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Messages - Machiavelliest

Pages: 1 ... 19 20 [21]
301
General Discussion / Re: I played with X
« on: April 04, 2013, 11:15:58 pm »
I played with Carnage (he has a couple letters on the end ... MC I think?) a while back.  I think the guy flies for the JASDF--his sense of how to operate in a formation and engage a target while maintaining position was impeccable.

302
Gameplay / Re: Mine Launcher
« on: April 04, 2013, 11:03:03 pm »
What if you could trigger the explosion?
That would keep them from blowing up on friendly ships.  WAY too overpowered.  Speaking of which, how is friendly fire going to be handled with these?

303
Gameplay / Re: Mercs
« on: April 04, 2013, 10:59:17 pm »
Dunes is a wide open map.  If there are no obstacles or concealment to hide behind, I think it's perfectly acceptable that a sniping build is effective.  However, I definately agree with the need for clouds, or some way to complicate the ship's works.  I think it's more of a map problem than anything.  If the map is such that almost no maneuvering is required (and therefore not much skill as a gunner), can you blame people for not trying to make things more difficult for themselves?

304
World / Re: What faction will you fight for?
« on: April 04, 2013, 10:54:23 pm »
It's actually pretty interesting to see characters drawn in a kind of Clamp style but without the orangutang arms.

305
Gameplay / Re: Mine Launcher
« on: April 04, 2013, 10:49:28 pm »
Please tell me there are short-lived timers on these things to keep them from being a strategic weapon.  Also, I hope there's arming timers on them.  I know if a Galleon had a mine launcher on its stern, I'd put my nose right in there to make it so either the mines wouldn't arm and would just harmlessly bounce off, or the explosions would hit us both.

306
World / Re: What faction will you fight for?
« on: March 31, 2013, 10:10:25 am »
I'm pretty sure at least 2/3 of the playerbase is going to respond to faction-based gameplay with 'but I want to be a freelance ninja-merchant-pirate with no allegiance and do I have to join a faction GOD MOM stop telling me what to DO.'

As for me, whichever one most promotes the exploding of other ships.

307
Q&A / Re: Damage system
« on: March 31, 2013, 12:46:04 am »
The spread on the Whirlwind is such that increasing its max range with lesmok wouldn't be very helpful, because of the small number of hits you'd actually get.

308
Guides / Re: OPEN YOUR SUCK: Battlefield Communication
« on: March 31, 2013, 12:27:48 am »
I can vouch for this concept.  Communication is the most important part of my ship (Charon is my gunner), and how I judge the competency of a crew.  Even someone playing their first match can be turned into a useful crewmember with effective, albeit in that case directive and specific, communication.

i wish more people when trying to communicate the location of the enemy to the captian would consider useing the compass at the top.

certin captians **cough cough captian phoenix** can get their sence of direction mixed up when haveing to focus on more immediate things like combat.

so if someone says 'enemy to the Nw pretty far away'  instead of 'enemy behind us on the left sort of'  instead of haveing to look about in the general direction to spot the guy, all it would take is a quick glance to the compass on the top of the screen.

I use the compass directions when communicating between ships.  My gunner does not care what direction we are heading, so long as he can fire and we're not hitting something.  Same with the engineer.  I prefer to keep crew commands based on the ship, so I don't have anyone referencing the map or compass just to execute.  It adds an extra step.  Same thing with clock callouts--'left' and 'right' can be subjective, but the clock is relative to ship heading.

309
Guides / Geometry: A Pilot's Main Gun (continued)
« on: March 31, 2013, 12:14:35 am »
This is the old forum thread.

TTP on formation flying will be forthcoming.

310
The Pit / Re: First Thought Game
« on: March 30, 2013, 11:31:05 am »
Aus = Beer + People - Dignity

311
Gameplay / Re: Will Firing When Turning Ever be "Fixed"?
« on: March 09, 2013, 12:07:48 am »
From what I could tell, the issue is that the angular velocity of the ship incorrectly imparts a longitudinal component to the trajectory of the projectile.  Obviously a rotating ship affects the velocity and direction of the projectile, but I think in this case angular velocity is being used instead of the angular-to-longitudinal transformed velocity.  I'm pretty sure whoever programmed this will know what I'm talking about.  I can draw pictures if you want.

312
Feedback and Suggestions / Re: Duel at Dawn Invisible Wall
« on: March 08, 2013, 08:38:03 pm »
I understand the difficulties involved and also agree with your prioritization (not that my concurrence matters :P), but it's a point at least worth harping on to avoid it happening in the future.

313
Gameplay / Re: Balance Concerns & Questions 1.1.4
« on: February 25, 2013, 06:34:02 pm »
I've found the update to be pretty good, for what it's worth.  The spread of the Hwacha means that it's pretty ineffective at medium range (without heavy ammo).  Because of the reload time and inaccuracy of the weapon, it's a pretty big commitment to put it on a single-heavy platform (i.e. not the Galleon).

I feel the arming ranges on both the Lumberjack and Heavy Flak are a little far out, however.  They -are- HEAVY guns.  They should always overpower medium emplacements.  The Lumberjack has been made nigh unusuable.

Also, having it take more than a single stack of fire to disable a component was money.  Good idea!

314
Feedback and Suggestions / Re: Duel at Dawn Invisible Wall
« on: February 25, 2013, 06:26:38 pm »
I thought I'd chime in here, since to be honest, this has actually always bothered me a bit as well. As a fairly experienced pilot I learned the hard way that you can't make it around that particular debris; the problem is that unfortunately it looks as if you can.

Putting an obstacle you avoid laterally by an invisible wall that impedes lateral movement is just bad game mechanics.  It's annoying and frustrating to have to stare at the map to see whether or not I'm going to be forced into colliding with an obstacle.  Nobody wants to have their gameplay reduced to staring at triangles on a .png. 

You cant really blame anyone but yourself then for running your ship into the map edge. I know the spot you are talking about, and it can be pretty unforgiving, but remembering a spot on the map that you cant go around else you get grinded into debris should be pretty easy.

Expecting a player to remember a part where the game mechanics don't function properly as a way of addressing the problem is a pretty poor practice.

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