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Messages - Newbluud

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46
Community Events / Re: SCS Timer
« on: February 10, 2016, 01:38:50 am »
It's necessary but it makes it viable for people to play the timer, something I personally find shitty. I mean, it's fair, but just being a bad sport imo.

The other thing is the coin flip system in the event of a 0-0 tie. That is just not good enough in my opinion.

47
The Lounge / Re: The First Ship You Flew In When You Came Out Of Novicehood
« on: February 08, 2016, 10:10:31 pm »
During Novice, I was all about that metamidion. I came from the youtuber promotion, so naturally the only ship that seemed to get reliable kills was the one I went for. Once I left novice, I tried a brawly galleon set up and immediately realised how more guns does not equal a better ship.

Then we discovered dual gat-mortar-hwacha spire and fell in love.

It's funny, these days spire is my absolutely least flown ship. My most is probably a double gat mortar ambush mob, because I haven't sold my soul to hades double art yet (quite possibly my least favourite thing in the meta and present).

48
Feedback and Suggestions / Re: Sound Design of Icarus
« on: February 08, 2016, 02:53:30 pm »
In truth, this was posted just for conversation. In the hypothetical situation where sound design could be improved properly, what would the community want to see?

I'm pretty sure nobody is advocating for Muse to neglect game balance and bugfixes for the sake of some bells and whistles, but shutting down the conversation with with unrelated aspects of game development is just boring and unnecessary. Noobs have nothing to do with sound design, and this obsession is getting hella invasive. Let people be idealists, I say. It's nice to just throw around ideas for the sake of spitballing and imagination.

49
The Lounge / Re: The silliest, most idiotic and hilarious build you used
« on: February 07, 2016, 05:20:16 pm »
I've actually seen this thread under different names before. I guess I'll just post here.

4v4 vs 4 galleons, took double gat ramming pyra and ally took a heatsink flakfish. Strip and ram, flaks finished them really quickly. We got almost all of the kills that match, moving galleon to galleon.

50
The Pit / Re: GoI haikus
« on: January 03, 2016, 07:15:12 pm »
I hate poetry
I'm glad I missed out on this
I'm not having fun

51
Feedback and Suggestions / Re: Ballons, Harpoons
« on: January 01, 2016, 10:32:12 am »
Interesting ideas, although I feel multiple balloons would severely hurt weapons that pop balloons. It'd be so ridiculously hard to properly drop a ship that no one would want to take guns like the carronade or lumberjack. I like the harpoon idea. Sure, people could troll and harpoon allies that don't need it, but you can already quite easily kill an ally with mines so is that really a problem?

52
Feedback and Suggestions / Re: NIGHT MAPS + RANDOM IDEAS
« on: December 04, 2015, 11:19:51 pm »
yes


yes5

53
The idea came about while talking to someone that has actually been on ships. They would often put markings on the ship to indicate where guns would have the best shots on an enemy or as navigation aids. On the point of buffing the Galleon, that is a bit silly since every other ship aside from the Junker is simply point the ship at the enemy and let guns shoot with zero communication required. The Junker is also better since most light guns have better arcs and you can see three guns from the helm. So, it is neither an unrealistic immersion break (as it was done in real life) nor an unfair buff to the Galleon.

How about a compromise. Make it a 'Training Theme' that can be removed. Make one for every ship. Flags can be added in themes as well to help with movement on guns.

I still believe, in terms of the communication required, that this will just further push ships that require more crew input into being the pilot's toy. Considering I am not a competitive pilot, but instead crew, I may have some biases, but I sincerely dislike the idea of 25% of the players actually mattering. Plus, this "training theme" would just become the default theme for everyone as it provides an objective advantage. For gun arcs and control. I don't think of it as an unfair buff to the galleon, but definitely a removal of what makes it an advanced ship. In short, dumbing the game down.

It was always supposed to be about communication, and not just communication between pilots exclusively. Gun arcs is part of that too, hence the "turn ship x side" voice commands being available only at gunning positions.

Regardless of the actual ship business, perhaps the design irks me more in terms of immersion. A marker that isn't an actual crosshair would certainly be far more pleasing to the eye.

54

Newbluud

Well sometimes the ship is moving/rotating and you can't really see it well, and when you shoot your bullets go in entirely unexpected direction. I don't know whether captain should communicate every turn, and even then that might be insufficient information to try counter the movement and aim well.

That's not what I'm referring to. I was half asleep when I typed that. By "something like this" I was actually referring to the crosshair on the side of the galleon.

55
I agree flag at the bottom would be nice as projectiles buggering off in the wrong direction really gets on my wick.

I don't necessarily agree with having something like this though. As good as it might be in alleviating the frustration we can feel as more experienced crew with an inexperienced captain, the original point of the game was communication between crew and captains. Stuff like this just gives less reason to speak and buffs the galleon in pub play unnecessarily. Being blind to your arcs gives gunners more reason to communicate with the captain, we even have voice commands for that when we don't have a mic. On a side note, I feel this would just kill the immersion and the satisfaction of working together as multiple people to one goal. This just makes this more a pilot-centric game, meaning the crew can just be silent about their needs.

I'd rather the game not be entirely dictated by four of sixteen people.

56
General Discussion / Re: Dumb Pub Stuff
« on: November 24, 2015, 02:28:28 pm »
You may not have noticed, but when we managed to get 4 full Rydr ships we sometimes casually opened a 4v4, went Spire with only Flaks and killed everybody quicker than they could kill us. Lion gun got nothing on 4 Spires.

I also took a Flakfish in a normal 4v4 and with no coordination got most of the kills, kudos to Xemko for shooting in that match. In hindsight, I think the match was stacked a little bit in our favor, but who knows.

Flaks man.

Saluted for op flakfish.

57
General Discussion / Dumb Pub Stuff
« on: November 24, 2015, 12:23:48 pm »
Thread dedicated to stupid ideas executed in pub servers that either had an amusing result or worked far better than it had any right to. Or ideas for people to try in order to mix up some of the samey grinds you find travelling lobby to lobby.

While casually pubbing with several members of Clan Clan, we wound up in a 4v4 on Sepulcher. Given my reluctance to drop my double gat rammidion and avoid spending time playing lumberjack whack-a-mole from the back of the map, SteamyNoodle opted to take a heatsink flakfish and shadow me, coupling my strip with his flak to kill our four galleon enemies. Each engagement went very quickly, strip, two heatsink flaks into downed hull, a nasty moonshine ram from yours truly, then the final flak crushing the galleon in record time.

Our two allies served as little more than hwacha sponges for us while we singled out enemy after enemy, consistently wiping the team. Between us we had ~10 of the necessary killing blows to end the match, and the only kills by our allies taking more conventional builds were usually cleaning up a ship that was to go down to our fish-pyra combo within thirty seconds anyway.

Fun match, somewhat absurd, works well if you need to compensate for an inebriated and over-aggressive pyramidion ally.

58
The Gallery / Re: GOI - Screenshot Gallery!
« on: November 16, 2015, 05:20:58 pm »
Synchronised stunt jumps on the tail of a mobula. T.Pr takes practice seriously.


59
Feedback and Suggestions / Re: Hull repair tool: Welding Torch
« on: November 09, 2015, 06:14:38 pm »
Again it would only be viable for triple engi builds. The second engi is rarely near hull but a third engi can be. It would need to regen hull damn fast in order to be usable and then it would be unbalanced between explosive and everything else. Also you'd just bring a mine to break armor and regen hull. There's no way to balance perma hull regen in this game.

It has no place being a tool. If there were ship abilities/skills then there could be something with passive regen or a guaranteed 50% after combat but not this game.

I agree with you. Given the choice, I'd see no way for this to exist and improve the game in any way. However, I just wanted to humour the idea. It's more interesting to think about what it could be than just say "no".

As for co-op. I've yet to experience that, so I can't really feed much back with regards to that. It definitely seems better suited to PvE.

60
Feedback and Suggestions / Re: Hull repair tool: Welding Torch
« on: November 09, 2015, 05:34:25 pm »
It's certainly an interesting idea, but how about the tool only works when the armour is down, so you can access the ship's integrity underneath? Using it on the armour component while the armour is up would remove armour.

I mean, that'd make it more balanced in my opinion, but it'd open a floodgate of trolling opportunities. There's the problem with that.

Also, perhaps there is perma-perma? You can only repair the hull to a maximum of 50%, that way you will still die to a single heavy flak or quick enough that tanking is unlikely to save you from the mortar. It might, however, be very useful for ships in the hull-break-equals-guaranteed-death zone.

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