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Messages - can_gooroo

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16
Gameplay Feedback / Re: Antagonist vs Raiders
 on: October 06, 2017, 05:13:16 AM 
Well, the idea that you always can change approach, sometimes you not necessary have to kill raiders, but harass them, so they don't feel comfortable while working towards their objective (I'm not saying it works perfectly, but it works fine for me so far). But I agree with you that in this regards wardogs have a huge disadvantage since they can't change their approach.

Also playing antagonist more skill based mode than raiders (where it's more team-based). By skill I'm not necessary mean aiming and shooting, but more decision-making, when and how to approach and when disengage, more "tactical" stuff. But if you face team with same level of "skill" then you more likely screwed (unless both you and enemy team are really low level, which make it somewhat random).

17
have video-evidence of these guy AFK farming ************
link-only access video, just so you know

18
Spacelords Universe / Re: Do we have a date for Kunzmann?
 on: October 05, 2017, 04:25:04 PM 
Yes, we do. And we'll be revealing it really soon. The wait is almost over!

wow, really? damn, I seriously expected the other bonus characters to arrive at season 2 and 3. I feel like with Kunzmann and Ginebra this game will have a really good character pool.

19
Gameplay Feedback / Re: Antagonist vs Raiders
 on: October 04, 2017, 04:48:39 PM 
my idea for antagonist, small reward for finishing the game (lets say 500 points of your choise);
bonus reward for performance and enemy skill-level, lets say you can double reward if you lose but perform well;
higher bonus reward for winning, lets say you can triple initial reward, BUT this reward hardly affected by enemy skill-level, so you don't just make easy cash on noobs.

You can adjust and tweak exact numbers, you get the idea.

20
also, why engineers enemies hold some ammo but no weapon.  ::)

21
Gameplay Feedback / Re: Hans is OP
 on: October 03, 2017, 09:27:28 AM 
In before the Mikah is OP thread pops up.
Nah, she seems legit. At least she can't approach you in 1 second, shot the ground beneath you and inflict 60 damage without any effort. And her ability requred some thoughts to make it work.

But seriously, I would say Konstantin is the strongest Antagonist in many situations. Hans is definitely a nuisance as Antagonist, but a good Konstantin can ruin his day.

Well, maybe Konstantin can counter Hans, but the fact that as antagonist you have to counter-pick not enemy composition, but a single charaters - that's ridiculous. And it won't work good for a game if people forced to pick specific antagonist because of the presence of one character. Personally I think Konstantin is strong, but I found him soooooo boooooriiiiing toooo plaaaay (that is how he slow).

22
Gameplay Feedback / Re: Hans is OP
 on: October 03, 2017, 09:01:51 AM 
Alicia quite annoying, I can see it, but think about it:
Hans have 140 hp, Alicia 100 hp, which means:
1) it easier to down Alicia than Hans.
2) When Hans down you, he still can approach you with jetpack, while Alicia have to approach on foot (and hovering not give her any speed boost), given the fact that Hans have both speed and decent HP-bar means little bit you can do once he downed you, you can't shoot him back, you can't resist in melee, due to melee mechanics.
In order to hover Alicia have to double-tap her ability and need proper environment, what requried at least some positioning and awarness, Hans can hover instantly at any given time as he desires.
Alicia make 40 damage with her shotgun, and you need to aim; No need to aim as Hans, just shoot the ground (damn, you can do it even on a gamepad) and you have 50-60 damage (60 damage, you can literally one-shot Harec). Both guns have same rate of fire and fairly comparable clip-size.
Alicia can't manage her adrenalin, she can't ambush you, she can't surprise you (unless you lack of awareness), she can't adapt and change strategy, she's one trick pony, that is the whole point of the character, she's annoying, but really predictable. Needless to say that Hans still have adrenalin managment even though he don't really need it that often.
Hans is straight forward broken, it's frustrating to face him both as raider and as antagonist, he's straight forward replace Alicia by any means.

23
Gameplay Feedback / Re: As long as you have the gold and the blueprint
 on: September 30, 2017, 12:49:23 AM 
Man, see, I don't judge your opinion about the whole system "antogonist rank for crafting", but I disagree with your arguments to prove the point.

Not my argument at all since I took the time to compare some of them to their standard counterpart.

you haven't use this weapon or saw anyone doing something insane with that, just judge by discription. Thats exactly what I meant by "good on the paper, looks op". Because you have no clue what are you talking about.

They can't follow the bullet since:
1: It's almost instant
2: Your stress gauge don't increase so they won't know where it's coming from unless they see the trail from afar. 

And the charge doesn't decrease (While the standard do after a certain time) so you can take your time charging/aiming it.

You don't need to follow bullet, because you have to follow bullet TRACER, I just checked it ingame, it keeps in the air for about a second, more than enough to see the direction of fire. No adrenaline also didn't make you fully invisible, didn't you know? If you faced at least half-decent team they would be perfectly aware there is a sniper on the field so they will constantly check all possible line of sights for snipers. And yeah, when you're stalking you're not invisible either, just so you know.

No adrenaline works good for snapshots and fast disengage, 400% charge works when people unaware of you (so almost never), and there is almost no synergy between those two.

This gun have its usability, but it's definately 100% not op, or better than original one. Definately some people may disagree with some (or all) of my points about this gun and it's okay, but to have your opinion about the gun you need at least use it and not just read description.

24
Gameplay Feedback / Re: As long as you have the gold and the blueprint
 on: September 29, 2017, 05:19:29 PM 
I can only talk about weapon I've used or saw people using it:
Alicia 2nd shotgun: you said on your own
Harec Aura Mortis: yes, you can charge it up to 400%, but it took way to long to even start to charge, when original one start to charge almost instantly. In a PvP situation you very often don't have time to aim for ages, so yeah, having a little charge than having none at all. Having no stress is a very little buff also, since people still can follow your bullet tracer anyway I believe.
Konstantin Shtorm BV: it have really good fire power, agree, but it overheated very-very fast (also you can't shoot when you overheated as you mentioned already). So with this gun Konstantin lose a lot of his "supressive" ability, as well as decreased his minion clearing ability (not sure on that one though).

Well, there is still many things to try out, but what I see a lot of people very early jump to conclusions without even trying stuff before judge it. "I heard something, looks op on the paper" is not an argument.

25
Ship's Log / Re: Mikah Announcement
 on: September 29, 2017, 12:36:00 PM 
Can you give any info how much she will cost in gold once she's in a public access? Is it going to be same price as for Hans or ? Im asking because Im trying to make some savings for her and wonder if I can buy something else at the moment.

26
Gameplay Feedback / Re: As long as you have the gold and the blueprint
 on: September 29, 2017, 11:10:07 AM 
most of them not better though, but diffirent, all of started weapons quite viable (not sure about Shae though, I haven't used her new weapons and I don't like her started weapon (or I don't like Shae in general, idk)).

27
Suggestions / Couple suggestions
 on: September 29, 2017, 11:07:26 AM 
Hey devs, great game so far, keep it up!
There is my couple suggestion to improve.

First, I think it's really required to give an option to interrupt your reload when your clip is empty. The fact than you can't make any action when in forced reload make zero sense given the fact that you can interrupt manual reload.

Second, can you give an option to always play with antogonist? We like the pace when playing with other player, so playing PvE feels not satysfing both gameplay-wise and by reward.

Also it feels like some sections is harder in PvE than in PvP, even mathematiclly (uros boss fight section for example), this is also why you feel penalized by playing PvE (can't suggest any specific there though, since I more focused on 4v1 or 1v4)

There is some suggestions from my friend:
Making highlights at the end of the round showing most impressive moments.
Show stats at the end of the round, like kills and damage and all stuff (personally I don't agree with this suggestion, but I promise to post it =)).

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