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Messages - Fynx

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Storm Ryders signing up!

32
General Discussion / Re: Quotes to live by?
« on: April 03, 2016, 04:05:51 pm »
It's not a good match if I don't bump into something.

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Feedback and Suggestions / Re: Option to toggle auto vote rematch
« on: March 28, 2016, 06:35:20 am »
Excellent idea.

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General Discussion / Re: How would you balance/change the game?
« on: March 22, 2016, 03:35:18 pm »
I would do the same thing I mentioned in that Mobula nerf thread, which is something somebody already wanted to do: Buff all ships, except the Mobula to create more diversity in ship stats, which is done through defining each ship's role more clearly.

Squids already considered strong enough or too strong.
Hwachafish already OP, buff the heavy carro (what is in plans from what I understand) and blenderfish is viable.
Pyramidion just got buffed and the time will tell if it's okay.

Junker and galleon are balanced in some weird way, but it is some sort of reasonable balance.
Both of these ships are easily disabled from medium/long range by mobulas. I don't think anything can be done with it. Would it be better if the mobula gets heavily nerfed in close range? I don't know.

And of course there is a spire.

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So heavy carronade is not fixed, light carro doesn't pop balloons once again and mobulas other than meta are still not recommended.

But I'm relieved that there's no crazy gatling anymore and that the spire is back to previous state too.

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Gameplay / Re: New Lochnagar - Math and speculation
« on: March 19, 2016, 07:13:45 pm »
I think it's considered a bug, so they'll fix it.

Too bad, I wanted a light carronade that pops balloons.

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I do not doubt everyone working on this patch spent a lot of time doing it. What people here are raging about is not that it's done without thinking or without attention, but that it addresses the issue in a weird way. Make sure you know what you're doing: there's a thread in this forum discussing roles of each ship. People might have opinions about those and if you go against it there is a lot of shouting around. Still, in order to make changes that make sense you do have to define what you want to accomplish. If it's every ship being equal to every other ship, used exactly as often and by players from all levels of experience - so be it. Just make sure you announce it somewhere and remove the 'difficulty' tags in ships. Players will rage, but that's entirely your choice.

There's a second thing nanoduckling already mentioned. There's a huge amount of feedback about what is overpowered and what is not used enough. There's an enormous number of ideas of how to fix it being sent as feedback and posted here on the forum. Instead, some other innovative changes are introduced and all that feedback (patch or between patches) is ignored.

I also absolutely understand the difficulty coming from attempts to balance both casual and competitive games. The key lies in understanding what exactly makes matches happen as they do and why statistics look whatever they look like. So far it looks kind of upside down, everything.

The final opinion about what is balanced and what is not and how cannot be made during testing the patches or right now, but it'll appear in few weeks. That's why it's important to create more smaller patches, rather than one huge in a year, followed by rage and hotfixes.

The last thing is that like JubJub I'm happy something is happening, even if it's questionable.

As for the current changes:

Mobula
I'm absolutely sure you tried your best guys. Still, you got one thing wrong: changing the arcs is not leading anywhere. Sniping meta still op. Nothing changed about that. Assuming that was supposed to be the problem, that is.

Spire
Statistics are irrelevant at this point, this ship is just as effective against inexperienced players as it was and worse against experienced players. And that's the exact opposite effect to what should be accomplished. High win ratio in experienced player games comes from experienced players switching from spires when they get hardcountered. I understand the 'difficulty' tag set to 'easy' being a sort of a surrender to the difficulty of balancing this ship.

Squid
I actually like the tilt on the aft gun. It's not a direct or indirect boost, it's the exact opposite of mobula changes - it provides some interesting opportunities (whereas mobula change nerfs the clever ideas and supports the meta).
Acceleration boost was vastly unnecessary though, unless in the next patch 'difficulty' tag of squid changes to 'easy', like in the spire. Like I wrote: decide what you want to do with this ship. If it's supposed to be a 'hard' ship then don't balance it completely around low level games, because it leads nowhere. The strength of a squid is not something low level players use (what MightyKeb already wrote) so by buffing the 'experienced' parameter to make it 'easier to fly' is kind of ridiculous (same in the spire).

Heavy Flak
The intention was to make it used more and more accessible to lower level players. I will respect this approach.

Lochnagar
Broken on heavy guns, but some really interesting opportunities for the light guns. And the blenderfish is officially dead for real this time. I understand that this change was adjusted under the pressure of feedback and I'm thankful for it. It's still broken on heavy flak, so the result comparing to initial reason for this change (ammo for heavy flak) came out a little bit awkward.

Hwacha
I kinda like it. It's still really powerful close range, but it's easier to avoid it medium/long range. This nerf is definitely a step in the good direction, even if it might be not enough.

Pyramidion
Finally. It took a while though.

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General Discussion / Re: Heavy Clip: What is it good for anyway?
« on: March 17, 2016, 10:07:20 am »
I forgot to mention light flak and banshee obviously. Usefulness of heavy clip in those guns decreased the same way as in gatling.

I always have my heavy carronade gunner bring heavy clip and lochnager ammo. Heavy for the initial shots to test maximum range, lochnager thereafter, and back to heavy whenever in combat (can't risk the gun being damaged and blowing itself up).

The more standard approach is to get a quick initial pop with lochnagar, because it's when it's most needed, then switch to other ammos, but that's just a detail here.

If I run a hwacha with a gunner (as opposed to a mallet-spanner-buffing engineer with burst), heavy is always the first clip when outside of combat. I personally wish it were a bit more necessary because, as we all know, hwacha is overpowered at medium-long range with burst.

It's not like I condemn you or something, but if you do this, heavy flak is more effective right now.

I think heavy clip is great, but I wish the clip reduction was just a little less restrictive... instead of a 25% reduction, 20% would be sooo much nicer for that gatling gun :)

There were certain changes I suggested once upon a time: https://gunsoficarus.com/community/forum/index.php/topic,6874.msg118138.html#msg118138
Decide for yourself if it's reasonable or complete crap.

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General Discussion / Re: Heavy Clip: What is it good for anyway?
« on: March 17, 2016, 04:50:50 am »
- Gatling: for sniping components and against junkers. Not so useful anymore, I'd bring greased or lesmok or inc, always. It can be used, though...
- Light carronade: for op sniping. Not op at all these days and you shouldn't bring it unless you have a gunner on the carro. Carronades are now either primary (buffed greased, so you can actually pop balloons) or support (incendiary).
- Hwacha: let's not talk about this, okay...
- Heavy Carronade: it's a good choice when your gun is damaged from lochnagar and the target is too far away for charged. More of sad necessity rather than 'good choice', but still...
- Minotaur: viable choice at medium/long range.
- Flare: sniping big guns, still okay-ish.

In short, out of 6 guns that were actually used with heavy clip, there is only one where is is really needed (mino) and two where it is kinda useful, but still less used than other ammos (heavy carro, flare) and two where it is almost obsolete plus one completely hopeless. Good day.

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The Lounge / Re: Prove you're oldfag
« on: March 15, 2016, 05:57:03 pm »
Carro flamer mortar squid instakilling spires.

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Dev App Testing / Re: Sunday testing release notes.
« on: February 28, 2016, 06:33:35 am »
Few notes about the current state and not about the changes:

Blenderfish is fine. Not very easy to use, but I wouldn't buff it one bit.

Heavy carronade isn't. Neither is light carronade. So carro spire is a poor choice, heavy carronades on galleons are pretty sad, and light carro on any ship doesn't work without second support balloon popping weapon. Heavy clip is used less than lochnagar on guns in general. I think it's bad.

Blender squid can eliminate a galleon from the fight, given enough time.
Two brawling galleons completely massacre two squids. Tested extensively.
That is perfectly fine and as it should be.

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Storm Ryders signing up!

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Why not allow the players to choose whichever hit markers they like more by putting an option in settings... I don't understand this.

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Feedback and Suggestions / Re: Get rid of vet game. Get rid of novice.
« on: February 14, 2016, 08:48:45 am »
Lvl 25/20 players are still learning the basics.

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General Discussion / Re: What are you?
« on: February 10, 2016, 06:06:55 pm »
I do many stupid things, mostly wheel-related.

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