Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Saull

Pages: 1 2 [3] 4 5 6
31
Feedback and Suggestions / Re: Clouds are getting riddiculous
« on: March 29, 2015, 02:05:21 pm »
Yeah my two cents are that the number of clouds on the maps are, at the very least, inoffensive but having played these maps so often I suppose I'm just used to it or familiar with the level design despite the visual obstructions.

Clouds are of course a necessity as some form of cover allowing for map movement against longer range ships. As far as canyon ambush is concerned though there are plenty of rock spires that act as hard cover so I suppose less cloud coverage there wouldn't be the end of the world but I agree that I do like the current feel of uncertainty wading into the ambushy areas of canyon ambush

32
The Gallery / Re: GOI - Screenshot Gallery!
« on: March 29, 2015, 01:31:09 am »


Are lightning effects in skirmish mode?

33
Feedback and Suggestions / Re: New guns
« on: March 26, 2015, 02:23:09 pm »
More deployables like the mine launcher would be cool. How about an automated floating turret.(piercing or explosive?) If you can just shoot out one at a time it shouldn't be too bad especially if the reload didn't start till it was destroyed so if you misplace one you have to pop it's balloon or make the best of it.

34
Feedback and Suggestions / Re: New component types?
« on: March 26, 2015, 12:02:41 pm »
Another thing to be considered when talking about adding a comm component (or any new type of component) would be what kind of effect should buffing it have. once again I can really see this happening more in co-op as there would be too much opposition by the competitive players of GoI of any significant new mechanics that could change too much or seem unfair/ unnecessary but I'd like to see buffing this component create a sorta short range radar where nearby ships in clouds will either show up on the map temporary in short "pinging" intervals or maybe do that red highlight thing that the devs were showing off for their new spotting system.

35
Feedback and Suggestions / Re: New component types?
« on: March 24, 2015, 09:11:07 pm »
I don't know if it'd be more fun or frustrating to put a small radio next to the steering wheel which has to be up and operational in order to communicate with other captains. without it the chat button just puts out static. Yeah it's probably a bit much for skirmish but I'd love to see a co-op boss ship the has the unique ability to hamper nearby player communications. It'd be like a silent hill enemy haha

36
Click to activate for Hydro and chute vent would be nice.

37
Feedback and Suggestions / Re: Arashi and Guild Map Proposals
« on: March 22, 2015, 01:57:44 am »
I'd like to see maps with more aerial obstacles and since the Guild seems to me to be very industrial Id like to see a docking bay area with lots of floating cargo barges that can be used as hard cover as well as some smaller nooks and crannies built into some structures to squeeze ships through. Kinda like those hidey holes by the capture points on raid on the refinery

38
Feedback and Suggestions / Re: swords
« on: March 07, 2015, 11:44:05 pm »
fancy sword doesn't mean much next to a title like powder monkey, same is true for all fancy cosmetics

39
Feedback and Suggestions / Re: swords
« on: March 06, 2015, 01:36:04 am »
The more cosmetic items the better. I'd like to eventually see TF2 style taunts/shouts in the game especially since seeing other players on enemy and ally ships is possible but having special cosmetic items would be awesome to have special taunts/ end game win poses attached to them. Like you buy a saber and do a special saber rattling taunt.

40
Feedback and Suggestions / Re: Minotaur is unbalanced!
« on: February 26, 2015, 03:08:47 pm »
Is there a way to do reverse arming time? Like the blast from the cannon begins to disapate after a certain distance that way it can keep a role as a long range disrupter without losing too much utility at the more dangerous mid to close ranges?

41
The Gallery / Re: GOI - Screenshot Gallery!
« on: January 28, 2015, 09:45:10 pm »
The Raid on the Refinery "mystery ship" can also be seen in the first Guns of Icarus Online trailer, floating around with some goldfish

42
Feedback and Suggestions / Re: Pyramidion needs more love?
« on: January 23, 2015, 07:04:52 pm »
I sorta feel the nerf is less for balance and more to just flat out discourage its overuse. Though, While it's really common to hear more experienced players speak less of a pyras attribute, the pyra is still the go to ship in the eyes of newer crew. (So I suppose it's more for balance from that perspective) With that in mind I don't think the pyra needs any straight nerfs but I wouldn't mind a rebalance. I think the change is going to be to hull right? That'd make it a bit more vulnerable to longer range explosives that do less dmg like the arty. A straight charge maybe more difficult but if the health nerf comes with a mobility or acceleration buff I wouldn't mind too much

43
World / Re: Cargo Ships and Trading Related Questions
« on: July 24, 2014, 09:39:47 pm »
I think a cargo kind of ship would be cool though I think it'd only work out for adventure mode. It'd be a great trade off being able to carry more cargo for a lessened capacity to defend yourself and therefore have to rely on an escort ship and/or disable and flee builds and tactics. I'd imagine a cargo type ship to either maneuver horribly or have weak bifecta potential

44
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 03, 2014, 08:33:58 pm »
Excited to test these. Especially greased and heat sink now that they alter arcs. Greasy Hades/Flak squid is like a dream come true

45
Feedback and Suggestions / Re: New Mode: The Castle
« on: June 11, 2014, 10:47:28 pm »
I really hope something like this is implemented in adventure mode when attacking bigger cities

Pages: 1 2 [3] 4 5 6