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Messages - Caprontos

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Feedback and Suggestions / Re: Ship special abilities
« on: September 15, 2015, 08:08:55 pm »
Personally.. I'd rather this be something like stamina.. Where you select what "Style" captain  you are..

Basically give a positive and negative boost.. and one that's neither. So less heavy gun damage, more armor damage.. Or something.. Each loadout would have its own to chose.. An certain ones can't be used with certain ships.. (Since not all ships have the same options.. Like heavy guns).

So... (100% completely random, and doesn't have to be exactly any of these and I don't know what numbers are even balanced)..
Balanced - No benefits or negative (default)

Aggressive: +5% damage dealt +5% damage taken to armor

Defensive: -5% damage dealt -5% damage taken to armor

Favor guns: -10% damage taken to guns +5% damage taken to armor and balloon.

Speedy +5% acceleration and turning speed -20% max armor

Then for crew options, you would have stuff for engi that buffs and nerfs tool powers.. and the options you get are based on the tools you have equipped.. Gunner.. I don't even know.. Because ammo already kinda does this for them..

Sounds way more co-op then skirmish though. Cause.. Balance.. Could fit in for progression unlockables perhaps..

Feedback and Suggestions / A more visable combat log
« on: September 15, 2015, 07:56:03 pm »
I don't play rocket league but I've seen it and when people  get goals (and maybe other stuff) you get a very viable pop up along the side.. Looks like this:

So something that shows this for part destruction rebuilds and kills.. To make it very visible.. - Not necessarily exactly that style or THAT visible.. But the same idea.

I think this should be optional, like a simple toggle between this idea and what we have now.. Cause I can see when you don't care or it might be distracting an some people just flat wouldn't like it.. So Options...

Maybe even an option it only shows this visible one for specific types .. So maybe just kills, not part breaks or rebuilds.. Or just rebuilds.. etc.


In my mind, blind picks should be a result forced if teams continue to play counters of Icarus in the lobbies. That is if both teams continuously change to avoid being hard countered, not just one switching to force the blind pick anyway. That way you still get to oust the "lobby meta", making it more about the game, without outright forcing teams to enter what is essentially a roll of the dice. Whilst luck is always going to be a factor in these things (see Keb dropping connection at two crucial moments during the first match of yesterday's SCS), making it a staple of the tournament I feel redistributes what it takes to win so that there's a slightly larger amount placed on luck.

That being said, yesterday's SCS was a bad time for Toilet Paper clan. And I'm not going to pin that entirely on blind picks. I actually believe blind picks had almost nothing to do with it. But hey, I'm green in the competitive community so take what I say with a pinch of salt. My issue with blind picks is how it pushes the game further away from competitive and makes it feel more casual. Random is bad for competitive. Luck is bad for competitive.

Fact is, this system shouldn't be forced by a higher power, so to speak. It should be a safeguard against the game of counters. If ships switch up more than a set amount of times, blind picks are enforced. If a team holds a build then switches to a hard counter in the last minute, blind picks are enforced. Admittedly, this would be hard to monitor and clunky, but with polish, I feel it would be a far fairer way of executing this than having one team essentially play a joker card and randomise the proceeding match. Doing so forces out teams with distinct play styles and ensures all clans become jacks of all trades.

But isn't the SCS less "Competitive" then bigger events.. An more something to try things and keep something going when no events are running? Ie not meant to be as serious (more serious then pub matches, less serious then a big event)... So some luck/randomness can be a good thing, if it opens up new possibilities...

Personally.. I don't really care if they keep or drop blind pick.. Since I just run in a circle till someone wins anyways.. Doesn't really change anything for me.. I am just happy it doesn't make the SCS take longer..

But I do support it in the two pick mode, if only cause it does add something different to mix it up..

Another idea on how to add blindpick is perhaps, a team can only pick for a match to be blind pick, once per SCS? This way they can't rely on it, but is an option to use if you want to.. Then if no one has the option for force blindpick, if both teams agree it is blind pick anyway.. Otherwise normal match. Though more things to keep track of.. but an idea.

Also on the bracket page, here: Can you add like a * or something after the team who asked for blind pick ? or someway to know which games are blind picks, if it stays a rule in SCS. Just because I'd personally like to know which games were blind picks + who asked for in the future.. Idk how those pages work, so maybe that isn't a possibility.. Fine if its not or to much effort.

Feedback and Suggestions / Re: small spectator improvement
« on: August 02, 2015, 09:31:50 am »
If for some reason a key for removing clouds isn't an option.. Then just put the co-op spotting in for spectating.. So that ships are outlined, so you can see them easier in spectator when clouds are obstructing everything..

Feedback and Suggestions / Re: Probably a bad idea but..
« on: August 01, 2015, 01:03:33 pm »
Galleon...with 6 MINE LAUNCHERS!!!

holy...  move over, munker and muid!  malleon's got you covered!
I once again petition for a heavy mine launcher.

If ever a Heavy Mine launcher gets released, I swear Gilder and Over Watch players would never use anything beyond "Mallions"!! By the love of everything good in this world... Make it happen!!!

Carn, what benefit would that have over a light mine launcher?  what would the difference be?

Kamoba, same with Clan Clan.  every match, every map would be a mine field, always.

Let is deploy more mines at once and have different default range (maybe a bit further out) then the normal one.. Or let it deploy like two mines at once spaced out a bit (spacing and range effected by ammo) (so ammos that deploy the mines sooner deploys them close and near.. and ones that make the deploy range longer  spaces them out further and puts it further away).. Or both..

Feedback and Suggestions / Probably a bad idea but..
« on: July 31, 2015, 06:08:59 pm »
What if you could pick either a light or heavy gun for the heavy gun slots?

Would this be useful at all?

Double gatling hawcha galleon op?...

I am aware it will never be a thing.

Feedback and Suggestions / Re: version that is not steam integrated
« on: July 29, 2015, 08:24:19 pm »
Well they are working on it actually.... Coming soon to ps4...

Feedback and Suggestions / Re: Flare Fun:
« on: July 27, 2015, 02:27:02 pm »
I like this idea.. I once suggested somewhere to have vanity slots that change the way tracers  in general looks (color or shape or whatever works).. or the way ships die when you get the kill (like the fireworks kill vs normal kill). (because its the only way to have a gunner specific vanity thing... Like pilot gets vanity ship, engi could have vanity tools)..

Making it so a specific kinda flare shields you from other flares could be a fancy idea.. but might cause issues.. Like make the cloud it effects non-flareable... So if you flare a cloud someone used a cloak flare on.. The flare would still light up like normal but it wouldn't reveal ships so you can't tell its been cloaked..

How often would that actually be useful? idk but it might be fun..

Feedback and Suggestions / Re: Minor Squid Buffs
« on: July 26, 2015, 01:27:09 pm »
To further explain what im suggesting for the engines

Currently you can do both repairs and rebuilds from below with standard jumping from the ramp, repair is reliable once you get the hang of it, rebuild is not - it can take 15s or so to find the spot to jump from.

The current ship model in game has the top engine bolted into its support through a point a bit below the mid line of the engine, moving the engine down until the bolt is a similar distance above the mid point would look fine and total a little under half a meter.

The effect of moving it down that much would be to make repair from below easier to learn and rebuild from below semi-reliable, it might become possible to jump onto the railing and rebuild standing i dont know if that is bad.

If you stand on the railing, on the right (nonpilot side) you can just rebuild it from below with out jumping..

On the left you have to stand on the railing and jump constantly and you can rebuild about as fast as normal I think.. (both assuming I remember right I rarely do that)

The issue is, sometimes you just can't jump on the railing and sometimes you jump over which can be very bad.. so I think its better to just repair from the top when you need to most of the time..

Also with stamina you can just tap it before every jump and pretty much never miss a repair from below.. and you never run out of stamina.. cause it recharges fast enough..

Regardless of the flaws or benefits of either system to main engi.. I prefer to always go left engines - balloon - hull - right engines if the other engi didn't fix them - balloon - hull .. repeat.. Then fix the back gun when ever you have time.. Put fires out on the front gun if you need to and it works pretty well.. 

For the stuck by the hull thing, I assume you guys mean you run past the steps on accident and get in the space next to the steps?.. When I do it I just hold stamina and jump and get out usually pretty fast.. But this is a case where an invisible wall wouldn't be evil.. To prevent you from being able to go back there..

Feedback and Suggestions / Re: let us use choose different ship parts
« on: June 10, 2015, 02:39:29 pm »
There would be one ship setup that is the best and that would be the one everyone uses.

That's already the way it is.
is it? Right now? What's the meta ship right now?

Most ships do have default loadouts everyone uses.. So it is already like this.. You'd just be adding more stuff to it.. Most ships would have a default "use these parts" loadout .. that everyone would use..

That said I don't really want customizable parts like this in PVP .. Ships are designed like a character class in an MMO.. Where it can do certain things and is good at certain things and not so good at other things.. So you can just pick the ship that best suits your playstyle or the given map/enemies..  Maybe co-op it'd fit.. Since balance isn't the same...

For pvp how ever cosmetic ship parts could be fun.. Though useless.

Feedback and Suggestions / Silly tool idea...
« on: June 06, 2015, 09:56:15 pm »
A throwable hammer.. You could only throw it once every so often (no spamming it), and can be used while on the wheel.. The cool down to rethrow would be longer then at lest one mallet cooldown..

The purpose is so the captain can look at a part, and throw a hammer at it to fix it for the same as a mallet (or maybe a bit less).. Or rebuild equal to one spanner hit.. Would go in the engi tool slot..

I imagine I'm no the only one who thought about throwing tools..

The Gallery / Re: GOI - Screenshot Gallery!
« on: May 29, 2015, 05:17:21 pm »
GoIO Mediguns confirmed

Does it just shoot mallets ?... Cause that would be fantastic.

The Gallery / Re: GOI - Screenshot Gallery!
« on: May 19, 2015, 07:34:09 pm »
The best loadout.

And a better ui.. maybe..

Feedback and Suggestions / Re: Why should the many punish the few?
« on: May 19, 2015, 07:30:30 pm »
Mallet-Spanner masterrace


Anyways... I thought of this awhile ago, did I post it? I have no idea..

What if they added a level.. say... 35 + match option.. and it works like novice.... but less rushy.

So MM will let you sit in queue and wait - as long as you want for a full game of level 35+ players.. and tell you how many it has waiting.., so you can decide if you want to stop waiting or not.. (since you probably have some patience if your using this right?).. This way people over level 35 (in any class) can opt to not play with brand new people.. Just like brand new people can opt to "play" in normal matches.

Call it "non-novice lobby".

I'd like to see it just to see how many people actually opted to use it..

I am sure this would still create many stacked lobbies.. but at lest they look less stacked right?..

I think you have plenty of posts against your ideas and why its not likely to happen..

First, They are working on PVE content atm.. Which will be a DLC for this game, but PVE instead of PVP.. So Right now all new maps, ships, and guns and most of there work time(for the most part) are being put in to that.. Once co-op is out, they will bring things from co-op back to skirmish.. (the things that can be brought over)..

Second.. your idea isn't all bad. Co-op can have more things like this, It probably won't have class levels.. but you will unlock possibly tools ammo and definitely ships through progression in a specific faction.

Also I'd maybe be for them expanding stamina... and making it work like tool slots (So you select what you want)... Which would cause vets to yell at new players for using the wrong things... I mean add some more "Customization" to how your character plays.. Which depending on what they did.. could work possibly.

Just adding more tools, and ammo that are very useful could expand how customizable your character is, in how you play..

Basically there are probably ways they can add more customization/depth to the game - with out adding "Your level 8 now you can use a buff hammer!".. type of thing.. But we won't get much of that until co-op is done.

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