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Messages - GurasOguras

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46
Feedback and Suggestions / Re: Diminishing returns on custom Alliance maps
« on: November 16, 2016, 04:48:41 pm »
How do you change retrieve? Move the refinery further from the starting point? As for now, that didn't fix anything. The proposed ideas won't change the major design issue - take the cargo from point A to point B and  congrats you won. Muse has a weird habit of introducing game modes heavily oriented around Squids.

Deathmatch or KoTH: "They are beginning on the south. We'll take the High Passage and fight from within The Pocket. We have to play it smart. I will engage first and disable their galleon. Then you attack it while we'll switch fire to the other one and keep it pinned."

Skyball & Retrieve: "LOL more speed LOL must go fast LOL"

That's how I see it.

47
Feedback and Suggestions / Re: Diminishing returns on custom Alliance maps
« on: November 16, 2016, 03:55:21 pm »
The effort amounts should be based on active faction membership, not total. The map clearly reflects this with Chaladon having the lowest member base yet the world map is rather green. Poor Angela man....
Finally, someone else also brought this up. As far as I know we've reported that at the dev fireside chat during the first alpha week. Muse didn't seem to fix that yet.

Now everyone, take a look at this:



I played 2 matches today. One Assault and one Retrieve. Both matches with 3 AI Squid on normal. I spent 20 minutes on the assault getting around 700 war effort and 2 minutes on retrieve getting little less than twice of that. The assault run was not perfect, but more resembling the regular match. I did prioritize the objectives, though. I think I could've done it in about 10 minutes with a little bit more strategy and luring the boss further away from the base. It is not as easy, however, to rush it as with retrieve.

Retrieve is 5 times faster than assault, and it is getting me almost twice the points. GJ Muse, there's definitely not a single design issue here. How to fix this? Remove the Retrieve. It might have been good on paper, but the idea just doesn't work. All Muse did try to fix that is increased the time required to rush from 30 seconds to 1 minute and 30 seconds. With Stormbreaker maybe even less. The introduction of class skills only makes it worse - the retrieve match was played as a gunner with kerosene and skill for doubling the damage of the guns.

And in before someone will hate on me: I have to say that retrieve is my favorite game mode and it's giving me the most fun out of this overall pretty repetitive and boring PvE. I like it, but for the greater good it has to be gone.

48
Feedback and Suggestions / Re: Feedback on Alliance difficulty
« on: November 16, 2016, 04:25:28 am »
Novice is way too crippled. If you play novice you're not experiencing full features the game has to offer. For me I would rather change the name of normal to easy as the opponent's health is greatly reduced in comparison to hard and hell. That would be more likely to resemble the level of PvP game, though no matter what the AI will always be doing same stupid mistakes. All they do is compensate their stupidity with higher stats.

49
Feedback and Suggestions / Re: Playable Faction: Yesha Empire
« on: November 16, 2016, 04:06:41 am »
Yes. Since the game is still in development only 4 out of 6 planned factions are available for now. Yesha will probably be implemented as the last one.

50
Feedback and Suggestions / Re: Diminishing returns on custom Alliance maps
« on: November 13, 2016, 01:06:13 pm »
Retrieve is and will be the fastest to complete game mode. It's a design issue.

51
Feedback and Suggestions / Re: Specific Demolition ships for Defense mode
« on: November 13, 2016, 05:29:58 am »
The defense is very easy for me until the boss ship arrives. At which point if he manages to kill me 1 time the base is his next target.

52
Feedback and Suggestions / Re: Its about time we revived the comp scene
« on: November 08, 2016, 04:43:10 am »
I don't wanna come out as a salty or grumpy man, but there is no such thing as "low level competitive". You can either be competitive player or not. At the very beginning I sucked as bad as everyone else and now I cringe every time I look back at recording of my first SCS piloting experience. If you want to be competitive, then just play and git gud. It's as simple as that.

To prove it just look at my clan: I was ALONE at the beginning. I reached out to everyone I knew at that time and recruited everyone I could. Within few weeks we already got second place on blood&brass. So stop whining, because IT IS POSSIBLE.

Here is the solution:
as someone who ran a succesfull competitive Clan I can give you some advice on what you need to do.

if all 4 of you are invested and ready to be competitive, then get ingame and play as much as you can and learn.

Find people ingame who you like playing with, invite them and eventually create a second ship.

when you have 8 people contact the other active Clans and Schedule practice vs them, take the beating and learn from it. Discuss with eachother what needs to change in order for you to be better.

Sign up for SCS, dont expect to win, but use it as practice.

make friends with other Clans, and you personally with other Clan leaders, their advice will help you a lot.

Expect your players to stop playing or disappear, when this happen: keep your friendship, but replace them on the team and move forward, it happens.

then 2-3 months from now you will be a solid team.
Use tournaments like SCS to take beating and learn from your mistakes. Starcraft II tip box, for example encourages you to look back at your replays and see where did you mess up. SCS VOD are the same here.

53
Feedback and Suggestions / Re: Swappable engines?
« on: October 18, 2016, 10:23:41 am »
4-
Let us customize the engines.

For each ship, there should be at four or more different options for engines.  These options should effect the handling of the ship in question in obvious ways.


A- Default
B- Large primary engine, small turning engines (faster, but harder to turn)
C- Large turning engines, small primary engine (slower, but easier to turn)
D- Four small engines (each engine can be destroyed quicker, but has less effect on the speed/maneuverability of the ship when lost)
E- Two large engines (each engine providing one-half the forward power and all of the port/starboard turning power)

Sounds quite familiar

54
Community Events / Re: Chaos Skirmish this Saturday, October 1, 2016.
« on: September 28, 2016, 03:47:40 pm »
I'm European. Why do I even vote?

55
Dev App Testing / Re: 1.4.8 balance testing
« on: September 28, 2016, 03:46:32 pm »
It's just too weak to be viable in a 2v2.
It is viable in any game, but the problem is that it requires being concealed from the opponent until you want to commit and annihilate them on approach. The Spire requires a completely different mindset of piloting and it is not a frontline fighter like a pyramidion or goldfish. It's also worth to bring it only on paritan ruins and canyons.

56
Dev App Testing / Re: 1.4.8 balance testing
« on: September 28, 2016, 01:38:13 pm »
YAY! Silly mobula builds are back! Awesome, I love it. Squid changes too - It was way more tough and capable of staying alive than any other ship.

Behold! The Fancy Fairy returns to pierce all you Sillymidions!
With Your Drill, Pierce the Heavens! :D

We want to focus smaller problem, rather than the last large balance patch and then silence from us for months.
You're moving in the good direction. Well done.

57
General Discussion / Re: Discord Group
« on: September 27, 2016, 01:34:51 pm »
>long time player
>levels 1/3/18

Pick one
Maybe long time means that you have an account for a long time, not that you've played game for many hours?

58
General Discussion / Re: Discord Group
« on: September 27, 2016, 04:18:47 am »
There are at least 2 groups already.  Why another one?

59
Release Notes / Re: Version 1.4.8 Release Notes
« on: September 22, 2016, 02:43:33 am »
My suggestion for nerfing balloon poppers...
Could you actually explain why we want to nerf such inferior and niche thing as baloon poppers? Hwacha is the only choice for competitive as for now. We need to buff carronades, and make them as good choice as hwacha, not nerf them.

60
General Discussion / Re: How do ships fly? (revisited)
« on: September 19, 2016, 10:30:25 pm »
Chaladonians have their magic gas, right?

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