Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DrTentacles

Pages: 1 2 [3] 4 5 ... 15
31
Dev App Testing / Re: Sunday testing release notes.
« on: February 27, 2016, 04:03:58 pm »
I'm honestly positive about every change except the Squid one. Look, I'm on record as *hating* Sniping/Midrange meta, and loving brawling. The squid will become the best ship, though. It will be Squids of Icarus. Yes, there will be differences in skill, in loadout...but comp is just going to be a mirror of the Pyra era, but with Squids.

32
Dev App Testing / Re: Sunday testing release notes.
« on: February 27, 2016, 03:29:52 pm »
Probably not the place, but they should honestly just take off the bottom light weapon of the Spire, keep the turn speed down, maybe make it faster, and up the armor massively, while leaving the hull low. It *needs* lots of armor to work at range, with how much hull is exposed, and how hard it is to get it into cover. If it's gimmick is going to be "Only ship with a forward Light Armor/Heavy Weapon overlap" then the obvious downside to that is outmaneuvering.


Edit: Bottom light weapon is removed to limit versatility, and make arcs matter.

33
Dev App Testing / Re: Sunday testing release notes.
« on: February 27, 2016, 03:19:02 pm »
Hwatchas, however, traditionally use burst fire. They do not use marking shots. They are the ultimate in spray-and-pray. If there's any weapon that lore-wise, it makes sense to burst fire, it would be the hwatcha.


Also, the Spire can't use a single OP heavy weapon as a crutch. It needs buffs vastly beyond any problems with guns to be viable. Massive exposed hull, exposed componants, and meaningless vertical acceleration keep it from being viable at long range. At close, it's obvious that muse doesn't really know how to handle Heavy Weapons from a design POV, as they can't balance them so they work on every ships that mounts them. What's good for a Goldfish makes a Spire broken, and so forth. Massive re-designs are needed.

34
Dev App Testing / Re: Sunday testing release notes.
« on: February 27, 2016, 03:07:32 pm »


A newbie will empty a clip, and miss, unless they're very, very close. Someone who has practiced will empty a clip, and hit.

Currently, the ability to use shots as tracers means that it requires very little actual skill to use at a high level. The only skill required is simple knowledge of "how to use a gun." It isn't hard to fire. There's very little difference between someone who's spent 20 hours on a hwatcha, and someone's who spent 50.

The Guns community as a whole needs to stop comparing themselves to raw newbies when trying to assess the skill cap of a gun or ship, and compare themselves to other vets. There should always be a difference between an experienced player and a newbie, but for a game to be competitive, there needs to be a difference between a proficient/competent player, and a great one. 


The mobula nerf is depressing. I'm sad because it'll hurt some of my builds which rely on tight arcs with non 60 degree guns. It'll encourage the artemis meta and make it much harder for new players. Please just nerf the speed or acceleration or something besides relegating it to a ranged only ship


You can still do close-range mobulas. You just have to rely on the inner guns. A nerf to speed or acceleration would relegate it to a simple weapons platform. Currently, it's a better junker. Good at everything, with many more potential gun combinations. If there's a problem with the Artemis meta, it's because the Artemis is the best long-range gun.

35
Dev App Testing / Re: Sunday testing release notes.
« on: February 27, 2016, 02:54:13 pm »
I was actually the one who suggested it. The thread-and reactions-are in the Feedback and Suggestions forums. I'm interested to hear your opposition. I thought it increases gunner skill-cap, while still keeping it useful for noobs, because you have to aim better to avoid wasted shots. It gives the gun an actual skill-cap.

36
Dev App Testing / Re: Sunday testing release notes.
« on: February 27, 2016, 02:44:36 pm »
It'll make it harder to chain disable in close-range. Sometimes you keep half a clip to work on engines after guns, or disable after the rebuild.

37
Dev App Testing / Re: Sunday testing release notes.
« on: February 27, 2016, 02:17:53 pm »
I look forward to the new, mono-squid meta.

(This is going to be brutal, though. Nerfing every Squid Counter, and giving the Squid a double buff is going to end up with the comp meta being pretty much entirely Squid+Something else pairings.)

38
It would really help with noob-friendlyness, and balance.

39
The Lounge / Re: The First Ship You Flew In When You Came Out Of Novicehood
« on: February 24, 2016, 04:44:48 pm »
I came from a youtube promotion in Summer 2014.

40
Are the changes in the client yet?

41
Gameplay / Re: Major and Minor Playstyles
« on: February 23, 2016, 10:52:14 pm »
Using Carronades to counter a Mobula entirely depends on a map's height ceiling. Which is one of my main problems with the Mobulas. They are inordinately effective on maps with massive verticallity. And maps vertical space varies wildly.

42
Community Events / Re: Cronus League Week 8!
« on: February 22, 2016, 09:14:54 pm »
Honestly, given precedent, I'm fine with a 5% deduction for us, and full points for Skyborne, who amply deserve it. I am grateful for Sky Slicers for subbing for us, and my personal investment in actually winning this tournament is pretty much null. I'm playing because I enjoyed playing to the best of my ability in something more competitive than pubs.  I gladly willing to state that there are simply ships and clans out there that are currently simply *better* than us. I do not intend to scrape for points in a desperate attempt to stay in the running for finals.

Not having the chance to be in the finals will not negatively affect my experience, so let's aim for consistency, instead. I'm pretty rusty, and this just isn't my meta. (Have I mentioned I hate midrange combat? Because I hate midrange combat.) I've still had fun, and GSR always enjoys a chance to compete with, and partner with new clans.

That said, I will gladly still fight for the title of "above average ship."  :P

43
Community Events / Re: Cronus League Week 8!
« on: February 22, 2016, 01:04:38 pm »
God forbid there be more complaining.

Anyway, yeah. Probably shouldn't work like that. Feel free to rank us how you want.

44
General Discussion / Re: What makes a good captain?
« on: February 19, 2016, 05:27:18 pm »
Communication, positioning, and risk-assessment.

45
Community Events / Re: Cronus League Week 7!
« on: February 15, 2016, 01:20:19 pm »
B

Pages: 1 2 [3] 4 5 ... 15