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 - Atruejedi

Pages: 1 ... 5 6 [7] 8 9 ... 19
91
Q&A / Re: Can you have the game always run in Dx11?
« on: September 26, 2016, 05:37:02 pm »
Adding that option (without quotes) to the launch options in Steam should cause the first/default entry in the launch menu to launch you in DX11 mode.  At least, it does for me.

Yeah, weird. Checked the output log. I'm definitely in Direct X11 mode and capable of running it (I choose it over 9 consistently), but it won't "stick" for me. Even when I set the launch option, it still prompts me to choose which option I want when I launch the game. Oh well. Just two extra clicks ;)

92
The Lounge / Re: Dank GOIO Bunker Scene
« on: September 26, 2016, 03:15:20 pm »
http://tinyurl.com/2g9mqh

Of god damn course. I knew it, but I just had to know it.

93
The Lounge / Re: Dank GOIO Bunker Scene
« on: September 26, 2016, 07:01:31 am »
I legitimately like 4 vs 4 on Dunes. Those who don't are not playing it correctly. #LearnToFlank #SnipingsADumbJobMate

Well done video. I think we all agree Muse doesn't play their own game and needs to #GetInTheTrenches. I don't agree with the Mobula turning speed changes in the dev app because, you're right, it makes claw mandatory. With the restored gun arcs, we've just gotta nerf that vertical mobility and #BuffSpire while we're at it.

94
Q&A / Re: Can you have the game always run in Dx11?
« on: September 24, 2016, 08:06:36 pm »
It doesn't work from the steam options, you have to make a shortcut. Launching from steam still shows the options.

Ah. Bah. No point, then.

95
Q&A / Re: Can you have the game always run in Dx11?
« on: September 23, 2016, 06:55:53 pm »
Add "-force-d3d11" to your launch options.

Doesn't work for me. Tried it without quotes and with quotes.

Can anybody else report success or failure?

96
Feedback and Suggestions / Re: How to Fix Skyball
« on: September 23, 2016, 01:59:10 pm »
i am a artiste lolz


97
General Discussion / Re: Flank of the Century on Battle Of Dunes
« on: September 23, 2016, 05:21:11 am »
I've played 6,000 matches and I truly consider this my best match ever. A solid crew and scrub co-pilots who listened allowed it to happen. Flank after flank after flank. Couldn't believe it. I wish it had a replay. When it was 8 to 8, my heart was pounding out of my chest. It was intense and insane. Everybody, EVERYBODY, had an amazing time. #AdaptTheMaps to give us more 4 vs. 4 maps. #CanyonCantWait

98
Q&A / Re: Can you have the game always run in Dx11?
« on: September 22, 2016, 10:33:08 pm »

99
General Discussion / Re: Rangefinder made into... an actual rangefinder?
« on: September 22, 2016, 08:09:25 pm »
The community has been making suggestions for years on how to improve it to actually make it USEFUL and we've asked that if it isn't fixed that it should instead be REMOVED. Muse does nothing.

100
Gameplay / Re: Can Skyball be pushed using minotaur?
« on: September 22, 2016, 07:24:19 pm »
From devs: ball does not interact with gun projectiles.

It could. It should. So much more interesting/dynamic with 'poon and Mino in the mix.

101
Feedback and Suggestions / Re: How to Fix Skyball
« on: September 22, 2016, 06:24:25 pm »
[good ideas]

Works for me! But Muse played a "good," "short" Skyball match that only lasted 12 minutes in the dev games today. It wasn't an actually good game by any means, but since it was only 12 minutes Muse will think nothing's wrong with Skyball. Rose-tinted glasses 'n' all. Red team beat the shit out of Blue and Blue couldn't even get a kill at their own goal AT WHICH THEY SPAWN. It was a buffet for Red. It was absolutely embarrassing how incompetent Blue was :'( And with 2 goals as the threshold for victory, they never stood a chance to get their shit together... :-\

102
Release Notes / Re: Version 1.4.8 Release Notes
« on: September 22, 2016, 06:20:48 pm »
Richard's suggestion combined with maybe increased side arcs on the H.Carro to allow a bifecta on goldfish like the hwacha has (and increased up arc because there was never a good reason to nerf that) could do that.

Could also put an actual useful primary damage on the Lumberjack instead of the minuscule, useless shatter silliness.

God, no. The Lumber is already disgustingly powerful in the right hands (HADUSH I AM LOOKING AT YOU >:()

103
Feedback and Suggestions / Re: Disturbing newbies loadouts
« on: September 22, 2016, 07:42:48 am »
Oh my god, when you swung your head to look at the left side of your Mob when the hull was down... I LOL'D SO HARD.

And then, when only one side was shooting and you turned your head to examine why... again, LOL!

Ah. Classic. Very well done video, dude. I laughed and smiled a lot! Muse should watch these since they refuse to get #InTheTrenches and play with normal players, instead sealing themselves in their dev game bubbles...

104
Feedback and Suggestions / Re: Voice chat icons!!!!!
« on: September 21, 2016, 07:33:09 pm »
This is riddiculous. Why we still can't see what voicechat are everyone using in lobby? Just make the mic icon be white for general chat, have team colour on team chat and be green for party.
I consider it a bug and it needs to be fixed ASAP.

It isn't a bug, so it can't be fixed. But it SHOULD be changed. Many have asked for it. So #MakeSomeNoise and tell your friends to email feedback@musegames.com and post here agreeing with you. All they've gotta do is either change the color of the voice chat icon or add a symbol or a letter or I don't care just make it indicate which channel you're using.

105
Release Notes / Re: Version 1.4.8 Release Notes
« on: September 21, 2016, 02:41:48 pm »
Have you ever flown a Galleon against a Hwachafish? Where you lose your guns and engines from much farther away? Oh and what happens when it gets close to your Galleon, it uses its side Carronade to kill your balloon anyway and then proceeds to destroy every newly rebuild part with a reloaded Hwacha? A Blenderfish can only destroy the balloon, or the front gun of another Goldfish, which means if you have a Lumberjack and a Hades you can keep shooting the Blenderfish' ally, helping your ally win his battle so he can come help you. Also, a Blenderfish doesn't destroy engines like the Hwachafish, so you can still reposition your Galleon and drop in a location that is either safer for you ship, gives you better shots on the enemy Fish' ally or which gives you the longest survival time.

Essentially, if you talk about how the Blenderfish doesn't allow for fighting back at all, I will tell you how the Hwachafish doesn't allow fighting back at all. And we are not nerfing the Hwacha, so there you go.

I actually don't mind fighting Hwachafish. It feels fair. No complaints from me!

Quote
You are thinking wrong, Lochnagar doesn't make the Carronade overpowered at all, it adds more diversity to it than most other guns have. #BurstHwacha, #BurstArtemis, #GreasedGatling and #Lesmok on any other gun.

I agree this is a huge design problem and needs addressed! Burst and Greased BOTH need a slight nerf. For Greased, the most popular ammo in the game, I say reduce its range another 10% to be on par with Incendiary... but for Burst, I'm unsure. Nerf the larger clip size? Either way, the players are gonna shit their pants at these changes, but they need to happen. :-\

Quote
If your enemy uses a Heavy Carronade with Lochnagar, just tell your Gatling/Artemis/Hwacha/Carronade or even Lumberjack to damage it a little bit, then the gun gets destroyed after a single shot.

Also, it is more useful as an engagement opener than a consistent ammo. If you complain about getting grinded into the ground by the Carronade, than it is not because your enemy used Lochnagar 24/7, it means he destroyed your balloon once and that's it. Especially against a Galleon, a Blenderfish even with heavy clip could easily bring it down before it can react, but that only really goes against a Galleon, in many other scenarios, Lochnagar is the key to allow the Blenderfish to get even one good balloon destruction going.

What I'm hearing is you saying the Carrofish is very powerful against the Galleon naturally and you don't think that's a problem... I don't either, honestly. But you're neglecting to mention it's also very powerful against Junkers, Spires, Mobulas... I'm fine with the Carrofish being powerful because if you let it get close, you deserve to take a beating. However, the inability to fight back is extremely frustrating.

Quote
If Lochnagar on the Heavy Carronade gets nerfed again, then buff the damn gun at least. It's reload time is dangerously close that of the Hwacha, it has even less arcs than the Hwacha in all directions and also got a random range nerf the last time it was nerfed. The heavy clip nerf hit it hard and the Lochnagar nerf on top of that just ruined all possibilities for the Blenderfish, now it can finally be used again and compete with the "must bring" Hwachafish.

I agree the Heavy Carro needs changed in some way. I'd advocate less damage overall, but larger arcs. Not sure how that would go. HOWEVER...

Long ago I advocated for balloons on the whole to have much more health so a ship would have time to REACT when they begin to take damage. I thought this was a great idea. I should dig it up again. [pause for searching] Ah, here it is. Emailed to Muse on May 20th.

Quote
Sorry, I forgot one final thought!

When the gravity patch first dropped (hurhurhur) a few months back, lots of people hated it. I liked it. It wasn't perfect, but I really appreciated the idea of giving gravity, well... more gravity (hurhurhur).

But the increased force was much too severe, as the community pointed out. I just got done with VIP in the dev app, where gravity is still a bit strong, but I'm glad it's stronger than it is in normal Skirmish mode. I don't know what the sweet spot should be, but gravity should indeed be a threat to a ship. As it is right now, it's typically only a nuisance which puts guns out of position for a while but doesn't guarantee death. And maybe it shouldn't guarantee destruction, but it should definitely threaten destruction. To balance that, however, perhaps the efficiency of carronades needs to be lowered. Carronades, heavy or light, typical pop a balloon in a single clip or, at most, two. That's too fast with the increased force. So...

I envision the dynamic like this: popping an enemy's balloon should take more time so the crew of the targeted ship has time to react and repair it, but once it DOES go down, it's a serious problem for the pilot and the ship. Make it so the targeted ship KNOWS the enemy is targeting the balloon and make those gunners WORK a bit to pop it. Make taking a balloon-popping ship a strategic choice: "My goal is to pop enemy balloons to help my team, not to simply grind an enemy into the ground with my own ship and hump them to death," which is currently how it works... Make popping the balloon a power maneuver to control the battle's positioning and sequence instead of just letting Carrofish rack up hump-kills.

TLDR;
1. Make gravity stronger (but not too strong...)
2a. Make balloons stronger and carronades stronger OR
2b. Make balloons weaker and carronades weaker.
3. Allow balloons more time to be repaired.
4. Letting the balloon die likely makes you die.
5. Profit.

Just my two cents,

Atruejedi

I think that would REALLY solve the issue. Howard's response?

Quote
Hi Jamison,
Gravity in dev app should not be in the production build. 
Some of what we experiment in dev app are really just experiments. 
We're still trying to be more consistent about dev app release notes so that you can see what will and won't be in production. 
Sorry about this! 
Howard

So, a great idea ignored...

Pages: 1 ... 5 6 [7] 8 9 ... 19