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Messages - Newbluud

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16
General Discussion / How would YOU nerf the Mobula?
« on: March 15, 2016, 04:49:54 pm »
Prefacing this by saying that I'm not actually a fan of the nerf hammer approach to game balance. I'd be much more interested in seeing a change to other ships, weapons, tools or mechanics in order to open more creative ways to counter, instead of a straight statistical downgrade to the titular ship.

That being said, such a downgrade wouldn't necessarily be unwelcome given how absolutely, painfully, tear-jerkingly bored I am of losing against and easily winning with the Mobula, especially the infamous Hades-double-art Mobula that I affectionately refer to as "cancermob" as opposed to metamob. I think, at this stage, we are all aware that the OP-ness (hue) of the Mob is really limited to that single build, which dominates competitive and mid-level lobbies alike. Other builds are powerful but simply not as well-rounded. With a low skill floor once the pilot and crew have the very basics of game knowledge down and some rather cheesy benefits making it formidable against the best pilots, the Mobula is just too great a dominating force at present, as the pyra has been in the past.

I guess one notable thing about the proposed nerf that will soon be patched into the game is how it will hamper the Mobula's ability to easily transition between long/mid range weaponry to short-range weaponry once an enemy finally gets around that wall of hades/art fire. I like that at least, but the price is too high. It basically cuts down the build possibilities, filtering all possible interesting combinations down to the boring, monotonous, overused tripe that has made me stop watching competitive almost entirely - unless I am told prior to a match that there are less than two Mobulas.

So, ramble aside, post some ideas just for the sake of conversation. Of the numerous people I have spoken to about the Mobula, no two people have suggested the same changes.

17
Feedback and Suggestions / Re: Spire hitbox
« on: March 10, 2016, 05:07:30 pm »

Quote
I would rather they change the model entirely to make it harder to hit. I don't much care for hidden stats.

Yo! I heard you like smaller Spires. Well the boys over at Solidus's MS Paint Shop decided to hook you up.

Spud Nick, say hello to your new ship.
It's adorable.

18
Feedback and Suggestions / Re: Spire hitbox
« on: March 10, 2016, 04:30:57 pm »
Quote
Shaving a bit off the bottom of the spires hull hitbox could also be worthwhile.

Why not remove the hull component on the spike, and have it instead get aesthetically blown off if it takes enough damage? The lower half of the spire spike hardly looks structural.

That would be rather neat
I would rather they change the model entirely to make it harder to hit. I don't much care for hidden stats.

19
Feedback and Suggestions / Re: Player-suggested tips
« on: March 10, 2016, 04:19:16 pm »
the game glitches all the time and doesn't allow spots. This is the instance im referring to.
A maximum of three clicks. If that fails, shoot. But you shouldn't be charge engaging without a spot unless you're prepared to fight without all the information you need. I think this predominantly applies to hwacha, though, given how it is often needed instantly due to the high alpha damage and outrageous reload.

20
Feedback and Suggestions / Re: Player-suggested tips
« on: March 10, 2016, 01:16:41 pm »
Spot before you shoot

eww. no. I hate this. Nothing bothers me more than the gunner on a goldfish spamming his left click to get a spot for 10 seconds after engagement range.
There are very niche instances where this is necessary, i.e. when you get caught out and have to fire for self preservation. However, with proper planning and coordination, you should not be in that situation outside of pot luck. The most I can give in agreement is to empty the hwacha and immediately spot afterwards. But again, that is only in these rare circumstances.

21
Feedback and Suggestions / Re: Player-suggested tips
« on: March 10, 2016, 01:12:06 pm »

22
Feedback and Suggestions / Re: Player-suggested tips
« on: March 10, 2016, 12:24:30 pm »
- Moonshine and Kerosine do more than increase the ship's speed and acceleration. They also make it harder to turn. Burning either of these tools while trying to change trajectory is not advised, however, this difficulty in turning can be used as your ship is rammed to prevent your guns being barged out of arc.
- Engaging a ship from an angle they cannot fire from is always favourable to risking damage and disadvantage by attacking without thinking.
- You do not have to zoom in with the spyglass to spot a ship. Simply place your crosshair on the enemy ship and left click.
- Spots are vital for exploiting an enemy's position and gun arcs. Prioritise spots on visible ships as often as possible.

23
Feedback and Suggestions / Re: Player-suggested tips
« on: March 08, 2016, 09:13:17 pm »
(just some randys because I'm shit tired. This might be parroting someone else but sorry not sorry)

Pilot:
- Your ship will turn to face a direction faster the slower it is moving horizontally. Lower your throttle or negate it altogether for faster and more precise turning.
- Every gun in the game will have its projectiles affected by the speed and direction of your ship. Moving frequently, erratically or quickly will result in less hits from your weaponry. Consider this especially with long-range set ups.
- When retreating, it is barely ever a good idea to turn your back to your enemy to flee. This will allow them to damage your engines making escape harder. Turning one-eighty also wastes precious time where you are likely to take damage. Instead, reverse away from your enemies allowing you to return fire and maintain consistent speed and maneuverability.

Gunner:
- Keep an eye on the direction and rotation of the ship you are on. It might be wise to hold fire until you have a steady platform to avoid wasting shots, as a ship's direction will throw you off target. Consider this especially with long-range weaponry.

24
Well, do the ends really justify the means here? 

I get that people are sick of novices, and i understand that its a problem, but why is every solution we come up with, every idea we propose, go back to the idea that novices are terrible people with the intent the screw everyone over.

Now, I'm not sure how much sway my word will have here, as I'm far lower level than other's who are posting on this thread. but i do wish to caution everyone.  The last thing this game needs is a Vet elitism to counter novice ignorance.

Just my thoughts.
Novices are incredibly frustrating, and jokes about them are funny in my book. Some of them are toxic to boot.

However, I agree with you. This game is hard to keep up with when you are new and once you have a couple of thousand matches, so many things become second nature that explaining things to new people seems like we are making simple requests to us, but said requests are hard to keep track of for someone who is also trying to enjoy a new game. I also think the novice hate makes this community distinctly less "great" than it professes to be.

That being said, I'm not saint. I tend to explain mistakes they made and keep my frustration bottled up. Far too often I see terrible sportsmanship and outright maliciousness from vets that should know better. I suppose it's unavoidable in a game so reliant on a team to work together.

25
Feedback and Suggestions / Re: Tip Box
« on: March 03, 2016, 10:23:33 pm »
old...


already suggested the correct ratio of 80:20 of facts:funnies

If they haven't changed it after 6 months... well then... what good do you think this is?
"It wasn't fixed after one thread therefore we must give up on this change forever and instead bitch at anyone who still thinks it is a relevant talking point."

I only ever see you post on threads in an attempt to shut them down. Why do you do this? What's the point? What good do you think this is?

I'll be emailing Muse about this. I'd advise others to do the same. The thing is, they changed the tip box from sparse but reasonably relevant information to complete hogwash 99% of the time. With that, we know they are capable of altering it. Never stop making noise if something bugs you. Only when you give up do you lose the right to complain about the state of things.

26
Feedback and Suggestions / Re: A new Game mode
« on: March 03, 2016, 06:06:16 pm »
An interesting derivative! I would say fiddling with the respawn timers as well so the losing team can get into the game quicker than the dominating team. I am a fan of this overtime method, always made an exciting game for me in Team Fortress 2.
I actually meant to mention that! I knew I had forgot something. Yes, I agree entirely. Maybe 1/2 them to keep the game fast paced.

Honestly I'm not a fan of gaining points through kills as that's already present in the three modes we have. I'd like a gamemode where killing ships themselves isn't an objective and only helps your team in the tactical sense.
Perhaps not, I guess the only thing it encourages is to stop people just ramming someone off the point for long enough to cap without trying to finalise that kill. It'd make the game much more of a disable slapfest that can be more frustrating than just being outright killed.

One thing I am curious about is the map layouts for this game mode. Do we want a line of CPs from 'red base' to 'blue base' so that both teams have an advantage over one cp and equal grounds for the middle cp? Or maybe do we want a line perpendicular to the previous line, so that all three CPs are equal distance from both spawn groups? I ask because the former would favor more armored ships and would act more as a tug of war. (Reverse tug of war? Hopefully you guys understand where I'm going with this) Whereas the latter would favor ships with increased speeds.
I do like your idea about a tug of war, as that makes for more options for ships. The only problem I see with that is it makes the vast majority of the map completely pointless, which is boring. I kind of like there being a reason to be in different places and use the terrain to your advantage. Perhaps have them spaced out with one point having a clear advantage to each team, but in more of a triangle formation. Armoured ships would still provide a defensive advantage on different points, and with it not being like CK where ships have to mass migrate every three minutes, there is more reason to have a less mobile setup.

27
Feedback and Suggestions / Re: Tip Box
« on: March 03, 2016, 05:47:15 pm »
It's true that the tip box doesn't really give out good tips. However, I enjoy the mood that it encourages and wouldn't want to see that go away. Some tips are amusing, some tips give background world information that's interesting, basically it's inviting me to take an interest in the game.

What I would suggest having two separate tip boxes, one for new players and one for people who don't want actual tips. Start out the new players with the actual tip box. I'd go even further and have this tip box give out only tips related to the player's selected class. When the new player reaches some sort of level that officially makes him not a newbie anymore (let's go with 10 so we have something to work with) Then the tip box shows another suggestion regardless of the class the player's in. If you're tired of being taught how to play, you can go into settings to change this tip box into an unhelpful tip box.

This wouldn't change the tip box I'm used to and it'd help new players.

Interesting ideas, but making any form of tutorial non-mandatory would mean that newbie players would switch it off (in most cases) as soon as they know that's a possibility. I mean, hell, "unhelpful tip box" piques the curiosity.

The thing is with the Tip Box with 'tude is it is really a waste. I've seen every tip so far so the humour is now gone, it's temporary, and now I just feel bitter that it could be so much more useful. Perhaps helpful advice could be overlaid with the same sort of tone the tip box currently has, or the ratio of dumb stuff to useful stuff shifts massively, to make it mostly useful with the occasional little joke thrown in there to encourage that mood you're talking about.

The hefty sixty-second load in would benefit hugely from the tip box.

Oh, and 10 is too low in my opinion. I can still see people with levels past 20 that take ridiculous ammunition/tool choices for the ship they are on. The problem with these people isn't that I want them to play the game my way, it's that they are nerfing themselves and their team by doing so.

What would bring more enjoyment to player; random, unrelated jokes about dirty keyboards and moonshine being toxic to drink, or players being given advice that actually helps them not lose all the time, spend years repairing with spanner/rebuilding with mallet, feel like some guns in the game have no effect because their ammunition/target choice hugely hampers the damage output, etc.?

The fact is, if players know more about the games mechanics and how to use them to their own ends, they are going to be a benefit for their team as well as find more enjoyment from seeing their input making a difference. A brief chuckle at some asinine joke with no relevance to game play whatsoever can't remotely contest to increased enjoyment from the actual game itself.

28
Feedback and Suggestions / Tip Box
« on: March 03, 2016, 01:59:06 pm »
With the amount of complaining people do about players not knowing some very basic stuff, I have to ask why these things are not in the tip box?

What we have there currently is a small handful of very basic tips and a bunch of """"""funny"""""" little jokes that were charming for all of two days before I started feeling that they left the tip box completely wasted. Why have it in the first place when it is full of irrelevant stuff? And wouldn't said stuff mean that anything actually beneficial there would be disregarded because people assume it's just full of fluff?

The tip box should be highlighted more, perhaps with loading screen tips as well, using relevant information that actually helps novices.

"Burst ammunition only effects the AoE of weapons with an AoE stat to begin with."
"More damage per shot does not necessarily mean more damage overall."
"Choosing buff hammer limits your ability to repair/rebuild components."
"No matter how good a crew member you are, things will break and you will need the equipment to deal with that."
"The rangefinder was a troll item added to the game to act as a handicap for players by taking away a coveted tool slot."
"Engineers are capable of gunning and gunners are capable of helping with repairs outside of the guns."
"Having more than one gunner on your ship gives you lots of ammunition choices, but there won't be enough guns to make use of all that ammo!"
"A gunner is not always needed on a ship. Some guns only need one ammunition type."
"Check the damage types on weapons before you equip them. Having a ship only able to do one thing may be a handicap to your team."
"Readying up first is not always a good thing. Most of the time, your enemy is planning and deciding loadouts carefully, while you are not doing your homework."
"There is no ammunition that works well on every single gun. Check the ship your pilot is flying to see if you are bringing the right ammunition Captains may suggest a loadout for you to use."
"Mallet is very strong at repairing undestroyed components, spanner is very strong at rebuilding destroyed components and the pipe wrench is average at both. When choosing three tools, think carefully about what you can contribute to the crew."
"Not bringing a fire tool is often fatal. Many guns cause fires and some can stack a very large amount of fires very quickly."


Just a few suggestions off the top of my head. I'm sure we can come up with infinitely more.

Just to clarify, I have seen this thread before, but could not find it. I note that it no longer receives new posts, which irritates me because I see this as quite a prominent issue that was discussed and left unresolved. We know that new players find it so difficult to grasp simple concepts to us, and the tip box might prevent us having to teach the same lessons over and over again. In its current state, all I see is a waste of screen space during matchmaker waits.

29
Feedback and Suggestions / Re: A new Game mode
« on: March 01, 2016, 08:28:51 pm »
CoD or not, it could be fun - I also hate completely shutting down an idea before at least discussing it. Not sure I like the morale system, seems to needlessly complicate what could be a simple but fun game mode.

I'd say three points maximum, all with double the standard cap rate. There should be a set time limit and no point cap. A ballpark figure could be twenty minutes (possibly more) to not break attention spans too hard and it is tried, tested and functional as the competitive time limit. Points are gained passively by holding a point, the more you own, the faster you gain points. So locking down one point completely won't serve you much benefit. Points can also be gained actively through kills, the standard 13 we see in current KotH and CK matches.

Okay, so to prevent the last ten minutes of the game being ragequit city when it becomes impossible to overtake the amount of points gained by one team, there should be a system. Owning two of the three points grants a ninety second (subject to change) countdown to a win condition for the team in possession. Owning all three at a given time should give a thirty second win condition.

Additionally, an overtime mechanic would be beneficial. I'd say that, if a team holds two of the three points and enters the ninety/thirty second win timers, the match can extend beyond the time limit unless said team is currently ahead in points. Also, the ninety second/thirty second timers should be frozen when a point is contested. Unsure of whether this should be while a point is being decapped or whether an enemy is in the cap zone at all. Given how harsh ninety seconds is in a game where getting from A to B can take just as long, I propose the timer should be paused if an enemy ship is being registered in the cap zone at any point.

A rough draft, derivative from your idea.

30
The Lounge / Re: The First Ship You Flew In When You Came Out Of Novicehood
« on: February 24, 2016, 04:23:28 pm »

I came from the youtuber promotion
 

Even if I find all of them annoying now, I can't fully blame them since they were the ones enticing me to play this game in the first place.

Agreed Thank you Yogscast!!! My first ship That I flown out of novicehood ,was the spire. Didn't end too well haha :D

Every sale brings in toxic milk, with just a little cream on top that stays around. I came from last year's May-ish time promotion, and am rapidly approaching 1k hours, with 1.8 matches under my belt. Obviously not much to a lot of vets, but still. Maybe the fact that the reason I got this game is a source of extreme prejudice from an unnamed few within the community, is why I make it almost a duty to be twice as patient with struggling newbies as some others.

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