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Messages - Mr.Bando

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61
Gameplay / Re: 1.3.5 Balance Changes
« on: February 07, 2014, 07:13:51 pm »
I would have been happier to see an arming time to its Shatter damage. Maybe within 500 metres? It shouldn't be able to pull the teeth out of assaulting ships by disabling weapons at a close range that would normally be reserved for gattling or heavy ammo caronade

62
Gameplay / Re: Artemis
« on: January 21, 2014, 03:46:47 am »
How about giving it an minimum arming distance to its shatter?

63
Rather than me starting a new suggestion topic for a minor thing.

How about mousing over the class icon next to player name to see what equipment they brought along for their class?

64
Gameplay / Re: orignal flamethrower
« on: June 21, 2013, 11:07:35 pm »
I wonder if anyone did some test using flamer with and without incendiary ammo.

Or aiming at particular gun rather than just randomly blanketing the enemy ship in flames to disable their guns

65
Gameplay / Re: Spire Discussion.
« on: June 21, 2013, 08:52:40 pm »
Remove the hitbox for the pointy bottom part so you have to hit the main body to do dmg?

just a suggestion

66
Gameplay / Re: orignal flamethrower
« on: June 21, 2013, 08:05:03 pm »
So...
-Revert the fire ignition chance % of flamers back to the way it was before it was nerfed
-Keep the 5 flame stack weapon disable.


I personally would reduce the chemspray protection time to around 4-5 seconds rather than the 11 seconds it currently has

67
Gameplay / Re: Engagement length
« on: June 18, 2013, 07:18:06 am »
For those who are familiar with Battlefield 3, Heavy clip is like a gun attachment. You nerf that and it throws off weapons behaviour for all the other guns in the game.

So if you want to nerf the gattling, then nerf the gattling only. There's seem to be lots of good ideas thrown around by everyone else, why not use a bit of all of them? Damage per round, rate of fire, magazine size, arc, max range. All of them can be tweaked to lessen its effectiveness.

68
Gameplay / Re: Drogue chute new discovery?
« on: June 18, 2013, 07:10:47 am »
I think the buffed balloon state reduces vertical drag on your ship and it cancels out drogue chute added vertical drag. But when the balloon pops, all buffs are removed.

69
-I'd some day like to see massed airship battles like 12 v 12 ships

-With only a few ships to choose from, how about variants of the same ship with different stats. IE a Goldfish that looks slightly different but with has more armor but less top speed and slower turning and so forth. Or maybe with different layout. Squid with only 2 light gun slots but both facing forward.

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