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Messages - GurasOguras

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Feedback and Suggestions / Re: PvP night maps. Remove or leave?
« on: September 06, 2017, 08:42:08 am »
Yes for removing bad maps from SCS roster, but no for anything else.

This game has many issues, but this is not one of them. If it really bothers you that much then give up one of your helm tools.

Map provides exact position, distance and facing of the opponent. Paying attention to logs will allow you to determine whether the important guns are disabled. Permahull and hull status are clearly visible as long as you have direct vision. If you're that much dissatisfied with your performance and available resources then find a way around it instead of whining.

What I'm trying to say is that true vets count grids on map and jotts on guns to aim instead of using rangefinder, count hits on component to know when to chemspray instead of bringing extinguisher and so on.

Class and tools which you bring into the match are like your own customized deck of cards - is up to you to decide what will be more useful or needed and what can you live without and sacrifice in order to gain other benefits.

So... Will you take spyglass on that slot or perhaps use your own skills and play with damage log as a tool?

But well to be honest spyglass is a terrible example because you can always ask your crew. So just git gud and learn to communicate :p

Several years ago the following mechanics were present in the game:

- Reloading your gun with special ammunition required you to be on the gun at the end of reload. This required good timing from the players to repair while the gun is reloading, but also be on the gun when that reload is finished.
- There was no stamina so you had to carefully plan your route around the ship. Mobula could either have its crew shoot or repair and was overall much more difficult ship to play and was a high risk - high reward ship.
- A fire was much more dangerous and being able to use chem spray effectively is what made a difference between a veteran engie and a noob. One flamethrower could make an entire difference in the engagement (especially without stamina) Now you just give everyone extinguisher.

Richard, I beg you. For the sake of all that's still making this game great please do not post any ideas to lower the skill cap further anymore. I've had enough.

That's how it should be done. Collecting such data was very time-consuming and precious to me. It would be a direct blow to all who put their time and effort into getting good at the game.

You wanna know how much permahull does the other ship have?

Being able to win the engagement with 1% permahull is very important for the competitive play. And as you know competitive is never about sheer numbers. If spyglass would allow looking at ship's health (possibly through clouds and obstacles as long as the target is still marked by the other ship) then no one would care and just rush ship with less health instead of cooperating in order to beat the entire team in the engagement.

Feedback and Suggestions / Re: Defense cooldown time. (global map)
« on: July 19, 2017, 11:54:41 am »
Apparently, it is very hard for Muse to make "tug of war" system which would actually be good, more realistic to actual war and solves the problem :/ Besides "intended design" there is always also "unintended design" that players abuse. In this case, it is grinding fast until almost reaching a goal and then leaving the territory contested for as long as you can.

General Discussion / Re: Reasons to join Mercantile Guild
« on: May 18, 2017, 04:46:28 am »
Alright. Let's make it clear that this thread was meant to sarcastically express how some factions like Chaladon or Arashi get unfair advantage over other ones. That applies especially to Mercantile Guild, but other factions are also affected.

The thread title is sarcastic. I'm not here to discuss the Mercantile Guild itself.

General Discussion / Re: Reasons to join Mercantile Guild
« on: May 16, 2017, 09:21:10 am »
But the guild is the only faction that has a ship and clothing that looks somewhat plausible, that doesn't look like complete trash.

True, but you could also unlock the ship from grandmaster achievements playing for other faction. I am taking about gameplay issues.

General Discussion / Reasons to join Mercantile Guild
« on: May 07, 2017, 04:53:54 pm »
Reasons to join Mercantile Guild: None

Why join Mercantile when you can literally just have 4 contested areas as Arashi or Chaladon.

Mercantile guild perspective, 10 areas to fight over

Arashi League perspective, 4 areas to fight over

I see this as an issue. How will it be addressed? Will this be released "how-it-is" in just a few days? Maybe there should be a limit to how many factions can your faction fight with at the same time?

Feedback and Suggestions / Re: More impactful encirclements
« on: May 04, 2017, 06:41:42 pm »
All these ideas sound awesome, but I don't think that the world map and rules behind it were ever deemed to be the main focus of game's development. It's just more of a little addition to the gameplay. While it is true that we compete over the world map and some players care for it more than others I just simply realised that we can't control our huge factions with hundreds of members in many possible ways. It just sounds too complicated. We're fighting stupid AI ships, not real players here. The competition level will never get any close to that of PvP.

I like the idea, but It's not gonna happen.

Feedback and Suggestions / Re: Guided missiles are too well guided
« on: May 03, 2017, 03:23:14 pm »
Making missiles unable to turn back is definitely an interesting idea. That would also solve a problem of spinning around ships forever until they explode.

I think tempest is actually over nerfed now. I expected it to be a longer range flamer, but banshee does that job way better. What should the tempest purpose be?

Isn't impact damage good against every type of component and therefore overpowered? Looking into these stats remind me of initial heavy flak and flakfishes back when they could kill a ship alone.

Could you remund us the purpose of this gun and niche it should represent? Is it a kill weapon, disable weapon, support our what?

Just report the troll. Why because of one f*cker should we change one of the best mechanics in the game?


Feedback and Suggestions / Re: Top Tempest missile fix suggestions.
« on: April 30, 2017, 04:17:21 am »
One thing for sure: it is low skill high reward weapon. Either nerf it to the point where it was at initial testing (low impact, more as fun gun than useful) or increase skill requirements like increased turning radius of missles and operating time required. It must either be high skill or low reward. Another idea is to make it useful only as gunner or gungineer gun (main gun on the ship) or make it only effective under certain conditions like mortar is. Something that would not be rewarding to take 2 or more on one ship

Shatter damage has to go. Hwacha is already a huge problem if it hits and requires high skill to dodge it. With this there is no way of dodging, essentially one of the most important mechanics in the high level play.

Feedback and Suggestions / Re: Free roam game modes
« on: April 29, 2017, 06:17:22 am »
We only got what we funded during kickstarter campaign.

Feedback and Suggestions / Re: PvP Locked Content
« on: April 27, 2017, 12:43:56 pm »
This was probably done because in PvE, this ship requires unlock
Completely missed the point imho

It's actually a simple mechanism to hype up players and make them play more and spend more time logged in. It's mostly if not purely for marketing purpose and giving the player base a goal to strive for.

Clever Muse :)

What else would you expect? What would actually make you happy?

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