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Messages - Long Max

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Feedback and Suggestions / Re: Character Compasses
« on: October 09, 2017, 01:26:33 pm »
And need compass on pilot dashboard.

Feedback and Suggestions / More slots for recommended loadout
« on: September 06, 2017, 07:48:16 pm »
I have strange wishes again, increase slots for recommended loadouts form 3 to 5. For what? For me it about junker and pyra. Junker really versatile, you can't save all favorite variation and pyramidion very easy changed by chain gat/mortar->gat/art->merc/art->etc. Change guns and if you do it in pub lobby, you need quick make reccomended loadouts. And if you will have more pre made loadouts like mallet\spanner\fire tool(or two), mallet\spanner\buff, wrench\buff\fire tool and gunner  all what you need is switch rounds and loadout ready to give to the crew. Now if want switch buff enginner from wrench to mallet\spanner it take a lot of click.

And  another point about self-recommended loadout for pilot. Save it for you ship once and reccomend it to yourself in lobby after switching ship, who need waste time with character screen?

Do i really need explain what stopping me from take spyglass as third pilot tools?  You try look smart with it? You can count jotts as much as you want and shoot the white bar on enemy ship, because hades gun model cover half of screen. This part of forum exist to improve some thing? You see dogma in three pilot tools, i see this pilot tools is mix of helm tools and optic tools. And some of this "pilot" tools never used by pilots. Mix of tool for make better piloting and basic spotting ability. Can we divide this things?
Captain mark is another tool for another job, for coordinate target  ship for crew and ally. 10 second is enough fo this. You want make it better surrogate for spyglass, for what if we can have true spyglass. Have you ever tried to target only on captain mark when an enemy ship passes under your ship?
Situation, all crew of mobula shoot enemy ship and have tunnel vision on it. Pilot free from this and he see another unspotted enemy ship. He set mark on it and say to crew, lads spot this when you can, but goddamn keep shooting you current target, this mark is just  way how i can show you where is it. Logic? Pilot on ship however have good field of view, surprise? But without zoom he have some problem to found enemy ship on distance. Logic? If pilot have spyglass, it make crewmember spotting no more necessary? You don't want for somebody will watch your back, on Judgment for example?
In Paritan Rumble i cant see not moving galleon witout zoom in 1000 m on fon of building. It performance or part of gameplay? Ok, just call me blind. We have night map now, thing what you can see best - white dot of sprayed component. On Dawn between all scrap and clouds, sometime i don't see is spotted ship in cover or not. Or what part of it. Spot just can hold on ship, if ally have line of vision. "Permahull and hull status are clearly visible as long as you have direct vision.", ok enemy pyramidion point direct on you in 1500 m, do you see permahull clear without zoom? Good for you. Spyglass really not only abour spotting.

Feedback and Suggestions / Re: Match ends are jarring
« on: September 02, 2017, 10:54:33 am »
It really confusing, when in 4-4 the last action was the ramming of an enemy ship. And, of course, you can miss some fireworks.

Feedback and Suggestions / Additional slot for spyglass only in pilot tools.
« on: September 02, 2017, 10:31:10 am »
Don't tell me i can take it anytime when i want now, it lie. And it not only about spotting with full AI or slow crew, when you need ask ten time for spot single ship after you see it. Sometime as pilot i really want see what happens far away from me, in sniper battle or when engage big fight after respawn. Game allow to have a lot of information from observe, without huge HUD bar over enemy ship. Do enemy ship hull have hard damage, do his balloon or guns good or broken, do it point to me or away from me, what really enemy ships do an what ally ships do. But pilot, who don't have spyglass and gun zoom often can see only mark on enemy ship and it on map. Need one more slot in pilot tools for spyglass(or rangefinder) only. It don't ruin balanse, don't need big changes, but make game more comfortable.

Feedback and Suggestions / Re: Slot Locking
« on: August 31, 2017, 01:46:54 pm »
But look, if you can block slots on ship enemy team can do same. And always regroup for 2 ship with free slot for awaited stackers,or just for have two high level pilot.

Q&A / Re: Whats wrong with the detonator mk2?
« on: August 22, 2017, 07:10:33 pm »
Description - Arming distance 100 m. Inside it look likes cut flechette to half and explosive to none. Right click not help with it for me, I think this is the way it should be. It more about direct hit gun, detonate all 4 shoot from clip with rapid fire is too frustating. Try lochnagar rounds. Sad, but it still have bad model, with it unable to aim on 500 m distance.

Dev App Testing / Re: Dev App Testing change-log: 18 August, 2017
« on: August 22, 2017, 02:21:56 pm »
Ravioli, it looks like you have a problem with the fact that someone else might think two steps ahead. Problem of balance this game in you can load any rounds in any gun, it make it twice hard to balance, or ten times. Reduced to 3 rounds magazine stopped me before from using heavy rounds too much. Low velocity still stop me now, you can just miss moving target, some player even prefer lesmok to fire mid range today. With coming increased velocity and current max range you just need heavy to solve last problem with jitter, and you will have really long range gun. Setting stats for damage-push force better keep it in mind.

If lock for novices number of gunners  still must be option 1 or 0. Some players still able learn good thing for start. But i am sure lock not really needed, at least this is action from pilot side to change number.
Auto switch for gunner requires from pilot make recommended loadout all time in lobby, sometimes there is simply no time for it, very easy to forget and force player join with wrong loadout.

Better lock Slot 1 for pilot only. It's a very stupid situation when for some reason you lost the pilot and the engineer joins this place. And autoswitch must give him standart kero-claw-hydro tools, because if he join as engineer on captain sit you can guess his pilot skills.
Similar tool switch must work if player auto switched to engineer, mallet-spanner-extinguisher.
Making gunner slot generates annoying micromanagement in lobby.
Allow or not allow mid match gunner join is hard question. If you go full AI carrofish join any gunner make you happy, if you go double novice buff engineer squid or pyra even 45-level gunner set pilot to panic. Muse never allow kick players after join. So we need mechanism operated by pilot, how much gunner he want for current ship  - none-1-2-3. Default is 1 and make it make change is not too obvious for novice pliot. It can work both on midmatch and lobby.

Release Notes / Re: 2.0.4 Guns 'n Graves Update
« on: August 08, 2017, 08:05:51 am »
Of course, no one else will call them lasers.

Gameplay / Re: The Meta is dead, long live the Meta.
« on: August 05, 2017, 07:49:15 pm »
Yes, Richard, maybe not all this word, maybe not you. Maybe it officially approved reason of testing changes. But if reason only is people overused it and it not really unbalanced - do it like pyramidion changes? Undo one year later and call it great success. The question is do this game have one more year for it.

Gameplay / Re: The Meta is dead, long live the Meta.
« on: August 05, 2017, 03:04:36 pm »
Let me say how i remember this month(MONTH!) of testing. Some veterans full crew keep stacking all time on magnate with lubmber\hades\artemis\hwacha\gat\banshee, making all lobby dance around it, most time without full crew and well, in general, you understand. Do then found magnate need much low turning speed and speed what testing now (or not more testing by this crew). Not, i think the found they good in shooting long range meta. The second most popular was laser fight, ok at least here we don't pass completely unbalance thing in main game. I even remember stacking team full crew meta mobula + meta galleon against gat-flak junker on dunes, with a predictable result, i thing we found from this match artemis still work good with 4 burst rounds in clip. Oh, i almost forgot one match 1 vs 1 gat-mortar pyra  both side for teasting new greased, we found it still able kill each other very quick.
Do i say in testing lobby it greased rounds change is bullshit. Wrote this in the questionnaire. Yes. All time i hear answer from Richard its meta, its OP, its must be nerf.

Gameplay / Re: The Meta is dead, long live the Meta.
« on: August 05, 2017, 09:31:33 am »
This exclusively using only in your mind. Players use different rounds for gatling for different situation. Lesmok gatling on side of 4-hwacha galleon, for shoot shiŃ€ which will not charge for you. Lesmok gatling on fore of minotaur spire, when you try to keep enemy on distance in any price. Double lesmok gatlings for heavy flak spire, same for mortar-double gatlings mobula. Some strange people prefer use heavy for break junker armor many time before, can't agree with it, but still. A little less strange like snipe guns with heavy, not you invented it in the one of last patch, it was exist before. A gunner for gatling gun on gat\artemys and gat\banshee pyramidion with full rounds complect, i am personally preferred this. Oh and of course lochnagar gatling, what a lot of time which has long been trying to balance in dev aps right now, if it not exist why do something with it. "Load it in and forget about it" - again no, smart people always know when switch for normal rounds to have possibility shoot far then 360 m. Do we play different games? If players prefer greased for brawler build or counter brawler build it only choice, do you need explain why they do this? 
Now charged can partially take the place of lesmok on gatling, it good. Break greased if people take it too much not.
BlackenedPies say  a lot here to show what happens in frontal attack hades vs. greased.If greased have problem with too much dps at all, let's solve it for all gun.

Gameplay / Re: The Meta is dead, long live the Meta.
« on: August 05, 2017, 07:06:57 am »
Just want remind, month pass, still no any move to limit use greased rounds in hades/lumberjack.
And remember one thing, this "OP" greased gatling/banshee was most novice friendly built. Level 1 gunner without basic training join your ship, with shit rounds set, mallet and rangefinder, you give him engeneer loadout with only greased to prevent random rounds using, say him stay here, fix your gun and what around it, try to shoot enemy, not ally. And it work, a many times, but never looks any OP for me.

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