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Messages - Kestril

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166
I find that once I get a crew that stays with me, they are more open to trying out whatever. Before you set up the squid with the moonshine and bumpers, win a match with your crew first, then they'll be more receptive to trying something crazy, I find.

167
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 22, 2013, 03:00:51 pm »
The need for an extreme close range weapon has been identified.

Let's please move new gun ideas into another thread.

I went ahead and made a thread on it: https://gunsoficarus.com/community/forum/index.php/topic,1153.0.html

I think the heavy flak is fine. I prefer it over the lumberjack, actually.




168
Hi GoI community,

It's been noted  that there is a need for a new, light, extremely close-range weapon. The weapon balance is very good as of now, and, quite frankly, I don't feel like I'm familiar enough for the game to come up with a stellar suggestion. So, I thought if we put our heads together, we could come up with something brilliant. 

Generally, I think that there are a few guidelines which make a successful weapon:

The weapon must be fun and satisfying to use
-Pretty standard. If it's no fun to point and shoot, then people won't like it.

The weapon must bring something new to the table
-Weapons greatly influence the style of play for the whole ship. If it offers something new,  more diverse strategies will develop, and the overall diversity of gameplay will increase.

The weapon must be fun to play against.
-Probably the most important guideline to consider. It's pretty fun to be tugged around by a harpoon, or stay out of flamer/manticore range, or keep a heavy cannonade from getting above you.  Whatever this new close-range weapon is, it has to be just as fun to play against as it is to play with it.

-----------

So, in the interest of sparking discussion, I'll go ahead and suggest what I've come up with. It's a little long, so feel free to just start posting/suggestion and read the quote block later.

Quote
Kinetic Silver Slug-Gun
Range: Extremely Close
Clip: 2
Projectile type: Projectile. (Not raycast or whatever the flamethrower is)
Reload speed: Slow.
Damage Type 1: Piercing
Damage Value 1: 75*(Speed Modifier)
Damage Type 2: Explosive
Damage Value 2: 50*(Speed Modifier)

Why is it satisfying to use?
The faster the ship is going, the more damage the ship does. So, landing a volley as you flash by should be pretty satisfying for a gunner. Plus, the thing could look like a cross between a revolver and a shotgun, and, with proper animation, "feel" the weight of the slugs as they are loaded into the chamber.  For a captain, diving into the fray of enemies, crippling a hull, and then speeding out the other side while

What does it bring to the table?
This gun allows for the use of hit-and-run attacks. A captain must line his ship up and gain speed early, as well as coordinate with his gunners for the best moment to fire. This weapon offers the pyramidion even more ramming potential, and gives the squid some close-range punch. On a goldfish, these could be mounted on the side guns to allow some high-speed side-swipes. On a junker, this gun could be mounted on the front to open an engagement with a punch before switching to side-guns. This weapon, however, does not lend itself well to the galleon or the spire. Finally, this weapon is the only weapon to offer both explosive and piercing damage.

Why would this be fun to play against?
Captains would easily be able to identify the KSSG due to the silver-y trail the projectiles leave behind. Once identified, captains may try to avoid the KSSG attack by dodging, keeping out of range, or simply matching speeds with their opponent to reduce the damage done.  After the initial attack, captains would have many options to engage the enemy ship, mostly having to do with taking advantage of the slow reload time and punishing the attacker who stayed too close for too long. 


That's it for me. I'm not claiming it's the best suggestion by any means, but it is the best I could come up with. 



169
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 22, 2013, 12:25:20 am »
I would like to see something that hurts up close for a squid. The flame used to fill that role, but now it takes too long for a hit and run and isn't reliable enough for a sustained chase.

Oh goodness, potential new gun ideas.

I've got a cool-sounding steampunk-ish name for it:

Kinetic Silver Revolver

Perhaps a cross between a shotgun and revolver weapon which does more damage the faster your ship is going. That would open up some hit-and run options for a squid, and be useful on other ships as well.


Annyways, another thought that has bubbled up off the top of my head: as far as weapon-balance goes, I'm not really see banshees used a whole lot. It may be just because of the current gat/flak meta. I'm not sure if banshees need an outright buff, or if they just need a better appeal. I think they are decent all-rounders, but usually ships are specialized, so they don't quite fit in in my opinion.

170
Gameplay / Re: pyramidions, pyramidions everywhere
« on: May 21, 2013, 05:48:18 pm »
'Midions are hardly invincible. Just don't expect to fight the pyramid's fight and come out on top.  A long-range sniper spire can destroy a pyramid before it gets within effective range. As mentioned a more maneuverable boat will  crush a 'midion if they maneuver carefully and survive the first initial pass.

171
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 21, 2013, 03:25:49 pm »
As a newer player who hasn't used the older cannonades, I can say that I don't have much of a problem (as a pilot) positioning the light, side-mounted cannonade on the squid into firing position.  The lowest you have to be is level with their balloon. 

But then again, that's about the only time I use the cannonade.


172
The Lounge / Re: The Bragging Thread
« on: May 21, 2013, 01:51:42 pm »
While captianing, I've been told:

"Best squid I've ever flown on."

"OMG. We are the destroyers!"

"No, YOU'RE AWESOME." --After I told my crew that they were awesome.

/Brag

173
General Discussion / What makes a good captain?
« on: May 21, 2013, 01:35:52 pm »
I'm interested in the community's opinion on this. I know "good" is subjective, and doesn't necessarily mean "wins matches"  I guess we can narrow it down to what sort of captain you like to crew under the best.   

As for me, a couple of bullet points, in no particular order:

-I prefer captains who can admit their mistakes, and are not harsh on their crew when a mistake is made. Getting upset rarely accomplishes anything, and, at least for the match, we're all literally in the same boat.

-I also prefer captains that have at  some awareness about the situation around them. It's troubling when your squid flies right into a galleon's dual-manticore broadside for the third time in a row xD

-I also like captains that switch the loadouts up for the sake of fun. Doing something ridiculous ends in awesome, good or bad. Like a harpoon Spire with a manticore, or a squid with moonshine and impact bumpers. Sure, they may not be the most effective, but they ARE a blast to crew.  Instead of gat/flaking another ship to death for the umpteenth time in a row.

-I really like captains who let the crew know what they are doing, even if it's just the general idea of "we are going to hit this junker from the left." I feel like I know what's going on and am better able to respond as a crew member.

How about you guys?

174
I don't like the idea of kicking or voting off any player. Sure, you run in to the odd bad player who doesn't communicate well. I served under a bad capitan who only served to get us killed, and then complained as we were not manning the guns as we were trying to keep the hull alive. But it's hardly game-ruining and doesn't merit a kick. In fact, if he had the power, as per this suggestion, he would have probably kicked us off the ship, not understanding and not learning why we kept dying.

I also disagree with captains choosing other player's classes. Just out of principal,I don't think anyone should have the power to choose the way others  play the game.  Also, There is a chat window and a voice chat button. Communicate. If for some reason you can't get through, then adapt, change the hardpoint loadout, ask the previous gunner to bring an engineer load out with a specific ammunition. Finally, learn and overcome those setbacks.


If there was simply a "set class" or a "kick" button, I would not have learnt as much as I have from odd crew-load outs and interesting situations. , and some experiences that have made me a better player would simply have not had happened. Adding a kick feature or a "set class" feature would serve to undermine the experience, rather than further it.





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