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Messages - pandatopia

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31
Gameplay / Re: Lets Talk Gatling
« on: August 26, 2014, 12:02:25 pm »
The problem with the Gatling is that new players don't know how to compensate for ship turning/movement and miss with what is arguably one of the easiest weapons in the game. The number of times I have watched a novice gunner dump a full clip of Gatling into the empty sky to the left or right of a target saddens me to no end. I think it has something to do with the tracers in client space not syncing with the tracers in server space.

Tracers mean absolutely nothing yep.

Gatling projectiles are not projectiles - they are actually invisible just like carronade shots. The tracer shots are just a client artefact that does nothing but confuse.

32
Feedback and Suggestions / Re: Engineer Scorecard
« on: August 26, 2014, 12:00:16 pm »
I like the merge of the gunner scorecard and the engineer scorecard - there is no reason these two roles are so different.

Kills and components broken by an engie matter just as much as a gunner - and vice versa, gunner rebuilds/repairs are just as useful as engineer ones.

Chem sprays applied is a joke - simply because you can cheese it by constantly applying, and good sprayers will never let it drop either. Should be fires prevented by chem is the real one.

But like others have stated before noone that's played more than 100 games ever cares about the scorecard at all, except to say, verfiy kills, etc for an achievement.

Or for laughing at the 600 fires set in 1 round from incendiery flamers or something lol.

33
Feedback and Suggestions / Re: Harpoons and white wailer.
« on: August 26, 2014, 11:57:16 am »
Those conditions are artificial, the fact is a fact - harpoon is useless in combat.

Hardly, as all of these conditions can be met fairly well.

In fact a gat harpoon pyra ram is ALMOST actually good enough to be considered a "standard" possible loadout.

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.

The new harpoon duration makes it hard for the achievement though, but I'm sure you'll get it eventually.

34
Feedback and Suggestions / Re: Sounds for PM's and ready captains
« on: August 25, 2014, 08:32:29 am »
I like the ship change sound idea. Ship loadout change should also trigger this.

Many captains name all their ships the same so even for someone paying attention to the lobby screen it is super annoying.

35
Feedback and Suggestions / Re: Takeover Prompts
« on: August 25, 2014, 08:01:15 am »
Engineers then need something to fight against all the gunners repairing with spanners.

36
My last post was supposed to be tongue in cheek.

I forgot my :< smiley.

Anyway I just was saying how sniping seems to be unpopular because sniping ships typically cannot dictate range, and many maps having tons of obstacles. I have seen good positioning and kill corridors being set up, which is nice though.

Shrug, I guess I just feel sniping takes too much effort.

37
Speaking of disable, pyra guns are funny in that they are placed in a weird almost blind spot when heading dead on at the bridge. It is easy to miss the angle and hit the bridge instead, only getting the guns with secondary damage.

Yet another advantage of the pyra! OP.

While junkers, spires, galleons, fish have giant targets painted on their guns.

38
Gameplay / Re: Lets Talk Gatling
« on: August 24, 2014, 12:13:28 pm »
Just FYI, greased does the same total damage as normal, with the caveat that it expends the clip faster.

That is the only benefit of greased rounds.

39
And longrange doesnt have kill power? The hell? Ever seen the oneshot or even oneclip kill of a heavy flak on EVERY ship. (even galli can get oneclipped from a hflak)

Right, and he's just going to sit there, immobile, while you hit him with the flak?

I do not mean on paper they can't do well - but even if you have a perfect accuracy flak gunner you are not going to succeed on the majority of maps without seriously better tactics.

PS for example, a hades/art pyra will kill/disable you long before you pierce their armor - and they don't need 3 guns shooting.

They suffer precisely because they cannot dictate range - if they cannot dictate range, and have poor arcs and maneuverability, when are you ever going to get guns long enough on them to kill?

Even just going up and down will destroy your merc arc and then you have no reliable hull strip from range.

40
Yea but you can't kill if you have no guns, and disable imo is still fairly strong.

I think the complaint is that gat/mortar is EASY, like ridiculously so, and more difficult guns provide less bang for their buck.

Long range weapons simply do not have enough kill power unless you're on like a completely open map to kill a brawler before they get close.

Maybe increasing the arcs on sniping weapons is a good way to increase their usability without tipping it over with more damage.

41
Q&A / Re: When turning the ship, which one is faster?
« on: August 24, 2014, 09:23:38 am »
Yea I think the amount of turning you do is relatively constant - what changes is your forwards/backwards location relative to them.

42
World / Re: Mercury Field Gun- Repurposed
« on: August 24, 2014, 09:22:54 am »
the hell is a scylla.

43
Feedback and Suggestions / Re: Bug Or Feature?
« on: August 24, 2014, 08:28:13 am »
Chem persisting through rebuild is fantastic.

44
The Lounge / Re: The most glorious Quotes ever
« on: August 24, 2014, 08:13:19 am »
Who says bring greased for carronade?

45
Gameplay / Re: Lets Talk Gatling
« on: August 24, 2014, 08:10:26 am »
Hum, you are probably running with gunners who are aiming incorrectly.

I actually hate the gatling and think it is too powerful XD

It is true that without buff, it is possible with decent luck to outengineer the gat for ONE strip, but barely.

The trick is to spanner until mallet is 100% effective. I'm not sure if all engineers know this, but you really should in order to save your ship. VS a bad gunner you can save your ship and setup a counterattack. VS buffed gat or a good gunner, you're just buying a little bit of time.

Also I am pretty sure with any engineer you cannot one clip a galleon. Junker is even harder, as the hit box is tiny and 50% of the hittable area are guns/engines.

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