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Messages - naufrago

Pages: 1 [2] 3 4 ... 11
16
The Pit / Re: Crazy King. Is it really Crazy?
« on: August 21, 2013, 05:19:45 pm »
It's more like "OCD King," but OCD is a kind of crazy.

17
The Lounge / Re: That Moment When...
« on: August 21, 2013, 05:11:12 pm »
Also, half the ship disappeared into the structure without my engis being able to follow to repair. Can try to reproduce event.

Yeah, about 99% sure velcro happens when the hitboxes of your ship overlaps with terrain (the 'velcro' effect is when the collision resolution struggles to figure out which way the ship should be pushed when hitboxes overlap, since it's a non-trivial problem to solve). Sometimes the hitbox of the terrain overlaps with your ship so much that it affects the crew onboard.

18
General Discussion / Re: what do i get for donating?
« on: August 17, 2013, 12:05:07 pm »
Adventure Mode will be DLC when Muse finally gets done with it. They will give you a activation code so you don't have to buy it through steam. I don't know, and don't think Muse knows if they will be chargeing a monthly/yearly subscription for adventure mode, but if they do they will give you a "season pass" so you don't have to pay out any more to gain access to the content your donation payed for.

Muse doesn't want to do subscriptions from what I've heard. Pretty sure they're going to try and support themselves through the DLC and cosmetics sales.

19
Feedback and Suggestions / Re: Displaying fields of fire.
« on: August 17, 2013, 10:51:38 am »
I got it. We went into the sandbox and saw what we needed to see. It took about 5 minutes. We did the same thing with a galleon so the pilot coud get a visual of where they need to be. Its called putting a little effort into it, Its been dumbed down enough, I mean we even have gun movement with a lochanger round. Easy is boring.

So your logic is "Why should we make it only take a few seconds to check gun arcs when we can already do it in a way that takes a few minutes?" We can already check the gun arcs by firing up the Sandbox. This is just making it quicker to check what we already can. I don't understand why you hate the idea of a convenient, time-saving feature.

20
The Lounge / Re: The most glorious Quotes ever
« on: August 16, 2013, 03:43:24 pm »
"I want. To eat this guy. With my mouth."
-Keyvias
-Anonymous

Subtle. I don't think anyone but me, with my awesome skills of deduction, will discover that it was Keyvias now.

21
Gameplay / Re: Typhon, Heavy Flak Discussion.
« on: August 16, 2013, 03:27:41 pm »
Max range of heavy flak is 1008m with normal ammo. Arming distance of heavy flak is 240m with normal ammo.

People seem confused about that, so this is just to clarify things.

22
Community Events / Re: Dev Fireside Chat and a call for questions!
« on: August 16, 2013, 02:36:36 pm »
For fun: Would you rather add boarding or a kick feature?

For serious: Will choosing a faction affect which ships are available to you in AM? If so, could you provide some examples?

23
The Pit / Re: Urgent Discussion
« on: August 16, 2013, 01:07:26 am »
Looks like a toucan (or some kind of bird) looking backwards, with a small fish or something hanging out of the tip of its beak. Tilt your head 90° to the left.

Also, the bird appears to have small horns.

24
Gameplay / Re: MAPS Balance Discussion v1.3.1
« on: August 13, 2013, 11:46:43 pm »
I think the primary issue is that the clouds are so frickin' huge. I'm fine either way, but it might not hurt to make the clouds smaller.

25
Gameplay / Re: Lesmok 1.3.1
« on: August 12, 2013, 06:18:34 pm »
If the problem is with the gun, why not just change the gun? Increase reload time, decrease rate of fire, reduce its damage... there are so many different ways you can further limit the effectiveness of the merc without altering the ammo, which comes with a lot of collateral damage.

26
Gameplay / Re: The Mobula
« on: August 12, 2013, 06:06:30 pm »
Btw Sunderland (and anyone else who was wondering), the Mobula has always had 600 armor and 700 health since it's gone live. It was just that the spreadsheet was wrong. No buff to Mobula.

27
Q&A / Re: Ships' types, loadouts and strategies for dummies
« on: August 12, 2013, 06:04:54 pm »
Also, note that some of the numbers on that spreadsheet are wrong (like the mine damage and AoE radius). The spreadsheets get updated infrequently, but when they do get updated, the updates tend to fix some numbers and screw up others.

28
Release Notes / Re: Version 1.3.1 Release Notes
« on: August 12, 2013, 10:41:57 am »
So uh, just tested out lesmok. It seems that the lesmok changes weren't actually implemented in the live version. Not sure whether the change was erroneously left in the patch notes or it was erroneously left out of the live build.

Either way, thanks for not actually changing lesmok!

EDIT: I've been told my post is terrible. Blame lack of sleep.

29
Gameplay / Re: Differculty
« on: August 12, 2013, 10:32:17 am »
It's spelled "difficulty" and "difficult," just fyi.

30
Release Notes / Re: Version 1.3.1 Release Notes
« on: August 12, 2013, 09:54:47 am »
Mobula actually has 600 armor and 700 hull, awkm just got the numbers reversed.

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