junker would bring kero, tar barrel, and hydrogen. If its less effective than both though you probably don't need the two x damage.
I remember those days. It was awesome. Specially cause I rarely if ever use claw. I can never justify turning faster over needing chute. Frankly imo, pilots who rely solely on claw too much, tend to be bad at evasion. Their first thought is to rely on claw to turn the ship, not change positioning to counter a foe. I've seen these pilots sit there trying to turn a full 180 when all they need to do is do a full reverse kero or a combination of hydro or chute.
Course none of that matters now if you're a Pyra pilot. Ships just fold up like used teepee. Caught so many recently trying to turn or counter. Not even half a clip of mortar shells and they are gone. No way a crew can get the armor back up in time. If all 4 were beating on it, maybe, but there is very little time for that.
1-9 - 1-9 - 1-9 = Devil Recruit 10 - 10 - 10 = Devil Officer 15 - 15 - 15 = Devil Lieutenant 20 - 20 - 20 = Devil Commander 25 - 25 - 25 = Devil Captain 30 - 30 - 30 = Devil Rear Admiral 35 - 35 - 35 = Devil Vice Admiral 40 - 40 - 40 = Devil Admiral 45 - 45 - 45 = Devil Fleet Admiral RULES THERE ARE NO RULES |
I'm thinking...
x00% Engine Thrust
No Increase or Decrease in Drag
xx damage per second to the engines
Perhaps even x damage per second to hull/balloon.
A tool that gives everything the ship can give... I want it tested.
But ever since I stopped piloting Pyramidion, I've not used claw that much. Sometimes on Spire, but almost no other time.
I would go for, say -XX% impact damage, and high drag. So that the ship takes little ram/ground damage, but still can be nudged a bit. So that the tool wouldn't be op or abused.
I wouldn't want it to have a brand new mechanic. Just percent changes to how a ship operates, like most other piloting tools.
I would want this tested, and given a shot. Or perhaps it evolves into a new strategy against blenders. Chute Vent than Drogue Chute.
So,... it's like
Descent Force +X00%
Climb Force -x000%
Until ship is <10m above ground.
+X00% Angular Drag
+X00% Longitudinal Drag
-XX% Engine Thrust
Deactivation Delay: x Seconds
I gave above 10m stats because a pilot tool that only activates below ten meters would be just too hard to use. Instead, it takes you down until it truly activates.
So, it's like a chute vent with drogue chute at the end?
well the game has a control binding for cargo hooks.