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Messages - Naoura

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16
The Pit / Re: Ban the User Above You
« on: February 19, 2018, 09:48:21 am »
I ban Carn for being lazy and not banning me himself.

17
The Pit / Re: Ban the User Above You
« on: February 19, 2018, 12:15:42 am »
I ban Queso for having just as many vowels.

18
Feedback and Suggestions / Re: Desert Scrap point increase and 4v4
« on: February 18, 2018, 01:16:29 pm »
How to undermine what trust and support you have, Lesson 1, ^

19
Feedback and Suggestions / Re: Desert Scrap point increase and 4v4
« on: February 18, 2018, 12:36:54 pm »
Considering there is a literal place for you to be silly, how else were people supposed to take it, especially considering some of what's come out of the Player Council?

You posted it in Feedback and Suggestions, a place that is supposed to be serious.

If you're being funny, there is the Pit. That's why it's there.

Don't blame the players who legitimately thought it was a suggestion due to you posting it in the suggestion thread of being salty.

20
The Pit / Re: Ban the User Above You
« on: February 18, 2018, 10:43:11 am »
I ban Carn for thinking his actions aren't tacky anyways.

21
The Pit / Re: Ban the User Above You
« on: February 17, 2018, 05:06:59 pm »
I ban Carn for not necroing this thread himself, since I already maxxed my necormancer tree.

22
The Pit / Re: Ban the User Above You
« on: February 17, 2018, 10:12:25 am »
I ban flibergdde for necroing this.

23
Gameplay / Re: What have you done?
« on: February 14, 2018, 09:23:56 am »
I'm curious as to OP's opinion now with the inclusion of the Stormbreaker.

24
So effectively, Alliance PvP.

Well, if you're going to try and push for it, may as well get a half a loaf...

I would say make it more akin to Defense mode in Alliance if you're going to do anything, either that or the final refinery of Assault. You'll have players just making max range sniping shots on the enemy defenses and main base, so it'd probably be for the best to make it more akin to the main base from Assault.

I would say, if you give the platforms any form of weaponry, remove the mines. You'd have the defenders simply waiting for the enemy to get up close to the base and start hitting the weakpoints, then just hwacha-ram them into the invulnerable base.

As for walls and drills, I don't know if that's going to add anything. Players might just cut the walls apart on principle, then attack through the open doors. Drills you'd have people just suicide ram them, hence why I said the Assault style base.

For adding defenses on every death punishes failure way too much. It's just a landslide then, and it makes it much too easy.

25
Feedback and Suggestions / Re: MKII Mercury
« on: February 07, 2018, 10:14:12 am »
One of the reasons your joke may have been missed, Richard, is because this is not the Pit. This is Feedback.

Feedback is seriousness.

Pit is Silliness.

26
To be fair, Long Max, any ship, no matter the difficulty, can be made hellish if given the wrong loadout.

As it stands, the difficulties would be a fair "average" for how difficult it is to keep the ship flying. Looking at some of the difficulties now are misleading. It's supposed to be a fair baseline for the captain to know whether or not they should try this ship or not.

The same idea of a 'general difficulty' is what the difficulty level is trying to accomplish. An 'easy' ship in the hands of a novice will fare just about the same as a medium or difficult ship, but they'd have something of an easier time of it.

For example; Pyra is a relatively easy ship. Like, all around. Engineering is pretty simple, gunning is pretty simple, piloting is pretty simple. This doesn't mean that you're guaranteed victory, since it's effectively hwacha-bait and you're going to take a lot of pain from any ship with one. It doesn't mean you can rush up on a galleon and can take it on.

What it should mean is that you're going to have an easier time for A) the pilot to fly the ship, B) get to components to repair them, and C) keep a weapon on target to hit the enemy ship. A general idea for how difficult it is to get to components, how difficult it is to maneuver the ship, and how difficult it is to play as a gunner aboard a ship like this.

Guides are always going to be about a thousand times more effective. But for a novice who has just picked up the game, it could be a help to understand what they're getting into.

27
Of course not, but it will give captains an *idea* as to what type of ship they're bringing.

Plus, if the crew chekcs the ship, they'll understand that it's a difficult ship to work, even though they'll probably not care. It's *something*.

28
Feedback and Suggestions / Re: Idea to reduce shrike weakness to disable
« on: February 04, 2018, 05:21:54 pm »
I'd agree with that, Guras. The vertical speed is the only real problem with Shrike, and just buff it enough to keep up with Stormy if nothing else vert wise.

29
Several players have wondered why certain ships have the designation of 'easy' or 'hard' , such as Goldfish and Spire having, paradoxically, hard and easy difficulties, respectively.

It's possible that some players might confuse 'difficulty' as in overall difficulty, but as any Spire engineer can tell you, it is most certainly not the easiest ship to keep in the air.

Similar to the abilities of the ship, I would like to propose have a difficulty level for Piloting, Gunning, and Engineering. Easy to pilot ships would have a very full bar, while difficult to engineer ships would have a very low bar. This may help newer pilots make a more informed decision in choosing a ship, especially when explained.

30
Feedback and Suggestions / Re: MKII Mercury
« on: January 28, 2018, 07:00:48 pm »
As per both your joking vote and current vote; No.

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