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Topics - Power Penguin

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61
Gameplay Feedback / The Beast's Lair tweaked too much
 on: December 17, 2017, 12:20:47 AM 
The end part of the mission after you beat Marmalade has been pushed to an extreme with the amount of elite spawns. You have no time to breathe since they are constantly spawning along with the aleph thieves. Also Enemy Within still spawns way too many dogs when you get to the last health bar.

62
Gameplay Feedback / So when Doldred ?
 on: December 12, 2017, 06:03:03 AM 
Is he going to be released before the end of the year or is he coming out in early 2018 ?

63
Bug report & Technical Support / Depth Perception Bug
 on: December 12, 2017, 05:59:16 AM 
Sometime when you start a match the depth perception freaks out and it looks like your screen is covered in vaseline (this lasts for the entire match). The game is still playable but it definitely makes it harder to aim and identify enemies.

64
Gameplay Feedback / In regard to the War Dog enemy types
 on: December 06, 2017, 04:23:57 AM 
These are all just ideas I got from the fact that this faction is supposed to be the most Mad Maxy so instead of fire and fuel it could be fire and aleph. The general idea is that maybe instead of having model swapped enemies with continuous health regen that maybe their weapons should focus more on area denial capabilities. For example the commander enemy type could still have cannon but but when the projectile hits a surface or player it sets on fire (the projectile impact damage would be less but the DoT damage would make up for it). The charging enemies when they activate their aleph ability could trail fire behind them and their weapon could be changed to a grenade launcher that you guessed it creates fire spots on the map. For the sniper enemy type instead of a teleport she could have some sort of buff that she gives to the AI like more health or damage. Also having a different animation for an execution could really help to make them feel a little different from the other factions.

65
Gameplay Feedback / New stigma system still heavily favours Raiders
 on: December 04, 2017, 01:16:59 AM 
Seriously you can get 30 plus kills, keep them in the mission for 30 minutes and you will still only get like 2-3 stigma points.Still doesn't help that Antagonist mode is really un-fun against a team of barely communicating players. The fact that the AI is dumb as rocks and spawns as slow as a dead sloth, or that half decent team will camp the Antag spawns and you can't do anything cause you have half a second of being a spooky nervous system alerting them to your presence and no invulnerability to quickly grab or punch them, or the fact that Loaht is super OP when he transforms into his beast form at which point its better to kill yourself to save yourself the trouble. The only halfway decent antag mission is "A Breath of Hope" because the Raiders actually have to mow down the mobs or get overwhelmed and  the last part of "No Reservations". OK rant over.

66
Gameplay Feedback / The MM-5B is kinda garbage
 on: November 30, 2017, 09:00:18 PM 
Like seriously:

-It doesn't have enough bullets in the clip to mitigate the low per bullet damage.

-It's got poor bullet spread so you can't get consistent headshots to do a little bit of extra damage (which it sorely needs cause its damage per bullet is lacking).

-Its reload speed is too slow for the for what little else it does.

I really like playing Mikah but then I remember that her primary is bad and that her ability takes way to long to recharge if the decoy is destroyed. Id would prefer that the spread bloom would start later and that her clip size would be increased by 4 so she could do more consistent damage. Her other guns could use buffs too. Mikah just underperforms in comparison to everybody else's weapons.


67
Suggestions / Weapon customisation
 on: November 28, 2017, 03:10:20 AM 
It would be cool if weapons had levels to them (since we don't have character levels yet) and at certain intervals you would unlock what would basically be a small upgrade for you preferred weapon. It could function as a separate card slot from the other two but these would be weapon specific (of course some of the cards that apply to character weapons would be shuffled around and this would clean up the card selection for characters and give more character variety). There could be only by 3 or 4 per weapon maybe even offer alt-fire modes. You could only equip one though. For example there could be a card that makes Mikah's first weapon fire in 3 round burst(on a toggle) or another that increases the bullet capacity by 5. These would also slightly change the weapon model. If it where something like an increased mag size the weapon magazine would be a little bigger. Stuff like that.

You could also have cosmetics for weapons.

I'm sorry if it seems a little rambly. I'm just spit balling here guys seeing what sticks.

68
Suggestions / UI suggestions
 on: November 28, 2017, 02:56:56 AM 
Cards:

- Have a little icon or number(in my opinion both would be nice since this gives a lot of information to the player) pop up when a card effect is active. This is just to get some clarity as to how long an effect is active such as Ginebra's speed boost card.

Alt-fire modes:

- Have a little icon indicating which fire mode the weapon is on. Honestly the only weapon with alt-fire that I have is Spinning Coin so I don't know if this applies to other alt-fire weapons ( and yes I know you can see the orientation of the barrel when you look at the gun but since most of the time you are looking a Lycus' back its hard to tell).

Lore Tabs

- I honestly don't like how the current UI for the character selection lore looks. I would propose instead of a list have character icons and when you hover over them it displays how many lore entries you have unlocked for that character.

Antagonist:

- It would be nice if we had a more detailed character card when an antagonist kills you. For example what weapons was he using, what cards did he have equipped, what antagonist rank is he or she.

Weapon stats:

- We really need a detailed weapons stat page when we inspect a weapon. The lore stuff is nice but I want numbers. How many bullets does it have, whats the fire rate, how much damage does it do, reload time,does it have an alt-fire, etc. Also be able to compare weapon stats.

Any other suggestions you guys can think up.

69
Gameplay Feedback / Question about War Dog Fury
 on: November 24, 2017, 01:24:08 AM 
Are all the new Raiders going to be in the game by release or is it going to be more like Alien Myths where the Raiders where released after the campaign launched ?

70
This is a serious question. Why do they have this information. One of the strongest things about the antagonist should be the element of surprise. Especially since the AI health and spawn rates are terrible in antag mode.

71
Gameplay Feedback / The Enemy Within Boss Spawn Rate
 on: November 08, 2017, 03:52:55 PM 
The enemy spawn rates for the Big Ink Monsters is too damn high when on the boss's last health without antagonist. Seriously I have tried to do the mission 4 times in the past couple of days and the team always chokes on this last bit. You kill a couple of them but then they instantly respawn its super frustrating since they just need to tickle you and then you die. And it is always the same there are 7 of them constantly throughout this phase and barely any of the little ones you need to do the objective with.

72
I feel like right now the go to strategy for antagonists is to just stop the raiders from doing the objective by killing them. I think it would be a cool idea if the antagonist had more ways of interacting with Raider objectives. For example in Hanging by a Thread I don't think that the antagonist can shoot at Locus damaging his health. It would be nice if the antagonist could join the rest of the AI and shoot Locus down with the turrets. Another example would be the squid boss you could sacrifice some of you aleph to put a barrier around one of the tentacles so the Raiders can't shoot it for some time. Or on the mining platform you could give up some aleph to turn on the turrets (this would be on cool down so you can't spam the Raiders to death if you are doing good). All of this also play into the fact that you are supposed to be messing with the Raiders as an antagonist and is totally something a trickster/evil force would do.

So what do you guys think ? Any suggestions ?

73
Gameplay Feedback / Private Lobbies
 on: September 17, 2017, 10:47:27 PM 
Is there going to be an option to start private lobbies with friends or are we going to have to go through the slow matchmaking each time I want to play with a friend ?

74
Bug report & Technical Support / Guardian not falling down
 on: August 26, 2017, 11:20:05 AM 
In the lower left-hand side of the arena close to the Raiders spawn if two guardians are really close together and you fully deplete ones health (the one that is closest to wall) will not go down. That is not cool and it costs us the match against the antagonist.

75
In the beginning section the engineers respawn way to fast. You finish one wave and instantly a new one spawns. Same goes for the grunts. There really isn't any time to breath or play the objective. It doesn't help that the first objective is done through a process of elimination and that the target highlights are kinda hard to see.

In the second part of the mission when you are escorting the old man after you get past the two initial turrets it can be real easy to get swarmed in that chokepoint. Other than that its a cool mission and its nice to see more enemy variety. 

I should specify that this is only when its 4 vs the AI. When its against the antgonist the numbers seem more manageable.

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