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Messages - Inkjet

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76
Community Events / Re: Murderbrawl Funtime Rules and Announcement
« on: February 27, 2017, 06:12:42 pm »
Decider match? it's overall points, not best of 3, right?

77
Community Events / Re: Murderbrawl Funtime Rules and Announcement
« on: February 27, 2017, 05:16:35 pm »
Clarification: Does each matchup of teams play a set of three games against each other?

Suggestion: I'm afraid that every team will just save their squid for skyball. If, instead, a set consisted of all skyball games (perhaps only 2 instead of 3?), the teams would have to make harder choices with when to take their squid.

I realise that this would make it take much longer each week to get a full round-robin, and that wouldn't be ideal either.

78
Quote
Lochnagar _______________
   
Self damage _____
   
Clip Size _____
   
Rate of Fire _____
   
Rotation Speed _____
   
Jitter _____
   
Option 2 (ZanC)
   
100%
   
-50%
   
-50%
   
-80%
   
-60%
   


Voting option 2, would like to see -80% or -90% jitter, as long as heavy clip is also changed to have 10% more reduction than loch.

79
If you're going to stream at 2000kbps+ please be partnered, as some people have lame internet and have difficulty watching high-bitrate streams.

80
Feedback and Suggestions / Re: Mine Launchers
« on: October 08, 2016, 07:25:34 pm »
Mines also explode after 4 minutes.

81
Q&A / Re: Can you have the game always run in Dx11?
« on: September 24, 2016, 06:54:58 pm »
It doesn't work from the steam options, you have to make a shortcut. Launching from steam still shows the options.

82
Feedback and Suggestions / Re: Everyone gets an engie slot
« on: September 23, 2016, 06:26:35 pm »
Engineer has a lot to do, but I wouldn't say that they're overworked. It's all about time management.

I've got a lot of things I could argue about but I'll try to stay on topic.

As engie? OH FUCK MY MOUTH AND CALL ME BRUNO BECAUSE I'M NOT HURTING ENOUGH YET.

Matches should NEVER take 50 minutes. The longest ones I've seen recently have been 20-30 minutes, and we were fighting tooth and nail against good opponents the entire time. Some of the best matches I've ever played have been like that.
If its not that sort of match, then either every ship isn't doing enough damage, or your ships aren't fighting at all. The first case comes down to builds or people doing their jobs (not even doing them WELL, just being on the guns they need to), in the second case, your ship shouldn't be taking damage. Pull up an audiobook or leave the match.

83
Q&A / Re: Can you have the game always run in Dx11?
« on: September 23, 2016, 06:13:44 pm »
Awesome! Thanks :)

84
Q&A / Re: Can you have the game always run in Dx11?
« on: September 22, 2016, 10:11:34 pm »
There may be a launch option setting for it.

I'd also like to know.

85
Feedback and Suggestions / Re: Everyone gets an engie slot
« on: September 22, 2016, 10:08:07 pm »
Assuming you would never want double fire tool, the current system allows for 5 different engineering sets. If you include the Pipe/Mallet loadouts, the proposed system would allow for 6 unique loadouts. if you don't, you've cut it down to only four useful loadouts. Not a significant difference in loadout choices for engineer.

I think that the most important thing for crew is prioritisation. Engineers must juggle repairs, rebuilds, fire suppression / prevention, spotting, shooting, and buffing, all with tight, efficient movement while making use of cooldowns and anticipating damage.

Gunners have to shoot, spot, and still repair things, depending on ship and situation.

While engineers may seem overworked, I think it's more simply a difference in priorities among the classes (and more accurately, roles on the ship).

86
Feedback and Suggestions / Re: Disturbing newbies loadouts
« on: September 22, 2016, 09:14:03 pm »
You should try explaining the reason for the loadout you're recommending, and the positions on the ship prior to the start of the match. If you don't want to deal with novices, make a vet lobby.

I don't know why some novices try to bring bad loadouts, but without experience or teaching to tell them  what to take and why, they have no reason not to experiment for themselves.

87
Gameplay / Re: Can Skyball be pushed using minotaur?
« on: September 22, 2016, 08:18:12 pm »
I also like the idea of the ball interacting with/blocking projectiles. Mino/harpoon options as well as being able to use it as an engine shield.

88
General Discussion / Re: Rangefinder made into... an actual rangefinder?
« on: September 22, 2016, 08:15:24 pm »
I like this idea a lot,  thanks for posting it :D

89
Release Notes / Re: Version 1.4.8 Release Notes
« on: September 21, 2016, 12:37:52 am »
The wording was just odd, what should have been said is "old mechanics" rather than "more familiar mechanics". That is, they take 250 damage when firing.

90
I agree with most of your points from page 13-21:
Too many enemies, none of them feel purposeful. Giving them names could help. I, too, want to feel more STORY in the game. Make other damage types useful, no, not every gun needs to be useful, but having precise disables be useful, especially against bosses, would be a welcome change.
I would like to see boss ships be juggernauts. slow moving, hard to kill, but not necessarily nuking the player (*cough* Mercantile).

I also like your idea for single-shot consumables. They could even be purchased with real money if players didn't want to take the time to grind them out. Other games have this as an option, and so long as the price point is fair and the for-money option isn't better than the grind option, I would support it. You could even put a cooldown on how often these could be purchased.

I also completely agree with making locations take longer to take control of, and making it a big, important thing, complete with benefits and so on. I also agree with having the whole front line be "available" for attack, requiring the most active parts of the community to discuss where to focus their efforts.

Aside from all this, I HAD to reply to respond to a few ship-related things:
Magnate: You don't need stamina to do the side jump. You don't need to jump on the balloon to hit the main, jumping onto and then from the railing beside the balloon is sufficient. You didn't mention that you can grab the mid-guns from the aft side.

Corsair: Why fool with a stamina jump between turning engines when you can run between them along the metal bit? I didn't know about this, and didn't figure it out until 5s after I failed my first attempt at your stamina jump. The only advantage I can see is if you need to hit the engine and then get to the gun immediately, but I assumed when going from engine to engine, you're thinking about tanking while burning. You also didn't mention that you can grab the mid-guns from the fore.

The Shrike takes ~2s from spawn to drop down to the helm. I don't think this is an obscene amount of time, though the positioning still leaves a lot to be desired.
As for the turning engines on it, it takes ~1.82s to run between them using the stairs, 1.43s to run across the plank, and I don't see TOO much issue with it, at least, not much more than any other tight movement on other ships.

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