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Messages - BlackenedPies

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31
With creation of the player counsel the community has gotten a great opportunity to improve the game.
It is, however, pretty chaotic, disorganized and, most importantly, doesn't have a slightest clue of what they are trying to build.
This results in inefficient testing, hurt feelings (my latest attempt to organize an internal test was met with "nobody cares mate so im not wasting my time on this") and general disillusionment in the whole thing.

That was my impression and the reason I stopped being involved. Say what you want but with Atruejedi it was very organized and worked towards specific goals, and I'd even go as far to say that 90% of actual progress was because of Jedi. Now it's constantly off topic and the most vocal member / de facto leader stated he's not interested in balancing the game. Management is key

32
Feedback and Suggestions / Re: Alliance gun balance idea
« on: April 19, 2017, 02:13:34 pm »
What about limiting them to one per ship above X difficulty? Haven't tested them since pre-beta but if they're powerful then that seams fair - albeit better on some ships than others

33
Guides / Re: Thal's weapons chart
« on: April 17, 2017, 04:44:48 pm »
The Llamatron
http://ducksoficarus.servegame.com

Can be edited and saved by Ctrl+S and save as Webpage, Complete

34
Incendiary only applies to the direct hit. Burst has no effect on the flame AoE size, but the devs confirmed that it increases the particle size - effectively increasing its radius. Flame is the only gun that works this way

35
Q&A / Re: Do tar-clouds (and incidentally, gas mortar rounds) stack?
« on: April 03, 2017, 07:27:42 am »
Tar doesn't stack

36
It has no AoE damage and is only affected by primary damage effects. Burst radius modifiers change its projectile size

37
The Lounge / Re: spanner-mallet
« on: March 17, 2017, 05:30:11 pm »
If you're having trouble mapping throttle to the mouse wheel, here's a simple option using AHK:

WheelUp::
send {R}   ;throttle up key
return

wheeldown::
send {F}   ;throttle down
return

38
The Lounge / Re: spanner-mallet
« on: March 17, 2017, 03:38:52 pm »
What are you people on about? Mallet (kerosene) is front side mouse button, spanner (Phoenix claw) is back side mouse button. Your third goes on left control. Throttle is scroll wheel, and the numbers are too far away for a busy pilot's fingers so nothing goes there.

Close, it's Space (neutral/chem/buff), MouseButton1, MB2, Q (hydro/spyglass). Alt is jump
Numbers are F1 F2 F3 etc.

That's without AutoHotKey...

39
Heavy carro change is good, but the actual heavy clip proposal should've been tested: -20% RoF with no clip reduction. This means if more than 1 in 5 shots miss, heavy clip is better than regular for DPS. Makes it useful on hwatcha, gat, and banshee

40
Feedback and Suggestions / Re: Upcoming Wild Week Vote.
« on: February 14, 2017, 08:44:19 pm »
The most interesting change that came out of the previous Greased test was the -30% lift (+30% drop). Want to see what happens when you really drop the Greased with -50% lift?
No other changes to current Greased. Will have minimal or no effect on raytraced guns such as Gatling, Carro, and Minotaur.

The previous test was for -20% lift. It'll have no effect on raycast guns like Gat and Banshee. I'd like to see -30% lift and increased jitter, the top voted option, tested. Increased jitter, say 20%, wouldn't be noticeable at close range and would regulate effectiveness at longer range - a difference of 3m radius at max Greased Gat range

On a side note, reduced traverse isn't really necessary on greased with the above effects and could be removed if just to reduce description clutter

41
Feedback and Suggestions / Re: Only Positive Ammo #Adjust the Ammos
« on: February 10, 2017, 08:37:18 pm »

"I'll be completely honest here. Nothing you have proposed is interesting"
True! But they were balanced, unless someone reminded of facts otherwise. Believe it or not, I'm not always right ;) (like Squid! turning accel = max turning, silly me!)
That's why you guys are here for the interesting ideas :D but those are harder to balance, which is why I'm here! :)

"You were dead set against testing Tank Spire, and just wanted to test Marginally Better Glass Spire"
Neither! I wanted to test Tank Spire, and I think doing so is a good link between devs and players (which I told you and Keyvias!), but I didn't like it being in the same channel as balance talks (because it's not!) :D
I didn't think a new Spire is necessary for balance, but I could be wrong ;D
Sorry for my initial negative remarks, but those stats were wild! XD

"You did not test anything outside of a short session in practice for the ammos"
wasn't necessary ;) numbers are numbers! and in my experience, dev app tests don't reflect real matches ;D physical properties however, like jitter and drop, are more useful for testing (which I did!)
plus I'm busy! usually not available at the testing times :(

"You have hammered just about every (if not every) idea that has come out of the Player Counsel as not needed, meta breaking, or whatever"
just trying to be realistic, I'm sorry if I hurt any feelings :( I realize I'm sometimes too harsh, like with Zanc's Greased proposal, which I apologized for, and he agreed with me!
remember when you wanted to increase Charged velocity to give niche range use? not balanced! you proposed increased shell life instead, great idea!! let's test it :P

"The people actually having these talks VERY much disagree with you"
Not my impression! Sometimes players disagree (initially ;D), but I think the only one who consistently very much disagrees is you ;) in fact, most of the time they agree with me (and not you) :0 Let me know if I'm wrong guys!

"The comments about fire/overheated guns being balanced for novice play is a joke, and shows you have not played any low level pub games"
haven't played them in a while, but back in the day...ahh all those Flames! Gat Flame Pyra meta! I even had a 43 match winstreak in an AI double Flame Squid ;) I was the king of pubs, grinding through every sale with an army of pro novices! had to earn those 2800 hours :P
i don't think balancing the game around engies who don't extinguish the gunner is a good idea, but I might be wrong XD so far I've only seen one disagree!

"You really need to learn to put yourself in the mind of people starting this, or any game for the first time before saying how things are just fine as they are"
balancing goes from the top down ;) things aren't fine as they are, and I don't have all the answers! that's why you guys are so great :)

"Until then, back off assaulting the ideas and feedback others are giving on things you refuse to even test"
I'll try to ask the question why nicer then (my fav question) :) I only say it's wrong if I think it's wrong! if I'm wrong then explain why, but you better be right :P

42
Feedback and Suggestions / Re: Only Positive Ammo #Adjust the Ammos
« on: February 10, 2017, 07:18:16 am »
Everyone has jumped on board with making interesting suggestions. Well, almost everyone.

Interesting, not balanced :P I like the suggestions that are both!

43
Feedback and Suggestions / Re: Only Positive Ammo #Adjust the Ammos
« on: February 09, 2017, 10:22:21 pm »

"More people are interested in pushing the limits of theory crafting, not the humdrum of minor ammo balance changes to things that aren't really causing any problems besides being hard for novices to understand"
Not my impression! A poll would be nice ;)

"Wild week is just us idling, waiting for a big issue to take on. Minor ammo balance is not that issue. Completely redoing ammo to make it more intuitive is"
Loch a big enough issue? :P There was a great response on the forums and discussion about ammos including greased, heavy, and the Squid changes, not to mention incendiary, a frequent topic since I started playing years ago. Don't forget about your buff hammer XD
I think it's mostly you, Richard, who doesn't want to balance the game! You'd rather remake it ;D

44
Feedback and Suggestions / Re: Buff Hammer - FEEDBACK NEEDED
« on: February 09, 2017, 05:59:20 pm »
"Need more feedback from testers on this. The goal was increase the utility of the buff hammer on multiple guns over using it is just another ammo on one gun."
Initial buff + "just another ammo on one gun" ;)

"Did you have enough time to keep more than one gun buffed?"
that part hasn't changed!

"Did you keep more things buffed, including guns?"
no, but that other gun was buffed for 3 - 4 clips, not 1 -2 ;D

"Was the damage on guns noticeably less?"
10% less XD

"What would you change?"
the most popular proposal was reducing time to buff from 6 seconds to 3 - 5

45
Feedback and Suggestions / Re: Only Positive Ammo #Adjust the Ammos
« on: February 09, 2017, 03:52:30 pm »
I like testing changes like this, but not in the same channel as game balance. Otherwise I fear nothing will get done - exactly what I've watched happen in the four weeks since joining the Player Counsel. The problem is that #WildWeek and #CommunityPatch are in the same channel. This is a good Wild Week proposal

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