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Messages - Alex2199

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46
Gameplay Feedback / New Enemy Types?
 on: September 07, 2019, 04:22:48 AM 
So I have been curious about this for awhile (after the release of Valeria). Now that Shamash has been released into the present world and is evil plus has an army...I can only imagine MSE will make a new local enemy type. Which makes me question...What will make them different from the other factions? Wardogs rush in groups, Hades are tactical and use cover more, and fifth council are tanks. Fifth council also have fancier toys like the mine layers and drones. So what does the local class have? Well if we look at the local raiders they are stress free but with lowered health...So will the enemy type be like that? If so I have some concerns...

1) Melee elites... If the are stress free that could be terrifying.

2) Will the Local enemy type get fancy toys like the fifth council? If so PLEASE don't add any flying enemies...

3) How low will their health be? I am looking at this in the sense of an antagonist. The antagonist already don't have a lot of add help in high MMR so having a enemy type that is naturally low on health may not be amazing on their end.

4) This is more so of a concept then a concern. I think it would be cool if Uras came back. In the "Enemy Within" boss fight in the cut scene he gets away...so if Shamash is a boss fight why not give him two stages? One stage is just normal Shamash then the next Uras possess Shamash's dead (or weakened) body and turns him into a beast.

47
Spacelords’ Advice / Re: Doldren astral bugged?
 on: September 05, 2019, 08:43:59 AM 
As of right now CQC is a little...unforgiving. If a raider punches as you spawn in it will instantly target you which makes the whole one punch build a lot weaker because they can counter your punch with a punch. I don't know if this is one of the problems you are having, I just wanted to add that in.

48
Suggestions / Card concepts
 on: September 05, 2019, 03:22:53 AM 
I was thinking about weapon concepts for some raiders then that lead me to thinking about what cards would benefit those guns. Then I realized there are card concepts that would fit the players so well yet they aren't in the game. I came up with two ideas (that other players could have said already...I haven't seen any post about this).

Shae: "Reduce the time it takes to lock onto a target by X%. If you have an aleph super boost it increases to X%"

Sooma: "Shielded allies stress meter are X% less sensitive. If you have an aleph super boost shielded allies stress is shut off." OR "Shielded allies stress meter is shut off for X amount of time. If you have an aleph super boost shielded allies stress meter is shut off for X(longer) amount of time."

I will probably add more as I think of them but this is all for now. MSE you can plug in the numbers because I don't know how the numbers work in game. Love you MSE <3

49
Gameplay Feedback / Re: suiciders
 on: September 03, 2019, 07:47:25 PM 
I was on Xbox. Which is why I moved to steam now. People seem to get less salty about things. Not saying there isn't any but it feels better than xbox in my opinion

50
Spacelords’ Advice / Re: Konstantin's Hornet
 on: September 02, 2019, 01:27:56 AM 
I think the primary shot's ricochet is more random while his secondary is more accurate. I think of Ginebra's rare whenever it comes to the secondary fire mode just an actual laser rather just the aiming (hope that makes sense...) I think the primary is suppose to be good at close range while the secondary is suppose to be used for long range and getting enemies behind cover...however, I find the secondary fire mode WAY better so much so that I don't see the use of using the primary fire mode.

Oh and the secondary fire mode eats through more ammo...but as Konstantin you probably wont have that issue as much

51
Suggestions / Re: Buff Aneska's Atlas
 on: August 31, 2019, 05:09:53 AM 
I agree with some things (Most DEFITANTLY make her recall her mech on the go)

The three rounds I have never had an issue with sense the reload is pretty quick. As for self harm I run the survival card on her which doesn't affect it that much...I primarily use it for CQC as well so I often am hurt with it. I do have to agree that the damage in higher MMRs is lacking even with damage cards and staying near her Mech...and by "high" I often have issues in the 50s to 60s range of MMR. I don't think MSE should increase the range of it anymore...maybe make the AoE bigger but I like the range but that's just me personally.

52
Suggestions / Re: Alicia's double jump needs a cooldown
 on: August 29, 2019, 06:50:37 PM 
no. but i gladly want you to show me how you blast her down in the air with hatchet for example.
like for valeria, they are no counter, they just have a chance to survive her, with fat better bets on alicia.

Valeria does have counters...they just aren't highly picked counters. Harec is the best counter for a Valeria. That also depends on the map however. Missions like hanging by a thread she is MUCH stronger on if she locks down your spawn point

53
Gameplay Feedback / Re: suiciders
 on: August 29, 2019, 06:40:00 PM 
On my Xbox account if I am playing with low tier players (tier - or 6) I give them advice in the most nicest way I can. I met this one dude who took it as an insult and every game I joined if he was in there he would suicide off the edge of the map. All I said was "Hey as Konstantin your ability is really useful for getting you out of any trouble in CQC. You should use it more often if you are losing a fist fight" Which he never once used his ability through the entirety of the mission. One of the reasons I switched to steam tbh. Less people play but it seems less toxic then people on Xbox.

54
Gameplay Feedback / Re: Struggles of a newer player
 on: August 29, 2019, 03:01:33 AM 
No. Every match is like this.

55
Gameplay Feedback / Struggles of a newer player
 on: August 28, 2019, 11:23:28 PM 
I am max level on Xbox, however, a month ago I decided to start over on steam to get the experience of a new player. My main compliant is the MMR and difficultly in the game. Why is my MMR not going lower than 45%? Why am I getting teamed up with Huey and Dewy right out the gate? Why is the map getting FLOODED with adds? I (and two other people) had to fight over 30 adds (to my count could have been more or less) and there was two tier 5s and one tier 2 with Huey (who wasn't moving most of the time). I know MSE plans on making adjustments soon but I want them to know that a tier 5 shouldn't have the same stress they feel when play Dark Souls.

56
Suggestions / Re: Alicia's double jump needs a cooldown
 on: August 27, 2019, 10:36:37 PM 
Smoking Daisy isn't overpowered. It is a useful gun yes but lets look at her other guns.

Novera = only good with a certain card set up
Eager = personally I find it a joke, however, I suppose is okay with a card set up
Rock n Roll = the long range, explosive, risk free child of Novera and Smoking daisy
Painkiller = good if you wanna shot your teammates.

She only has two good weapons and on top of that she has to be pretty close to guarantee a kill (with the expectation of Rock n Roll). People keep complain about this and that being overpowered until it gets to the point were that raider or weapon becomes terrible. Schneider with his health halfed, Ginebra being stressed in cougar form, Valeria's gun The Whip is just awful. Basically be careful with what you wish for because if MSE listens it will be a struggle for them to change it back.

57
Gameplay Feedback / Re: concerns about Sa Dhu's future nerf
 on: August 27, 2019, 06:36:56 PM 
I hate whenever people say "oh that's all that [this raider] uses! It must be overpowered!" that statement might be true for some people but others, like me, may only use one guy because they only have ONE LOADOUT. Sa Dhu, Plague/Raceme, Ignis Fugit, Redeemer, Last Wish, and more are all weapons I feel comfortable running in case of an antagonist so of course I will have it equipped its not because its overpowered and I wanna give the raiders/antagonist a hard time. I want a fair fight. If I had more loadout slots of course I would use a different gun with different card set ups but I cant because I have to use a weapon or card that I feel is good on every map. Sa Dhu isn't overpowered. You can trick the Shae to waste her ammo, you can slide under most of her shots, and if you have a good Harec on your team he should be focusing her. It isn't that it is overpowered people are just dying from it on missions were they have a blueprint then whine about it. I wont lie I do the same but eventually I LEARN how to counter it.

58
Gameplay Feedback / Re: concerns about Sa Dhu's future nerf
 on: August 27, 2019, 12:18:38 AM 
There tricks to aim with sadhu, if you do a "corner" shot as in you aim to enemy that only in one corner of your screen you will shot only him, also reload cards is a thing, so ppl who use dont have 6 second of reload time problem, same way its really strong in cqc, just pop from corner and do a shot, boom wounded enemy. It just give to much, there like.... no shae on higher levels that wont use sad-hu... sure i cant say its brokenly OP... but it does need some decent nerf.

"decent nerf" is the key word. I am worried it will follow Valeria's Whip and become over nerfed...that's the only reason I made this post is to voice my concern.

59
Gameplay Feedback / concerns about Sa Dhu's future nerf
 on: August 26, 2019, 10:17:05 PM 
Hello! In the most recent stream MSE has done Ojuel and Vela answered a question about Sa Dhu saying they have noticed Sa Dhu being used a lot more than her other guns (Which I agree with) and then later mentioned how they see it as a little overpowered. Which made me worry sense I don't see Sa Dhu being overpowered. Yes, it is WAY more powerful than her other guns especially in the sense of antagonist play. That being said it is not impossible to counter...it is harder to counter but not impossible. The only things I could see happening to it is making the projectiles slower giving the raiders (or enemy AI's/antagonist) more time to react, for example find cover, roll, etc.

I worry because every time someone mentions something being "overpowered" in this game I have memories of The Whip for Valeria. So many people complained about it being overpowered and now look at it. It has ZERO use in the game. Its damage is weak and to even get the damage from it you have to near it. Not to mention its slow so the enemy has most likely moved out of range before dealing damage to them. Back to Shae, I just worry that the nerf MSE has in plan might be TO strong. I vote we make Sa Dhu's projectile slower or give a little bit more time between each shot so it doesn't instant kill things with the 6 shot.

60
Suggestions / Any future aerial based character?
 on: August 26, 2019, 10:04:36 PM 
So I know raiders like Alicia and Hans dominate the air, however, I am curious if there will be any more flying based raiders. Yes, I know there are other raiders like Harec and Schneider can also be useful when positioning in a higher up but I am talking about a raider who can fly around like Alicia and Hans. Maybe a sort of zipline that the raider can fire off of or maybe like Ginebra and it transforms into a flying drone? I don't know I am just curious

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