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Messages - pandatopia

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16
Gameplay / Re: Lets Talk Gatling
« on: August 28, 2014, 01:13:07 pm »
This may sound insulting but using a mallet to fight a gatling is kind of idiotic, while if you take into account ammo types they can take down armor quicker, using the spanner as the repair tool allows for a more consistent repair and stave off complete armor degradation long enough for them to waste the clip, and if need be because of the short cool down you can pop the mallet in an emergency.

I don't understand your statement, and it is a bit insulting (even though I don't think i'm the person you're responding to XD).

It is without a doubt a fact that mallet is the most efficient repair tool, time wise.

Repairing is also a commutative action, namely mallet then spanner = spanner then mallet.

I want to also point out a corollary to this: mallet allows you 9 (-whatever seconds it takes to breach hull) seconds to run around, spanner effectively gives you ZERO seconds to run around, since there isn't enough turnaround time on any ship to hit something else then come back.

These are the rules.

Now, if what you're saying is "pad the gatling strip with spanner until you can mallet with 100% efficiency" then yes, I agree with you. Theoretically the maximum time you can buy with efficiency is spanner -> wrench -> mallet given general gunner accuracy/greased use. However, the engie is rarely going to have all 3 tools. So you go spanner -> spanner -> mallet.

If what you're saying is "pad the gatling strip with spanner until 1% hull then mallet" then I will have to completely disagree with you.

One - Once overflow is out of the question, if you do 4 spanner hits you are already losing in efficiency (yes timewise) to a mallet.

Two - If you have enough time to pad out excess spanners, you could have appended those to the end of the mallet and have the same net repair amount -  in fact, if you had taken those spanners out and double mallet hit instead - you'd be WAY ahead on hp repaired.

Three - if you misjudge the lower the hull goes the more chance they will breach the hull, and then its all over. High risk, low reward.

17
Feedback and Suggestions / Re: Suggestion: Environmental Buffs and Nerfs
« on: August 28, 2014, 06:36:46 am »
And yes I'm envisioning thunderclouds etc being an avoidable obstacle.

I don't see a problem with randomness though - you'd be able to pick the map hazard, and if you want randomness lets all go for randomness. If not well...then the following map is for you =D

Tourney Rules - 500 x 500 square map, flat ground, no clouds, no wind, no items, all fox, final destination.

18
Feedback and Suggestions / Re: Gifting!
« on: August 28, 2014, 06:33:03 am »
Er, whats wrong with a hat simulator?

Doesn't disrupt gameplay, generates tons of revenue for Muse without making anything pay to win...

As far as monetization goes TF2 is probably the GREATEST free to play game ever.

19
General Discussion / Re: No... I promise you, that is not how that works
« on: August 27, 2014, 04:28:47 pm »
VS squid is actually one of the (few) times where you want the mortar shooting constantly, even while the gat is still shooting and the armor is up - it can bring armor down by itself and further if you wait for the hull to down many times you will get fewer mortar hits in.

20
Feedback and Suggestions / Re: Eliminate AI Gunners
« on: August 27, 2014, 04:27:01 pm »
I think this is a good idea.

At the very least, make them spawn with a wrench instead of a spanner (why would they spawn with only a spanner?).

21
Feedback and Suggestions / Re: Gunner buff - rotation speed
« on: August 27, 2014, 04:24:46 pm »
A ship can function perfectly well without a pilot class - pilot tools just make it easier to move.

A ship can function perfectly well without gunners - gunners just make shooting more effective.

A ship cannot function perfectly well without engineers - because you need 3 engineer tools to be effective (some would say even 4-5 as buff hammer is indispensible occasionally).

The trick here is not that engineers are more powerful/desired - its that you need so many tools to be an effective engineer.

Do you see the difference in point of view?

Frankly we have TOO MANY ammo types - their use is not varied enough and many gunners say a certain gun only needs one or two types.

So clearly the solution - and direct gunner buff, is to coalesce engineer equipment into fewer tools.

Xtinguish also is chem spray.

Mallet/spanner/wrench all just becomes the "super wrench" tool.

Does this make people angry? Do people not want this to happen?

Because IMO this is more about requiring too many engineer tools rather than not having enough gunner tools ("ammo").

22
The Gallery / Re: The Bloody Wrench
« on: August 27, 2014, 01:00:12 pm »
You wouldn't hit a panda  :'(

23
Feedback and Suggestions / Re: Suggestion: Environmental Buffs and Nerfs
« on: August 27, 2014, 11:50:22 am »
Could be really neat

Rain - puts out one stack of fire every 3 seconds. Engine output reduced by 20%.

Clear day - clouds more translucent, and do not block line of sight (ie you can spot/stay spotted through clouds). Alternatively, no clouds.

Dry heat - +20% ignite fire chance, mirage like effects at distances (heat haze), applying kerosene or hydrogen has a chance to have affected components burst into flames.

Thunderstorm - all clouds opaque (like the black ones on refinery). Flying through a cloud has a chance to be struck by lightning, setting fires and damaging components. Lightning flashes occasionally illuminate clouds briefly (like a flare would for 5 seconds).

Sleet - crew members slide across the deck. Occasional hull or component damage. Chance for crew to slip off guns/helm.

Hurricane - If not at eye of the storm, continuous damage to ship (like a dust storm). Eye of storm moves, and heavy winds outside. I envision the eye to be approximately the size of a grid, maybe 1.5 x 1.5.

Apocalypse - raining meteors. Heavy balloon/hull damage with chance to set fires.

Starry night - same as normal map, but just nighttime. Would be really cool to see stars/moon.

Whaling season - majestic, hostile skywhale spawns. Immune to damage until hull is pierced by harpoon. One shots ships. PvE content!

24
The Gallery / Re: The Bloody Wrench
« on: August 27, 2014, 11:17:19 am »
Reminds me of Bioshock Infinite.

Corsets have the panda seal of approval =o

I think you did a great job, one thing I noticed is the hands in the last panel (perhaps because of perspective), her left hand looks so much bigger than the right. Maybe its the fingerless glove and wrapping around the wrench though, idk.

25
Feedback and Suggestions / Re: Gunner buff - rotation speed
« on: August 27, 2014, 11:10:40 am »
Yea passive buffs instead of loadout changes really go against what it seems the devs are going for with the current class system.

No class should be inherently better than another class at anything.

I'd like to add that I'm a huge proponent of the "nothing's wrong, everything is fine, add some cool ammo is a good idea" crowd.

Who cares if 2 gunners is not good - why do you have to be a gunner?

The idea of a "class" is something that people go into their first match with - hopefully after 10 or 100 matches you'd realize classes are completely free choices - you decide (well your captain/team) what would be best for the situation.

If that situation is 99.9% of the time dual gunners bad, or even 50% of the time 1 gunner bad, it doesn't matter. Just be an engineer and shoot what you need to shoot and repair what you need to repair.

26
General Discussion / Re: Alpha Strike Match
« on: August 27, 2014, 09:56:16 am »
All flak. It is actually a lot of fun. We went all flak Galleons 2v2 once, and it was glorious. Broadsides pounding and explosions everywhere. As one of my crew stated, "Wow! This is awesome. It feels like a real naval battle."

That does seem like a lot of fun!

Rules:

All galleon
All flak
All rangefinder (more realistic, no more blind shots into clouds)
All Gunner (except pilot)
All extinguish

So no repairing/rebuilding.

It would be a hardcore naval battle, and pilots would have to pick and choose when to use their skills!

I think this would be awesome.

27
Feedback and Suggestions / Re: Harpoons and white wailer.
« on: August 27, 2014, 09:47:05 am »
Quote
A side or back harpoon on a galleon is also not terrible - it sure as hell beats many of the other guns you can place there.

Back gun is mostly not used so I can mostly agree but side? Other guns - like what? Gatling on the side is great for short distance (especially combined with hwacha), hades or artemis are also great, even flak or banshee can be 'just okay' there.

Gat/hades is nice, certainly, for the hull strip to land the kill with your hwachas or flaks, as it fills the biggest hole of large weapons - no armor strip.

However, do not discount the harpoon. It is not there for killing power per se, but it is useful in the sense that it keeps them from running away.

This has 2 repercussions

1. It is great against balloon kill ships. You will drag them down with you - might not seem like much, but point blank double explosive hwacha WILL strip armor AND disable everything, AND kill them. Even if you just barely manage to clip the hull the yank from the harpoon is the difference between them sitting on you and killing you and you landing enough hwacha hits to disable or force a retreat+reengage. Esp since once your balloon starts going down and you start dropping, many many pilots get overconfident and believe the battle is won. Show them the error of their ways by dragging them into your explosive hwacha. Works also very well with drogue chute and/or a quick insta balloon+hydrogen.

2. It is the difference in range between double explosive hwachas and heavy clip hwachas. It multiplies your guns a ton.

And as an addendum with slow weapons such as heavy flak, it helps vs high speed ships like squid to get that first all-disable hwacha, or slow them down just enough to land the lochnagar flak.

It doesn't add killing power - but it amplifies your guns' killing power. Obviously it is harder to use than a gat/hades, but it certainly isn't a bottom tier gun. And I'd definitely use it over a flak/banshee.

As being able to dictate positioning and/or disable is basically the entire fight vs a galleon, any tool that screws with a pilot's positioning is fantastic on the galleon.

28
Feedback and Suggestions / Re: Harpoons and white wailer.
« on: August 26, 2014, 12:12:32 pm »
I actually just got it by carefully sitting on enemy junker and pushing him down on the ground.
But, still, as a man who spent last few days on builds with 'poons - those are not great weapons.

Yes, the reload times are WAY too long - for absolutely no reason. Even if it had 100% uptime (5-6 second reload), it wouldn't be broken imo. It would be AWESOME.

That said I still see more people using them than banshees - though they both fill very minor niches.

29
General Discussion / Re: Ship names
« on: August 26, 2014, 12:10:28 pm »
Flakfish = Blobfish, as it resembles the expression on my face whenever I spot one


Did you just insult the almighty flakfish, true terror of the sky. Flakfish is such an amazing ship though, it hurts my heat when I see people who don't know how to use it :(

you ram right?

No you bring a spire and name it Flakfish. and then you go 3 gat and ram with it

30
The Docks / Re: Unity
« on: August 26, 2014, 12:05:54 pm »
I thought this was a discussion about graphics engines and how everything should be built on Unreal since it is soooo cooooooool.

But I know basically nothing about graphics engines except how cool unreal is so I might be SLIGHTLY biased.

Anyway now I'm curious what SS13 is.

I'm going to assume it stands for "Super Secret 13".

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