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Messages - Deltajugg

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76
Feedback and Suggestions / Re: Tar and Sandstorm engine damage
« on: May 26, 2014, 07:20:24 am »
I just want to clarify something

A recent patch reduced engine damage from Tar and it seems it isn't being used very much anymore. 

Quote from: 1.3.6 Update - Tar Changes
Reduced engine damage to 20 damage (from 25), Increased Cloud Duration to 35s (from 30), and Increase Cloud Damage to 15 Shatter/s (from 12)

Reduced engine damage means that it deals 5 less damage per second to YOUR engines when YOU use it, same way you damage engines with kerosene, phoenix claw etc. so that's actually a buff for Tar Barrel.

Increase Cloud Damage is where an actual value of the cloud damage to enemy's engines (or yours if you fly into your own cloud) is found. Damage from the Tar Barrel has been increased by 3 Shatter damage per second, and with Shatter damage having a 2.0 ratio against both Guns and Engines they take additional 6 damage/s so that's another buff for Tar Barrel for you.

Makes you think that if you damage your engines less AND you deal more damage to people in the cloud people would actually use it more, especially that there was also a bug fix for the Tar Barrel damage, where it now always deals damage at the end of the tick, while it didn't always do that before. The only actual change for the Tar Barrel that could be considered a nerf was a change of the cloud animation that people complain about, like it's expanding in a weird way or something. I personally have a problem with the cloud not showing up immediately after using the skill. I get my engines damaged, but I can't see the cloud being made behind me. Other than that, it's all buffs for the Tar Cloud.

77
Feedback and Suggestions / Re: [Critique] First Impressions - GUI
« on: May 26, 2014, 07:02:42 am »
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  • Lobby - doesn't remember last settings, forcing user to set his filters over and over again. Really frustrating

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  • Lobby - from all of the filters there, the most useful one is missing: Region. I want to limit my games to the EU, yet I can't and need to fish them between US games >_>

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  • Progress window - Prizes - Redeemable - why exactly do I have to redeem prizes manually? I stumbled upon this option purely by accident. And I can't recall when I seen something like that last time o_O Can't you just display a notification after the match if I have an option to unlock something - like pretty much every other game out there?

I agree on those things. They would be nice additions and I am surprised they were not implemented in the game from the very beginning as well.

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  • Ship menu / Shop - just one tiny note here cause otherwise: It's great. Ships paint is very underwhelming. It's applied only to the balloons and it's got very low tint (if that's the right expression) - paint seems to be very transparent in comparison to the paint on clothes. It'd be also great to have an option of applying paint to the wings or external hull armor.

There was an option to paint your hull in the development when the ship customizing was introduced, but apparently Muse didn't like the idea behind it, with dyeing being only put on balloons. Maybe it will be implemented later on, who knows. As for wings, they are always colored with the color of your team, so you can differentiate one ship from another, so I wouldn't like the idea of painting those, it would cause too much confusion.

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  • Practice Mode - It doesn't offer practice against AI ship? Even if I pick 1vs1? Interface never gives me any hint what am I doing wrong and why I can't start a practice 1vs1 match. Perhaps if player clicks ready and he is the only human in the lobby - game should give a hint that more players are required to join in order to start a battle?
1v1 Practice assumes that you will have at least 2 players taking part in it that will mount the commander slot and click ready, just like a normal skirmish game. You can't start a match until all commander/pilot slots are filled and people will click ready, and that applies for both skirmish and practice mode. Currently there's no AI for piloting, for it is much more complex to execute than AI for other classes, so you can't really fight against a Pyramidion with 4 AI crew members. It will be expanded in Coop mode, though, maybe even to the point of having a functioning AI ship, who knows.

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  • Game hints - Spyglass - could use a hint in game on how exactly to spot the enemy (I also found myself trying to spot friendlies... really had no clue how to differ friendly from the enemy unless someone else spotted them for me during first few matches... now I know there are some tiny flags in color of a faction, but.. >_> )
There are in-game tutorials that cover most of the game basics, that includes using a spyglass, I say that it being part of the tutorial is quite a huge hint, considering that doing the tutorials is recommended for every fresh new player. As for how to differ friendly from the enemy ship, it's implemented the same way most of the "red vs blue" games have - there are certain part of clothing (in GoIO's case, flags on the ship) that can't be colored and their color is dependant on whichever team you're in, so there's nothing new in that, just do the same thing you'd do in UT games, or TF2, you're red? shoot blue guys. There are also other ways to confirm whether or not the ship you see is an enemy or not. If you click M it shows the positions of your team's ships, and if, for example, your ally is behind you, or on the other side of the map, but you see the ship in front of you, you can safely assume it's an enemy. You can also click Tab to see the ship types for every team. If your team consists of double Goldfish, and you're fighting against Pyramidion and Mobula you can also safely assume that any ship that's not a Goldfish is an enemy. If you're still not sure, you can shoot the ship you see once or twice. If you see the hit markers, it's an enemy(that one has a little bit of trouble working properly now, for there's often a glitch that after you get killed once all the hit markers disappear for some time, but once it's fixed it's a more or less viable option of verifying whether or not you're shooting an ally or enemy).

78
The Lounge / Re: The most glorious Quotes ever
« on: May 25, 2014, 07:03:28 pm »
me in crew chat: I get a sudden urge to sing Katy Perry's fireworks.

Reminds me of how I always used to say "We Katy Perry'd the crap outta you" whenever we got a kill on triple banshee mob/junker trollbuild (using only banshee of course).

79
The Lounge / Re: Anime Discussions?
« on: May 25, 2014, 06:28:13 am »
Huh, I've never seen anyone reference those as anything but Hayao Miyazaki films.

Ah, sorry, my bad. TBH I didn't know the exact name of the Director, so I just looked up the first name from the staff on myanimelist assuming it was him ._.

80
The Lounge / Re: Anime Discussions?
« on: May 23, 2014, 04:03:44 pm »
so you guys are having a Anime Discussion so if i have never watch any or never got hooked what would be the best series to start on or watch ?

Definitely something from the better anime, that are also quite popular, the ones worth looking at are for example:

Death Note
FullMetal Alchemist + FMA: Brotherhood
Code Geass
Fate/Stay Night
Hellsing
Cowboy Bebop
Great Teacher Onizuka
Darker than Black
Elfen Lied
Angel Beats
Shingeki No Kyojin

It wouldn't be a bad idea to check the popular shounens either, like Naruto, One Piece, Bleach, or Hunter X Hunter. As much as they tend to drag them for too long, with some arcs being worse than others (Tite Kubo, I'm looking at you) and they are full of fillers, they are still quite nice overall, especially the beginnings of all the shows, when you clearly see author had a plan :P. Definitely something good to start your adventure with anime, nothing to set your expectations too high like the titles above, so you won't be like Skrim with "nothing compares to my first anime anymore :<" , but not bad either, simply enjoyable.

And, obviously, movies, like Akira, Ghost in the Shell, Hotaru no Haka, and Toshio Suzuki's movies:
Howl no Ugoku Shiro
Sen to Chihiro no Kamikakushi
Mononoke Hime


81
The Lounge / Re: Anime Discussions?
« on: May 22, 2014, 07:01:12 am »
currently gonna give attack on titan a chance.

Do give it a chance. I also have a really tough expectations from anime, but Shingeki No Kyojin definitely is worthwhile for me, hopefully it will be for you.

82
The Lounge / Re: Anime Discussions?
« on: May 22, 2014, 06:30:20 am »
First anime: It would be either Dragon Ball, Dragon Ball Z, Great Teacher Onizuka or Hotaru no Haka, sadly I don't reach that far with my memory, but those are 4 main anime I've seen when I was a little kid.
Favourite anime of all time: That would be Death Note all the way.
Anime you secretly enjoy(ed): Can't say I watched any anime I'm seriously ashamed of, apart of the fact that I really don't like ecchi genre, yet have 2 friends that constantly advise me to watch certain ecchi titles, and I do... not COMPLETELY forced ( ͡° ͜ʖ ͡°).
Over-rated anime: Higurashi no Naku Koro Ni
Personal anime fact: I currently have 188 different anime on my list, with around 70 of them watched, and I rewatch all of them to refresh my memory, also adding the rest as new positions. The list keeps expanding, as well.

For the last few days I asked myself if I should post in this thread. Mostly because I had to cut off some questions that I have no way of answering, thus providing little to no information about my anime history, and having drastically different opinion about anime in the first place(I feel like I don't belong here ._.). Yet I did, basically just to ensure there's someone else watching anime on this forum :P

83
Feedback and Suggestions / More Practice Maps
« on: May 20, 2014, 11:14:59 am »
As the title says. I'd like to have a choice for my Sandbox Practice Mode to change the map to, for example, Canyon Ambush/Paritan Rumble.

84
Community Events / Re: Hephaestus Challenge Sign Ups
« on: May 20, 2014, 11:02:53 am »
Ok, so we already know how the first few days of Hephaestus Tournament's matches are going to look like logo-wise...

85
Feedback and Suggestions / Re: Mobula Suggestion
« on: May 20, 2014, 06:37:48 am »
I don't think this would help much.
As I mentioned before, my main problem with Mobula is its lack of maintaining both repairs and firepower together at the acceptable level, especially considering that both its hull and balloon can be easily damaged simultaneously with the Hades, which is good against one and decent against the other, to make matters worse. Apart from Hades being popular, dealing damage to both main components on the mobula actually goes for every gun in the game other than Merc.
If you want to have good firepower, you have to let the balloon and hull go (and we all know that never ends well for a ship).
If you go for repairs, you end up losing one gun per damaged component, leaving you with either 2 guns shooting (if pilot is the one to mount the top gun) or 1 gun and ship's maneuverability.

If we go for giving up the top gun, you already cripple mobula maximum damage potential of 4 guns shooting at once, it does get a little bit more survivability with pilot being able to hit it with a wrench/mallet once in a while (where he gives up maneuverability for a second), but one tool is not enough to keep it maintained. That means one guy from the side guns needs to go and keep it maintained properly, which cripples the maximum damage potential again, but I would even say for longer time than it is the case now. And god help you if balloon needs repairs too, you end up with only one gun shooting, back to square one basically.

In case of most of the ships, you have either one engineer highly devoted to keep the repairs going for the ship(Galleon's Main Engineer), or you have an engineer that has a way to keep the main component healthy fast enough after shooting a gun(Junker's Front Engineer, Goldfish's Starboard Engineer). In some cases you have both on one ship (Pyramidion's Main Engineer and Balloon Engineer), in others a pilot has ways to help with the repairs of the component in a critical situation (Galleon, Junker, Spire), but the problem is, you have none of it on the Mobula. Mobula can be damaged too easily to stay on guns and not worry about the components, but components are too far compared to what you have on the other ships, and they can't be maintained as well. They are too far from eachother to have one engineer fully devoted to the repairs, and pilot cannot help with the repairs either.

Funny thing is, I don't exactly feel that it's as bad of a case for the Spire (TFW you call Spire more tanky than Mobula). Spire's guns are much easier to maintain in arc (for it doesn't turn as much as Mob), giving the pilot more freedom to either mount the light gun next to him, or to help with hull repairs. Maximum hull armor is lower on Spire, but as in the Squid's case, it rebuilds so quickly that you can actually stay alive for quite some time, whereas Mob engie has to spend quite some time to rebuild the hull armor. The most important thing though is the fact that the Spire has a heavy weapon. Mob's guns can be easily ignored, for two light guns (or one, depending on how you play mob) can't cause a damage as devastating as merc/hades and h.flak/LJ, and there's no problem ignoring mobula's fire if you harass it hard enough to give the engineers some work. Spire, on the other hand, can give you a hard time even with only two people mounting the guns. Not to mention that, from my experience, enemy's shots don't go for the balloon as often as they do for the hull, already giving the Spire an advantage over Mob, where you always deal damage to both main components.

86
Gameplay / Re: Customization question
« on: May 19, 2014, 08:19:46 pm »
Well, for starters, no, not all customisation is micro transaction. Every class has separate reward path for leveling it up, and every one of those classes give you some items to customize your character and ship, whether it's costume pieces or dyes. Unfortunately there's no official list of the available rewards depending on the level, and noone decided to put any effort in making one as well, so I can't really tell you what will you get. All I can say is that you can get the costumes through leveling, so just keep playing!

Also, every Tuesday and Thursday at 8pm CEST there's an hour of DevMatches, where you have a chance of getting into if you type down the password that's gonna show up on globacl chat fast enough to join the lobby. If you win during those games, you can take a screenshot of your victory, send it to proper developer via e-mail (currently greyt@musegames.com) and ask for one of the items from the store that you could otherwise purchase.

Other than that there are also costume pieces that Devs give to everyone once in a while. If you buy a GoIO 4-pack you(and your friends) are rewarded with a single costume piece for every class. There are also event-related items that everyone gets, like a halloween mask or christmas hat, as well as stuff given to everyone as a celebration of f.e. Pewdiepie's video about Guns of Icarus Online.

Keep in mind, though, that MuseGames is not as big a company as Riot Games, Square Enix or even Hi-Rez Studios (YET), and they need the support to keep the buisness going. Even I, being a person from rather poor country with really bad currency ratio, spent a little bit more on costumes to help the guys (despide the fact I could get it from DevMatch rewards, being on almost every DevMatch since January), they do deserve it :>

87
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 19, 2014, 06:51:29 pm »
Normal Rounds.

This.
So much this.

Why did noone say that before? o.O
Why did I not say that before, thinking about it today?

I was thinking about it earlier today (all the hive minds), and how would the execution look like, for we'll end up with a problem of not having a basic ammo at the very start of the game and reload mechanics would have to change a little bit if there's no basic ammo for a gun to switch to if the user isn't holding it with the correct ammo. I propose all guns to be empty at the very start of the game, for them to reload only by clicking the R button, and for the ammo to be applied based on the ammo used by the last person, something like "marking" the weapon with the ammo of the user that was the last to set it, so it will reload with this ammo type every time until someone changes the "mark" for a different ammo. That's of course a change that would probably take a while, but it seems like the best solution to make gunners viable. For as Myroc said, you're basically giving everyone a free "pipe wrench" in the shape of the normal ammo clip that has quite universal purpose.

I would even go one step further, for even that won't solve the problem for the guns that are very good with only one ammo type (merc,flamer,gat and so on), not to mention the "normal ammo" idea while being really good, it may be denied for the time being, for it'll probably be quite alot of code work.
One of the reasons there's not much purpose for the gunner is that not only engineer can repair AND use guns effectively, but he also can bring buffhammer, which replaces most of the ammo types in their effectiveness, or gets rid of many flaws of certain ammo types, denying the trade-off for its benefits, and that is basically what hurts gunner the most. Why would you want a class that can use different ammo types for different purposes in situations, when one ammo type engie can bring is good 85% of the time, and more powerful than any of the tree gunner can bring if the gun gets a buff?
For that reason I would like to see buffhammer changed for guns. Reduce the damage buff for them, so a buffed ammo will be more relevant in its effective area than unbuffed one, but so it won't overpower the idea behind bringing more ammo types for different situations. At the same time, I'd also like to see the reduction of the amount of hits needed to buff a gun.

Those are my ideas at least. I tried really hard to come up with some kind of ammo that could help resolve the issue of gunners being hardly relevant compared to +20% damage buff, but as Myroc said, people will simply switch to that ammo an an engineer and the issue will stay there. Whatever ideas we could come up with, I think that to balance-out gunners we need some new mechanic changes rather than simply new ammo type.

88
The Pit / Re: Ban the User Above You
« on: May 19, 2014, 06:10:09 pm »
I ban Shink because it's all your fault ;_;

89
I understand what you mean
As much as I don't really need separate gender/hair color, I'd like to save a different costume for every separate engineer layout preset.
I suggested this idea to the devs a while ago, and so I totally support it. With all the new ship customisation I also suggest this idea to be made for the ships, so you can have Royal Goldfish with an angel figurehead under Preset no.1 and Industrial Goldfish with a mechanical dragon under Preset no.2

90
Feedback and Suggestions / Re: Heavy Clip Mines Sink
« on: May 19, 2014, 09:31:45 am »
I would love this, but i think the easier route would be to make the mines baloon much much weaker so that you can instantly sink it it.

Instead of, changing heavy clip just for the mines :/

It's like increasing merc damage just so you don't have to use charged rounds on it :P
The purpose of applying different ammo to a gun is to get different effects from it that you would have with normal ammo. I believe heavy clip changes nothing for mines, so this idea is totally valid.

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