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Messages - Kingsania

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16
Feedback and Suggestions / Re: Lochnagar
« on: March 03, 2016, 05:05:16 pm »
I love Kamoba's suggestion, but alas it may never be.

What I was thinking is get rid of ammo debuff, reduce the damage increase to compensate the new ammo. Now each time the gun fires, it damages the gun by the percent of the clip that's fired. So a mine launcher will still break the gun when fired but when a mercury fires it'd be (1 shot/ 2 in clip) = 50% damage to the gun per shot. This would make using loch light guns a bit more viable.


And as a bonus, this would work well with the upcoming hwacha update as you'd have issues aiming the hwacha about 10 shots in.

17
Feedback and Suggestions / Re: Free-look when aiming guns
« on: March 03, 2016, 04:13:33 pm »
Free look would be a purely quality of life change, for making turning the artemis possible without lifting and resetting your mouse. It would make a slightly annoying edge case more convenient. My proposed fix to turning slow weapons is simply WASD. Using the movement keys in addition to mouse to rotate a gun, useful for crude adjustments to counteract your pilot's maneuvers and maintain arc. For example to keep shooting the front artemis when a junker switches sides.

I can't really wrap my head around using WASD and mouse to aim the same thing, are you saying that the WASD would be moving via 'clicks' for lack of a better word while mouse aims inside the click?

18
Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: March 02, 2016, 07:06:27 pm »
Buffed guns would:

1. Have improved arcs.

2, Reload faster.

3. Move faster.

4. Perhaps have more health.

I just looked up the buff hammer and found that with the exception of the balloon it buffs exactly one attribute from each part (engines +25% thrust, hull 30% hp, balloon -25% vertical drag +100% lift) And you want to change at least THREE attributes because you don't like guns get damage increase since the bullets themselves aren't affected? I feel as this would make buff hammer a must have on all ships as it'd make gunning so much better. I would strongly suggest just sticking with the improved arcs for guns if you really must get rid of damage increase.

Quote
Gunner Focus would:

1. Increase damage.

2. Reduce recoil.

3. Give the gunner a 'tunnel vision' visual effect, slightly zoomed in with a dark haze around the edges

4. Possibly muffle all other game sounds.


Quote
1. Increase damage.

You are unhappy that a hammer improves each bullet's damage output and instead would be happier if it was from a gunner squinting? This is just wrong. I can see how most of the points in your post would be viable, except for this. Now I did read your justification for it and can understand why you'd say because it's in other shooter games, it'd be nice to have here. The issue is that those other games you're referencing probably don't crew operated mechanical warmachines, just organic warmachines. Rewarding extra damage for accurate hits is not a valid reason, mainly because we already reward players for accurate hits. You get that reward when you use a mercury, artemis, even a flare gun, you get to greatly damage maybe even break the part that you directly hit.

For focus, I would be behind point 3 and 4 being included but reducing recoil would effectively negate heavy clip. Maybe it would, maybe it wouldn't, you didn't suggest how much recoil reduction so I don't know. What would be a viable replacement is the 'Move Faster' from the buff section. This is easily justified as the gunner simply throwing his/her body weight around to move the gun, obviously you can't do that all the time. Reload speed could be justified this way too, having the gunner shove the automatic parts along to go faster.

With those changes I'd see the buff and focus being more viable.

19
Feedback and Suggestions / Re: Free-look when aiming guns
« on: March 02, 2016, 06:02:39 pm »
This is certainly an interesting idea, not usable in its current form but with some refining can become very helpful. The way I see it, there's two possible directions this can work.

1) Follow the Leader

    The current reticle for gun stays linked to the gun but there is a new smaller reticle (a red diamond for example) that is always in the center of your screen and you can look around anywhere you want, the gun's reticle will just follow your reticle as fast as it can. When it reaches the edge of its arc and can't go further, the circle can just change colors to indicate that (let's say red) making it clear that you reached your arc. Also making it easier for gunners to know if they'll have to use stamina to extend further. There's some flaws with this method. As Watchmaker said, it could screw up long range shots as well as throw off your aim when you're firing and turning at the same time. Which is why I would prefer the other option.

2) Gun/View Toggle

    You can turn your gun, or you can look around. There's no interaction between the two. I would make it so holding down space allows you to look around while the gun stays in its current position. I'd say holding down because if you're looky looing around and suddenly get attacked in the front, it'd be quicker to release so you'd get back to firing. (Some people might prefer making it a toggle but hey, this is hypothetical! Why not just make it a setting?) I'd say space because you'd have no reason whatsoever to be jumping when you're on a gun, and it's big, easy to reach, so shiny, just begging to be pressed. Why anyone would use this instead of just getting out of the gun is that your gun stays where you left it and doesn't reset to the center. Nice for the heavier guns that take forever to turn.

So that's my two cents, what do you guys think?

20
Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: February 26, 2016, 03:38:18 pm »
A lot of interesting points in this discussion, but I think we're going about this the wrong way. The point of being a gunner is to keep the other guys' guns down so your engineers can fix the ship. With that in mind, they should be entirely focused on shooting. So instead of increasing gunner's repair speed on guns, simply increase rebuilt guns' starting health. Not back to full health, mind you, but enough so they can hop on right away to turn and shoot. The gunner would need to be the one to finish building the gun for this to apply. This wouldn't make gunner op as it doesn't apply in every combat scenario, but it makes them more viable under intense enemy fire.

21
Feedback and Suggestions / Re: WANTED minigame remake suggestion
« on: February 24, 2016, 06:06:56 pm »

I imagen points could be something similar to this

WANTED player flying with a player with that has below 10 matches (and win) will grant the wanted player 5 points
WANTED player flying with a player with that has below 50 matches (and win) will grant the wanted player 2 points
WANTED player flying with a player with that has below 100 matches(and win) will grant the wanted player 1 points

there is however one problem with this system. Some players might make multiple accounts in order to make their buddies win, this would suck. I don't know if there currently are any rules about multiaccouting. A rule could be set that you cant take part in the mini game as a novice if you have played more than 100 games on any account


This is certainly an interesting proposal, and you did mention the main problem that'd come with it. Honestly, while GoIO is geared towards being friendly, I see WANTED aimed towards more skilled people who wants to compete against others of their level without needing a dedicated crew/clan. Not to say that it's impossible to motivate WANTED players to be friendly to newbies but it's a bit besides the point.

An alternative solution I'd like to suggest is reward WANTED players for winning while handicapped. Had an AI crew member? Add another point to that win! Flown against all enemy captains your level or above? Add some more points! Won an underdog match? Have even more points! They'd get the challenge they want, without being motivated to stomp on the lower levels.

maybe one does not have to replace wanted, but possibly add another monthly challenge that rewards vets for carrying a novice in a match, that being said, there should be a slight multiplier for more novices than one, and possibly a restriction for only vet players to be ranked. This would ensure that vets between each other would be more encouraged to take care of novices, compared to queuing with 2 or 3 of their vet friends, and being satisfied with a novice that sits on a pyra banshee/balloon position, leaving the gunner to jump down to repair the hull, because it is just not worth the effort in teaching or reminding the novice to keep an eye out...

Perhaps veterans would get more points for each day they play with said novices? That'd certainly motivate vets to stick around the same players.

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