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Messages - Angeles2099

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Fan Corner / Re: Spacelords Gifs
 on: November 15, 2019, 07:05:08 AM 
I'll get right on it lol

I havent been able to play anything let alone Spacelords for a few months so this is news to me. Perhaps instead of infinite ammo add Crates that allow to gather a finite amount of ammo before it becomes empty, it can spawn in highly dangerous locations. Each play can access there own finite amount of ammo so they never lose there chance at getting more ammo because an Ally player keeps wasting his clip.

Suggestions / Re: Ginerbra re rework, offensive cougar form
 on: October 21, 2019, 01:41:25 AM 
It would be nice to see her have a dash tackle ability or be able to transition out of her form with a melee attack so you can get into combat immediately.

Suggestions / Re: A way to view the connection beforehand
 on: August 25, 2019, 11:37:04 PM 
This would technically sick for those with bad internet but that aside I'm completely for this

Suggestions / Re: infinite emote
 on: August 25, 2019, 11:35:22 PM 
Second. I'm surprised this wasn't brought up sooner. :)

Whats your banner look like, just curious.

Spacelords Universe / Re: Best weapon for Konstantine?
 on: August 09, 2019, 03:39:59 AM 
Tolchok is your answer to all incoming Raiders, Anatgonist & Elites but All its good for (considering what was just mentioned)  otherwise is temporarilly keeping enemies away, its ass when it comes to damage and the push effect is only for medium to close ranges.

My answer to keep things simple, Max out his Hornet, it doesn't disappoint. If they dont deal enough damage to you quick enough the Hornet at any range (will) melt them. 

were you talking about Wraith from Apex?

Suggestions / Re: Weapon concept for Aneska
 on: August 07, 2019, 09:52:01 PM 
Ideally you don't want to take another raiders gun type and apply it to another (least likely to be considered that way, not that I think there taking any idea at all.) but If you meant to in the sense that there is a load up time and the gun continues to fire until the ammo runs out or overheats....I get that. I'm just saying a Mini-gun specifically might be stretching it.

But the main point of your idea isnt the gun but the Mech itself. I'd imagine they'd want to work with a concept that's simpler to do. I'm saying that because I think creating a whole animation for a gun is too much work and money. An alternative to your idea is that your Mech will leap away and plummet with a damaging AOE push effect on the area you shot the gas canister at.

Spacelords Universe / Re: WormHole
 on: August 07, 2019, 09:32:48 PM 
Niiiice!! I keep discovering good stuff! thanks again! This is definitely my favourite game these days, beating my Vermintide 2 crave by far.

Best thing I heard all day

Spacelords Universe / Re: New story content
 on: August 05, 2019, 06:02:09 AM 
I think were a year off before the next campaign. Theirs too much that needs to be done before then.

Spacelords Universe / Re: New story content
 on: August 03, 2019, 10:34:02 PM 
my guess is that they will add a new campaign when the roadmap is over, that or the worst case scenario, when they finish filling up the remaining 5 missing new characters. which the next new character has a high probability of being a Local.

Suggestions / Re: Weapon concept for Valeria
 on: August 02, 2019, 06:49:25 AM 
If its faster than the Whip then you need to react fast enough to not only shoot the first orb but also the second. That reminds me of her other gun Earthing. Its very fast and you need to shoot it as it explodes multiple times, you could shoot it a second time but by then its way too far away.

But anyway it spreads outward in a cone fashion, so it can cover more area. Perhaps the Base shots can spread horizontally to maximize on that idea.

Spacelords Universe / Re: WormHole
 on: August 02, 2019, 06:33:52 AM 
What do you get with the promo code?

--"We've introduced a small new feature into the shop. At the top right hand corner you'll find a button to introduce a promotional code if you have one. We expect to be able to much better support content creators with this feature. And we've created a promotional code for everyone! Redeem the "MasterOfPuppets" code once the Master of Puppets update is out to receive some goodies (this key will expire on August 12th):

- FEROX IMPETUS Blueprint for Harec

- PEPPER POT Blueprint for Lycus

- VINC "EAGER" 23-1 Blueprint for Alicia

- O.SHTORM BV Blueprint for Konstantin

- 20000 Gold"--

Gameplay Feedback / New player Tutorial & Future PvP Mode?
 on: August 02, 2019, 06:24:11 AM 
Thank you! Even if its too early to say it, this is a major help. I played through the Tutorial and loved exactly how well done and clear it was. I don't know if this is a mandatory mission but in the chance that it isn't could you consider making it so?

I can imagine since Alicia was the star of it, that now many new players will probably choose to main her now lol, oh lord, so many Air strikes. I once mentioned adding a tutorial like the one that is currently in-game, if you took that and any similar requests and went with it I again thank you guys. That's one more step in the right direction.                           

Ok now here is something regarding the tutorial that is getting me low-key excited for the future. When I beat the Tutorial I decided to snoop around with the time I had left to find any easter eggs or clues for the future and what I "Hope" I found seems awesome.

The Map itself -
At first glance I enjoyed the idea of a new map exclusively for the Tutorial, but the area itself seem to intricately made for the simple task of killing a few grunts. So using Alicia's ability to gain verticality I went from one side of the map to the other, High and Low and noticed that the area seems designed for teams of 2, one on each side. Its rather undeniable. The center is full of cover, the map is just wide enough for a skirmish.

So I guess I have to ask, Is this related to "The Great Clash" update regarding Guild vs Guild PvP? If so i'm interested. This recommendation might be way too early for said possibility but to incentivise players to do further PvP related combat, throw in exclusive well designed rewards of varying levels of effort. From Emotes, Weapon Skins, Melee Weapons to 1 Exclusive Skin (left a mystery).

Perhaps a Scoring System:
*Consecutive kills
*Most Damage Dealt
*Least Damage Received
*Player/Team Difficulty (adjusting overall Levels)
*Kills vs High level players
*Healing done to Allies
*Grunts Killed
*Time holding onto Aleph
*Gold accrued

Objectives. (Trying to think of something Unique, don’t mind the random images just trying to paint a picture.)

*Acquire & Deposit x-Amount of Aleph to awaken a strong ally NPC. The NPC can't be killed but only stunned. If the Ally NPC reaches the other Side or is Killed by the Enemy NPC, you lose. The Ally NPC gains a defensive buff if your team suffered too many losses in a short time

*A Neutral AI Hunts both sides trying to kill all Raiders. You win by killing it, but the only way your team can do so is by depositing Aleph on the Enemy terminal. When doing so his Health is opened to that team. If both sides are able to attack It, the team that Dealt the most damage to it before it dies wins.

*One player on either side is randomly spawned in either as an empowered Protector (or Shamash), A revived General Krausher, Wardog Subject #001 or The original Dr.Kuzmann in a new Mech.
The goal is to keep the lead player alive while guiding and opening paths that lead to the exit. points towards raider deaths will only count if the Lead player is the one doing so.

Anyway that's my bit for future PvP modes.

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