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Messages - Mr.Bando

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16
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: August 31, 2015, 07:30:22 am »
Don't know why anyone would want to increase the projectile speed, to be able to inflict hull damage should not be guaranteed with a gun that is easier to hit with but skill of the shooter or captain getting in a good over watching position. Can't get any red hits when their armour goes down?  Well that's part of the challenge of the midrange piercing + explosives meta. Timing is different and gungineers may need to look for puffs of smoke when armour is getting low

17
Gameplay / Re: Some Incendiary Ideas
« on: August 21, 2015, 08:14:34 am »
So you want to be able to ignite fires with shooting, but not do such a good job at it where it can replace the flamer? I think the problem with incendiary is in its design not as ammunition that is made for DPS, but as the niche in causing disruption and pressure onto the opponent engineer to reduce their repair effectiveness.

Increase the time to live for the projectile but keep the reduced projectile speed to keep a net zero gain/loss on range? I ponder why there needs to be reduced ammo when using incendiary. Most guns don't carry all that much shots before requiring reload but then further reduced and unable to sustain the incendiary ammo attacks make this makes this ammo choice quite poor for long range or overshadowed by the flamer in short range. Reduce damage per shot but increase maximum magazine size so there is no increase or decreased damage potential per magazine. That may work.

Daft loon suggested giving it an AOE ignite to make it better at causing fires on guns at long range. Not a bad idea if increased AOE makes it easier to cause more things to burst into flames.

18
Gameplay / Re: Some Incendiary Ideas
« on: August 17, 2015, 06:32:15 am »
i would have the ammo completely changed to primary and secondary damage types to both fire damage. But what's wrong with incendiary currently?

19
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 16, 2015, 06:51:52 pm »
Situational but tending to use wrench more.

If I have a fellow engineer who visits often, then all they need to do is mallet it after I prebuilt it with spanner.

Facing lots of disables from opponent I bring spanner?

Backing up on hull on goldfish while both crew mates rebuild engines or during kerosene.

Not using lochnagar on heavy weapons. Usually bring mallet for that.

Keeping both turning engines up on galleon if engineers are too busy. Low cool down of spanner will allow you to maintain high HP on both engines.

I only use wrench when gunning on a mobula or with weak engineer crew members

20
Feedback and Suggestions / Re: Weapon skins.
« on: August 08, 2015, 07:23:19 pm »
While this is a neat idea, I do have one concern -

A lot of people, including myself, use parts of the gun models to help line up shots (e.g. mine launcher hinge). Constantly changing guns, especially if they were set by someone else, might make this a bit tricky.
A very valid argument.
Oh most perfectly. Its not like these are mandatory skin changes. I think its not a bad idea that crewmembers can choose the gun skins on ships they serve on. They can shock and awe new captains using stock skins with their customised tools of death they bring on board.

21
Gameplay / Re: Hwacha and Pyramidion Balance?
« on: August 08, 2015, 01:27:33 am »
I think what made the pyra strong and used by many players was that it was it was good enough at everything. Exactly as Gilders said, a multirole fighter. You load it up as an assault ship or stick in ranged weapons and it would perform well at both those roles. Can't turn or move as fast as a squid but fast enough. Not as durable as a galleon, but durable enough. It's blindside is still pretty large and is often the best way at dealing with them, but it really should be up to the player to learn to flank or at least redesign maps with more paths to encourage more flanking gameplay. Not just resort to quad hwatcha galleons.


But yeah... choose. Either a slow tanky ship or a glass dagger ship.

22
Gameplay / Re: Different Ship Role Focus
« on: August 06, 2015, 09:15:51 am »
I like to think of my ships as chassis  but the guns is what defines the role of particular said ship. I consider each ships on their three main stats

Attack: How many gun hardpoints it has, how many share common angles, if they have heavy weapons not.

Defense: How much armour hitpoints it has, how much hull hitpoints it has, the size of their balloon and hull hitboxes, how repair-friendly the ship layout it.

Speed: A measure of the ships top speed, turning speed, acceleration, rise/fall speed


And to give a score from 1 to 5 where 1 is the lowest and 5 is the highest

Goldfish Att:3 Def:4 Spd:5

Squid Att:2 Def:2 Spd:6

Pyramidion Att:4 Def:3 Spd:3

Mobula Att:5 Def:3 Spd:3

Spire Att:6 Def:3 Spd:2

Junker Att:5 Def:4 Spd:2

Galleon Att:5 Def:4 Spd:3


Speed is one of those odd stats that augment the ships attack or defense power. A squid doesn't have much firepower or health, but its speed allows it to get in quickly to attack while speed also allows it to avoid most incoming damage leveled against it.

23
Gameplay / Re: Hwacha and Pyramidion Balance?
« on: August 06, 2015, 07:20:49 am »
I still don't know how I would like my pyra. Its top speed is decent enough to remain unchanged. But I agree that one of its two major nerfs need to be reverted. Either make it a slow turner but back to its old tanky state. Or lighten up its hull HP but give it more agility and acceleration.

That or have its stats fine tuned. It should be its own ship, not share similar abilities in tanking or turning of those of a squid or galleon.

24
Feedback and Suggestions / Re: Weapon skins.
« on: August 06, 2015, 06:26:58 am »
Oh, umm..

I did mention just the gattling, but that wasn't the only gun I was thinking of. Skins for all guns?

A gun firing belt-fed banshee rockets pops to mind.


Im sure there are plenty of ideas floating around somewhere

25
Feedback and Suggestions / Weapon skins.
« on: August 03, 2015, 05:16:42 am »
I'd pay money to make my Gatling gun look different from my opponents. Functionally identical but looks cooler then th stock weapon skins.

26
Feedback and Suggestions / Re: Engineer Stamina (.... meh)
« on: August 03, 2015, 05:12:41 am »
Stamina didn't change my job that much. I cannot keep a bigger chem cycle more than once because the recharge and weird mechanic (sometimes i burn half of it in a brief burst, sometimes it lasts forever. It also recharges at weird rates that are not completely consistent with my behaviour) don't let me spam continously. All ships were designed and balanced without it hence most of the times I am looking at cooldowns. Yes, I can jump to the balloon on a spire and stamina my way up the ladder, but why if there are gunner and engi downstairs already and most probably the hull needs a help? Same goes with almost all other ship where the two engis do the job just fine.

What i would love for engi's stamina is faster (40%) rebuilds/repairs with a cool down where rebuild/repair is slowed (30%) depending on how much I use of it so that I, as engineer must decide on the spot if i want to spam stamina to rebuild that component at the price of lower efficiency for a brief time.

 Take the meter of stamina, make it incremental where the first 1/4 has +/-10%, the second +/-20%, the third +/-30% and the last 4th has +40%-30% rebuild/repair effect. Regardless of how much you used it, your stamina goes in cooldown and until it is fully restored you have the (decreasing) modifier. This means you will tank like almost 2 crews (one spanner and 1 wrench?) for a single component to save the ship but at the price of reduced efficiency for secondary rebuilds, with your capabilities progressively returning to normal.

Also, because we are not anymore in Steampunk but apparently in Narnia since the last patch, with hadouken component explosions and yellow vertical flames, I would like my stamina ability to make louder and louder bangs or even flashes while i use it because my tool is transformed into the Spanner of Thor  ;D

Don't know about increased repair speed, but stamina augmented tools swing speed can help cut down on rebuild times and that is something an engineer can really shine at. Doesn't have to be a big increase, but as long as it shows a clear advantage to use an engineer to rebuild compared to other classes

27
Gameplay / Re: Hwacha and Pyramidion Balance?
« on: August 03, 2015, 04:03:22 am »
I think it would've been better all along for the Heavy Carronade to reduce it's Fletchette damage to a point where it leaves the balloon at 5-10% hp so you had Heavy Clip for disables and keeping ships literally still in the air or Charged/Loch for damage and two shotting balloons. Light Carronade would also have to be affected by this aswell.

Noooo leave my carronade alone ;_;

I believe it's already nerfed to this point (Excluding Heavy Carro, I think Ive seen it two shot balloons still but I cant tell because literally every fish is hwacha now thanks to muse) Mine is just a slight damage buff compared to what we have + reverting heavy.

A few things I like to correct you on

Heavy carro has always been able to two-shot a balloon without any damage buffs either from ammunition or the buff tool providing the balloon catches all the shots from its shotgun spread.

That's what heavy clip did. Tighten its spread, effectively increases its useful range. Also concentrates the shots into a small area so you can take out guns and engines with it.

Lochnagar allowed you to one shot a balloon. Yes..  In one shot. Not two, one. At maximum range. What made this particularly scary was the game mechanic where any damage done that exceeded the health of component flowed over onto the armour and hull without any damage modifiers. Loch a badly damaged balloon and pretty much strip off all the armour covering the hull as well.




28
Gameplay / Re: Problem with gunner/Two engineering slots on gunners?
« on: July 17, 2015, 07:59:47 pm »
The balance of it all is more complex than it can be fixed by tweaking just a part such as adding an extra tool for the gunner and has to be seen as a whole.

Give a gunner an extra tool, it can be seen as a nerf to disable weapons to have an extra spanner mallet crewmember on board. Or a fireX + wrench will see flamers being less effective. It will be harder to keep a ship immobilised or unable to fire back. It's all theorycraft tho. A gunner forced to repair, albeit more effectively, is still considered disabled cos the ship that doesn't have crew shooting is a target rather than a threat.

By natural extension, should engineers get a second ammo slot as long a ordinary ammo type is added? It would make a gunner pointless on any ships that uses heavy guns cos most need only 2 ammo types to work effectively. Or how about a wrench given to all gunners without taking up a tool slot. Then that's a nerf to disable as mentioned earlier.

29
Gameplay / Re: Dual hwatcha galleon stun lock.
« on: July 08, 2015, 06:24:23 am »
Yes, it has been around for a long time since the introduction of the hwatcha/manticore. And yes, there are counters to them that are just as old. But it has also been shown how this load out is making a bit of a comeback on the pub games where the recent addition of stamina and the slight buff to its recoil has made it more potent than before. This ship can go onto the long list of many others that have confounded and frustrated new players in their seemingly over-powerful attacks. But then again its never the ship, but the people that turn them in to death machines,
Salute.

Technically, yes.

But please put a level 45 gunner on a gat flame squid that can fly good and expect them to turn it into a death machine against players who are equally as good on the other team. You can't.


Ships are merely there as a source for us to turn into death machines. If that source is flawed in any way then it affects our performance and makes it impossible to reach a desired capacity.

I can understand where it's coming from, however.

The ships, the weapons, all the ammo and engineer and repair tools, the stamina effects you get with the kits...

They are all merely tools. Your opponents get the same ones as well so no one gets a better version of a squid or galleon than the other guy. It's the player. Yes you, the guy behind the screen on the keyboard and mouse. Along with your friends who you've found along the way and managed click and work well enough together. You chose that ships, it's guns and the gear. And along with you and your friends, you turned that hodge podge of metal and wood and turned it into a well tuned death machine.

If your opponents fields identical ships to your own and your ally, (metamidion wars anyone?) then it boils down to the skill and cunning of the captain and crew.

That's what I'm getting at.
 

30
Gameplay / Re: Dual hwatcha galleon stun lock.
« on: July 06, 2015, 06:30:57 am »
Yes, it has been around for a long time since the introduction of the hwatcha/manticore. And yes, there are counters to them that are just as old. But it has also been shown how this load out is making a bit of a comeback on the pub games where the recent addition of stamina and the slight buff to its recoil has made it more potent than before. This ship can go onto the long list of many others that have confounded and frustrated new players in their seemingly over-powerful attacks. But then again its never the ship, but the people that turn them in to death machines,

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