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Messages - Nidh

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16
General Discussion / Re: Hiding levels
« on: October 29, 2014, 01:28:45 pm »
It's funny to see how reliant people have become on little things that the beta-vets didn't want in the first place.
Levels? People said that they preferred their names to be recognized rather than a number.
Flags? People thought they made the ships look clunky and out of place.
Achievements? People complained about how they don't accurately represent experience.

I personally prefer that the levels don't show up in the lobbies. In fact, I'd prefer we didn't have a lot of things that make this game easier/give arbitrary information. Heck, I don't even like the fact you can see another ship's loadout.

I support the idea of less information being available and letting actions of the players define how good they are, not a number.

I also would prefer a hardcore mode with basically NO information handed out on a silver platter.

17
Gameplay / Re: Poor Squid
« on: October 27, 2014, 09:41:33 am »
Phoenix claw. What good is a fast/maneuverable boat when even a pig like the pyra can keep pace with a circling opponent?

^ Exactly. The Squid is not very good because it's one advantage, speed, is nullified by phoenix claw.

18
Release Notes / Re: Version 1.3.8 Release Notes
« on: October 20, 2014, 11:02:52 am »
Wouldn't a deflated balloon cause more drag than a properly inflated one based on the aerodynamics?

Shhhhhh....

19
Release Notes / Re: Version 1.3.8 Release Notes
« on: October 20, 2014, 10:43:42 am »
ahhh patch day. I'm looking forward to take a look at all the fancy new stuff.

Quote
Balance:
- Decrease of longitudinal drag as balloon takes damage.  Longitudinal drag decrease will increase top speed of ships.
oO I can now burn my balloon to move faster? that's weird...

Smaller balloon = less wind resistance

That makes sense, I think.

20
Feedback and Suggestions / Re: Petition: Proper Pilot Stats
« on: October 20, 2014, 09:57:16 am »
Why can't we have both?

21
Feedback and Suggestions / Re: Hull and armor system overhaul
« on: October 11, 2014, 01:34:36 pm »
"I think critical hull condition should make the ship very, very vulnerable."

A ship with 5% permahull IS very, very vulnerable, especially if the other team recognizes that it is on low health and focuses fire on it. Your system would make it less vulnerable if the Galleon was given the chance to repair.

"Do you think the current situation 'just assume the best position and wait until they come to us' is better?"

By "current situation" I'm assuming that's the kind of matches you face a lot of the time. I don't face those matches very often in pub games. They are more common in higher level games, but they have a huge weakness. If the enemy is sitting and waiting, they are extremely vulnerable to a bait and switch flanking maneuver that I find very satisfying to pull off. "Boring to play and boring to watch" is an opinion and is not a valid argument. I find flanking and tactically outwitting camping teams very fun to play AND watch.

"spawncamping would be much harder"

I have never been spawn camped in this game, except in Duel, but that map has weird spawns anyway.

"campers would lose a chunk of hull with each fight and won't be able to repair it quickly enough."

That sounds like permahull that can't be repaired to me.

"Current system: G2's engineers furiously whacking the hardpoint, rebuilding armor right before the barrage. Hull takes no damage and it could be repeated indefinitely.
My system: G2's engineers furiously whacking the hardpoint, rebuilding armor right before the barrage but some damage bleeds trough. Eventually G2 would be killed"

You forget that the armor takes damage from the hwacha as well, and that it cannot be sustained indefinitely. In the current system, G2 would be killed eventually as well.

22
Feedback and Suggestions / Re: Hull and armor system overhaul
« on: October 11, 2014, 12:41:21 pm »
What exactly are the problems you're trying to solve? Inconsistent ttk, and tactical options?

Problem: Inconsistent ttk
Solution: All weapons deal direct damage to hull (reduced by armor), larger hp pools, permahull repairable.

Thoughts: Well, if all weapons could get damage past armor then the repairable permahull and larger hp pools would definitely be a must. But I don't see how that's much different from a single large hp bar that you can apply a debuff to (breaking the armor).

Why is this bad? There is nothing to gain from damaging your enemy because if they get away they can tank, repair to full, and be even harder to kill then they would be with the current system. I recall the first example you gave was the galleon surviving on 5% permahull. I can't see how this would be any different except that it would now be even more likely that the galleon will survive.

Problem: Limited Tactical Options
Solution: Repairable Permahull to allow for retreating.

Thoughts: Retreating is already used a lot. Captains who know what they're doing will rotate out the aggressor of the team if one of them has taken too much damage. I know that's not the kind of retreat you're talking about though. You want to have periods of downtime where the ship fully repairs and re-analyses the situation before returning to battle.

Why will this not work? In the proposed system, the only way to take advantage of damaging a ship, you must act quickly and keep up the pressure. Instead of creating more tactical options, this system will only create one: "kill them before they get away" Good captains who adapt to this new system will not give any ship the option to retreat and will hunt down and kill the opposing team. They have to, or any advantage they hand in the engagement will be lost. This means that the only "repairing to full" will be done by the team that hunted down and killed the other team and are just waiting on re spawns. Retreat can only be afforded by the victor, in the proposed system.

23
General Discussion / Re: The 1000hr Club
« on: October 05, 2014, 12:34:15 pm »
1270h on steam
2427 matches
...
(500 h and 46 min total i believe)

So does does that mean 770 hours of lobby time? Dang, this really is Lobbies of Icarus...

24
The Lounge / Re: What do you want most?
« on: October 04, 2014, 07:52:40 pm »
All maps available for practice.

25
I think this is a good idea, at the very least I think it should be tested. Zoning is such a huge advantage already, not to mention how long it takes to fully repair the balloon and enter the fight again.

26
The Cantina / Re: Abigail, to You
« on: July 07, 2014, 02:12:23 pm »
Oh thank you Tanya ^_^ I'm not the best writer but I thought it would be fun to do some rolepay :P

27
The Cantina / Abigail, to You
« on: July 06, 2014, 11:26:03 pm »
My dearest and most beloved Abigail,

Today I received your letter about arriving in the the old desert area. I'm happy to hear you made it there safely, exempting of course the haunted house where you were about to settle for a bite to eat. Tell your mother thank you for keeping you safe from that apparition, though it surprises me that it was her who saved you. Imagination is a strange thing and I can see you herding cattle and wearing a ten gallon hat, riding a horse under the afternoon sun. Of course that age is long gone, but the thought brings a smile to my face and it's all I can do to stay in good spirits. I won't lie, this separation wears heavily on my heart, though it has only been a short while. Tomorrow I have a plan that may allow me to come see you sooner than expected. Remember my father's old airship? I found the engine parts that have been missing for three months and a fair bit of the hull armor from the junkyard rabble, they were using it as a covering for an outhouse! Vermin. The engraving of the name has worn off, but I feel it's high time she earned a new one.

With Love,
Nidh

28
Gameplay / Re: It's The Clawwwwwww!
« on: July 01, 2014, 01:27:43 pm »
I would take a spyglass.
I wonder what the removal of the phoenix claw would do to the game.

I would actually consider a spyglass. Or tar. Or drogue.

And the squid would be a lot more effective I think.

29
The Lounge / Re: Nautical or Aviation terms?
« on: May 31, 2014, 12:32:28 pm »
I just use compass directions, since everybody has one and I can't expect anyone to be familiar with nautical terms

30
Q&A / Re: Evasion and Approach on a Pyramidion
« on: May 30, 2014, 06:48:47 pm »
Just remember this is a team game, and working with your ally opens up a huge number of strategic options. Win the fight before you even engage the enemy.

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