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Messages - MidnightWonko

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16
Feedback and Suggestions / Re: new game mode: Capture points
« on: March 30, 2015, 09:43:28 pm »
I remembered the version of CP used in Star Wars: Battlefront 2 (I never played 1).  CPs are not normally placed linearly but rather in a pattern (sometimes radially-shaped or circular shaped or whatever).  Capturing CPs only gets your team new spawn points.  Holding more CPs than the enemy team, though, gradually reduced the number of reinforcements they can field until it reaches critical levels (and dying also reduces reinforcements, but by a far slower rate).  A team achieves victory either by completely depleting the enemy's reinforcements or by capturing all the CPs and holding them for 15 seconds (as a team with no CPs cannot respawn).

I don't think I've ever seen a stalemate in that game, and it gives both teams clear objectives that push the match towards its conclusion, rather than stalling its progression.

17
Feedback and Suggestions / Re: new game mode: Capture points
« on: March 29, 2015, 09:38:37 pm »
From what I understand, this would be the opposite of resource race. Only two points would be active for capturing at all times, therefor all ships would be at one or the other. Once a point is won, the losers' next point becomes the active point, and the winners' previous point becomes inactive.



This is a battle line push mode, winner take all. I could see where this could make for some insanely long matches, though.

Not if a team earns score every second for every point captured.

Then the question becomes, "How does Sudden Death mode work," as such a mode with score earned for every point captured runs the risk of being a tie.

18
Feedback and Suggestions / Re: New guns
« on: March 28, 2015, 03:41:53 pm »
I think a new mechanic might help make for a wider variety of guns: a disarm time.  Much like an arming time requires time to expire before splash damage is dealt, disarm time would zero out direct damage after time has expired.  Perhaps if used together, it could result in projectiles that explode in mid-air or weapons that have a sweet spot where both damages are dealt.  Prior to the explosion (pre-arm/disarm time), it only does direct damage.  After the explosion, it only does splash damage.

Might also be funny if projectiles could be made such that, after hitting a target, they sorta feebly bounce off and fall towards the ground.

19
Feedback and Suggestions / Re: [Weapon idea] Light Howitzer
« on: March 28, 2015, 03:28:25 pm »
Ah, okay.

In that case, this weapon would be slightly stronger than the Banshee and slightly weaker than the Hades against balloons, and almost the same power as an Artemis against hulls.  This is considering DPS only, and I do recognize that you're building this weapon around the concept of its flight mechanics and possible spike damage rather than damage per second.  25 particles with incendiary modifiers means 25 20% chances to cause fire; this works out to an average of 5 stacks of fire per shot, or 10 fires in a matter of less than two seconds.

I'm guessing you expect the particles to spray perhaps in all directions?  Perhaps within a cone based on the original projectile's flight path?  5 stacks of fire SEEMS pretty dangerous, though if those 5 stacks are spread around different components (or possible a few flew away from the ship, igniting nothing at all), then it doesn't sound too bad.

Actually, how DO you envision the particles' flight after the original projectile impacts with the target?

20
Feedback and Suggestions / Re: Tips while waiting
« on: March 28, 2015, 03:14:10 pm »
Quickly flying in by yourself and leaving your teammates behind is a great way to get killed.  Fly in formation instead!

Flamethrowers ruining your day?  Replace fire extinguishers with chem spray, and use it on components just before an engagement!

If at first you don't succeed, blame it on the other captain.

21
Feedback and Suggestions / Re: New guns
« on: March 27, 2015, 08:28:41 pm »
Ooooh heavy gattling is so tempting, but it would rival the heavy flak!
No it wouldn't.  They'd be buddies.  The heavy flak'd be all, "Gosh golly, I sure do wish that darn ship's armor was down so I could do some actually decent damage."  And the heavy gatling'd be all, "RRRRRRRAAAAAAAAAAAAAAGGGGGHHHHH!"

Seriously, heavy flak does ~148 DPS to hull, yet only ~32 DPS to armor and components.  By contrast, the LIGHT gatling does ~74 DPS to armor and ~120 DPS to components.

22
Feedback and Suggestions / Re: [Weapon idea] Light Howitzer
« on: March 27, 2015, 07:24:54 pm »
Gun Statistics
  • Direct: 100 Explosive
  • Burst: 75 Flechette
  • Effective Vs. Hull, Balloon
  • Rate of Fire: 0.8
  • Reload Speed: 0.14
  • Magazine Size: 2
  • Projectile Speed: 400-600 m/s
  • Projectile Drop: Mediocre
  • Range: about 1k

How is that red part supposed to work?  I've only ever seen reload stats listed in reload time.  I don't know how reload speed translates to reload time.

23
Feedback and Suggestions / Re: [Weapon idea] Light Howitzer
« on: March 27, 2015, 05:51:59 pm »
@Midnight: The numbers are approximate and I've already changed them slightly, but I can't edit the main post. With my own spreadsheets I carefully calculated them so it's close to what I hope to achieve.

Hope you enjoy the comparison and the idea. :D

Oh yeah, you're the guy who helped me by pointing out a minor oversight in the equation I was using to calculate DPS!  Thanks again for that!

I still wanna plug those numbers in my spreadsheet, though. ;)

24
Feedback and Suggestions / Re: [Weapon idea] Light Howitzer
« on: March 27, 2015, 04:12:05 pm »
I'll have to plug those numbers into my spreadsheet when I get home to see how it compares to other weapons.

Unless someone beats me to it.

25
Feedback and Suggestions / Re: Remove Flamethrower
« on: March 24, 2015, 06:09:51 am »

26
Feedback and Suggestions / Re: Energy weapons pls
« on: March 24, 2015, 03:24:27 am »
I'm not quite sold on them, TBH.  They seem kinda off for this game.  But I would frickin' LOVE those for reskins!

27
Feedback and Suggestions / Re: Remove Flamethrower
« on: March 23, 2015, 06:56:56 pm »
Do we really need a dedicated noob-killer?  By virtue of their nature, noobs don't need to be countered.

28
Feedback and Suggestions / Re: Remove Flamethrower
« on: March 23, 2015, 06:37:39 pm »
I was just thinking about various ways to counter the flamer.  I came up with four: chem spray, keeping away, blowing up the flamer, and just flat out killing that damn ship.

It occurs to me that every one of those methods is proactive.  Reactive counters to the flamer are pretty rare by comparison.  I think maybe this is what gives newbies problems with it.  It's all like, "Oh, I'm just now learning this fun new game, and now everything I love is burning."

While I personally view the flamethrower as a fascinating weapon that adds a unique facet to this game, considering the fact that you pretty much have to be on top of everything to counter it, I can see how newbies would view that weapon as interesting in the same way that ducks view hunting as a sport.

So what IS the answer?  Is this something that would require us to educate newbies better?  Would a new protip or two dedicated to countering flamers help?

Simply nerfing the gun would make it borderline useless IMO (for what little my opinion is worth).

What do?

29
Feedback and Suggestions / Re: About the Minotaur
« on: March 21, 2015, 12:57:19 am »
So...this weapon got hit pretty hard with a nerf.  Total shatter damage dropped from 175 to 140, and projectile speed was more than halved.  It now does less than double the damage to components as the lumberjack (assuming all shots hit), and now the Artemis outdamages it a little bit on components.

I'd have to see it in a few more matches, but I'm not sure I feel this weapon is overpowered anymore.

30
One is proactive.  The other is reactive.  Really, the only way they can be OP is if they're both on the same ship at the same time, but that has its drawbacks too.

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