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Messages - sonofoz

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46
Suggestions / infinite emote
 on: August 24, 2019, 04:31:53 AM 
hi
could you make some emote infinite in time (except if we break them by moving) ?
like dancing or siting emotes please (or any emote like that) ?

that's all ^^
but sometimes you just want to sit and watch the world burning or dance until your kneecap jump off your legs.
and you don't want to spam emote for that.


47
Spacelords’ Advice / Sooma - redeemer
 on: August 24, 2019, 03:21:55 AM 
please.
pretty fckg please, players, this weapons is made for only one thing.
only ONE fckg thing : defending stuff against engineers.
that's all : defending fckg stuff against fckg engineers, turning boring missions into easy missions.

but :
1) nearly no-one uses redeemer's sooma in these missions.
2) when they do, they ALWAYS just throw spheres everywhere uselessly like drunk galaxy.

so here is a free sooma guide to all nobrainers on this game (no need to thank me) :
1) put a sphere in front of the console/lever/stuff to protect from engineers (you can protect up to 5 spots at the same time).
2) if you're a bad aimer, like me, avoid using your gun furthermore except to save your life or you'll have to do it again.
3) wonderfull that's all.

now all engineers will die in your spheres before they can do bad stuff to good stuffs you have to protect (except at very high difficulty where they have too much health) and you have played your character as intended to, and usefully for everyone.

48
Suggestions / Re: A way to view the connection beforehand
 on: August 20, 2019, 04:32:48 AM 
indeed.

or they could just work directly on these ping issues.

49
Suggestions / AOE transparency
 on: August 18, 2019, 03:18:05 PM 
hi

could you do the same thing you did for sooma, for all aoe effect ?

50
Suggestions / Re: Vals infinite ability nerf.
 on: August 16, 2019, 01:14:23 AM 
ahahah ^^
she has a long cooldown to place the portal (but not to fire once placed, indeed).
nontheless you did not died because of him most of the time.

(fifth council have bullets resistance and my forge outpass yours, so in frontal confrontation you had small chances, with or without portal to back me up)

gg by the way, you were close. you should have just avoid me and continue to focus others  =)


51
Suggestions / Re: Alicia's double jump needs a cooldown
 on: August 15, 2019, 04:09:47 PM 
Quote
Charged bodyshot with cards and she down.
i believe you i barely do not play harec

Quote
I mean she wardog you can see her all the time
meaning you can see her doesn't mean you can shoot her...

first most weapons you enumerate like hatchet or even ingrid have small range too. so you'll have no other choice than letting her come...
ok, i'd say they have more range than smoking daisy (i'm not affirmative, i barely not use alicia. i know i'll have to learn her, but i also know i'll be a burden during my learning time, so...) but anyway their range is not that longer than hers and she can close the distance beetwin your range and hers in no time, so you'r still at disavantadge.

and second, you know that good alicia are just jumping everywhere, so good luck aiming her without spray shot.
and finally, yes she only has 100hp. 100hp she's recovering permanently, so if you don't take her down with one bullet, consider you shot her for nothing since she will certainly had recovered the time you aim her correctly again (if she did not just interupt her jump and jump back to lost you wich will see her full health before you shot her again, and you'll be dead before that by the way)

but well maybe you're right, maybe each time none in the team had characters able to stop her, or we were too bad/inexperienced.
that's not the feeling i have right know.
the only times she lost a match there was a shae (me by the way) and a valeria (if you read this, valeria who beat smoking daisy alicia on beast lair yesterday night, i don't know who you are, but you have all my respect and congratulations bro).

ALL others match she just atomised every character without a sweat.

52
Suggestions / Re: Alicia's double jump needs a cooldown
 on: August 15, 2019, 02:14:07 PM 
Quote
ingnis
...bro, seriously, how many people can HS alicia while she is flying around ?
i'm not saying no-one can, i'm sure that there is some badass who can, but how many...?

and that's pretty the same with all weapons you mentionned. take hatchet for example. ok it can melt someone pretty quickly.
but not with 1 bullet.
you'll have to unload the majority of your clip, wich can be pretty hard, as you mentionned, and if she is at close range that's already too late, you're dead.

Quote
Some will be harder if she using sassy.
and she is most of the time if i consider how quick she always can fly the map to a point from another ; and when she's not using this one she has reduced damage when flying anyway.

53
Gameplay Feedback / Re: Please address the current state of CQC
 on: August 15, 2019, 03:35:16 AM 
Quote
Please fix this its making players leave the game.
clearly.

i have stated that in one of my very first comment here.
you can stand to be weaker than somebody else, because you can improve.
but you cant do nothing against random fight because of hazardous coding...

i have friends who tried the game with me and clearly drops it, because they were bored with this random cqc (among others random things in the game).

grabbing/punching the air, being grabbed while punching, punched while dodging or dodging a grab etc etc etc all of this is utterly irritating in a game where the slightest mistake means death most of the time. and it's worst when it's in pvp...

the only healthy reactions to this are :
the first times it happens, "what is this stupid game unable to apply its own rules ??"  :o
and then, "ok just get the fuck off my computer, thank you."  :D

54
Suggestions / Re: Alicia's double jump needs a cooldown
 on: August 14, 2019, 11:48:20 PM 
Quote
Yes, and that's why the matchmaking system is dumb.  If there are hard counters in the game you should be able to switch characters between spawns.
it will drastically change the game, since antag and raiders will pass their time changing their character during respawn to counter each others. XD

but... maybe it would be a good solution...

55
Suggestions / Re: Alicia's double jump needs a cooldown
 on: August 14, 2019, 11:14:54 PM 
yup, i bring that up, because, i encounter lot of smoking daisy these days.
and problem is, no character, except shae, can counter alicia (maybe valeria and konst too, without certainty).

i'm rendered to a point where i'm taking shae in missions where she is utterly not recommended, just to prevent an alicia intrusion...

i know that few antag will take alicia if there is a shae and so i'll be useless, but i'd rather be "useless" in a mission than seeing the whole team whiped by smoking daisy.

because that's always how it end without shae.
the entire team is whiped in no time, pure and simple.

the damn gun OS EVERYTHING in AOE in its range, even under cover (not long range ok, but far sufficient...) while alicia is mostly untouchable in the sky.

it's simple, i have never seen a smoking daisy alicia antag who lost a match if there is no shae in the team to try and counter her.

i'm not a nerf guy, and maybe that's just me and all the people i was teamed with each time who don't know how to fight her.
but right now, it really seems that alicia + smoking daisy has no real counter except shae.
and it seems a little to few imo...

I now understand why novera was so weak, because you can't fight someone untouchable who OS you in the same time.

so maybe tekato and marcus were right in the end.
maybe a cooldown would be the solution, since giving her underpowered guns to counter her ability will probably seems unfair when you see everyone weapons (except maybe loath weapons, i don't like loath weapons...)

56
Suggestions / Re: full antag system + AI mode
 on: August 14, 2019, 06:16:43 PM 
Quote
First of all if you know there will be antag, there always a problem of full teams that go full meta and wreck one player.
you're maybe right, but i don't think so, because :
- it will always be the antag who choose his character last
- you don't change the matchmaking so old players will still team with new one and same for antags.

Quote
Another problem is difficulty of AI. If its same for all... how will it work?
it's already broken serg =s
noobs already have to face impossible AI or experienced players has to face 0 monsters missions.
just take a middle one, who can be a moderate threat to raiders without doing all the antag jobs.
something around 40 mmr i guess.
and since the matchmaking will always teams-up yound and old players, the old one will be able to back up the new one.
(but you can always adjust it a little if there is only young players in the team)

Quote
And not all high levels are good at this game. So thats a problem too.
of course, you'll still have bad teams or really good/bad antags, but well, both have to win sometimes, so that's not a problem ^^

57
Suggestions / chosen roles
 on: August 14, 2019, 06:03:10 PM 
a small feature inspired by paragon.
in lot of mobas, there is "war" at the beggining of the match to know who goes where and does what.
in paragon, you has icones to announce and chose your role in the team.
it was quick and clear and drastically reduce the roles conflict.

obviously in spacelords, there is no lane to choose.
but, it does not change the fact that players can have dedicated roles in the team and that teams works better when players assume them.

so you could make the same feature for your game.
during the character selection screen, you can announce the role you want to assume during mission.

roles who comes in my mind right now, but there is maybe more, are :
- counter antag.
- grunts clearer.
- objective defenser. (when you have to keep console safe from engineers for example)
- mobility unit. (for aleph recolt or reaching lever for example)
- dps.
- multipurpose. (when you don't want to be assigned to one exclusive job.)

moreover i think it will help people to have more complementary teams and understand better the game mechanics.

58
Suggestions / full antag system + AI mode
 on: August 14, 2019, 05:52:15 PM 
i'm taking the opposite side of most people on the forum, so, i'm waiting for massive rejection, but i'm used to it.

the facts are :
- sorry but your AI is bad.
- mmr system is broken.
- randomness of pvp can be annoying.

make your game a true pvp game with the same achitecture you have in all of them.

-> a full AI mode with drastically reduce rewards and no BP, but with AI antag to get used of the game.
-> an always antag mode with a permanent difficulty for AI (you can add some small variations, but that's not a good thing imo, players will feel their strenght grow better with stated difficulty and it fixe mmr and AI problem at the same time).

no match can be launched without 5 players, so :
- or the antag is choosen randomly among them.
- or you can keep the antag option but if there is not enough antag, you'll still have to to choose one randomly.
so the only ramdom antag is maybe a better choice.
 
if people KNOWS that there is always an antag and that the game is based on it and he has not chosen it, it makes desappear the first cleavage of the game.

it works like that for ALL pvp games and it wont be a problem on this one neither.
randomness is the problem.

and then fixe cqc and ping and your game will be fixed as well.
imo, all you are doing rigth now, aleph, master of puppets anything... good or bad, are just useless patch, since you are not fixing the real problems of the game.

and i don't undertsand why you don't just start working on them directly and seems just avoiding them.
are you afraid that a part of you community just leave ?
imo a lot already left and the one who stays with random antag will stay with only antag mode because, there will have no bad surprises about it.
it will really be the game core, as you are saying it is.

59
Spacelords’ Advice / Re: Tips for A Breath of Hope as an Antag?
 on: August 14, 2019, 02:15:29 PM 
Oh that's interesting that you said Shae works fine. I have the Focus KAA7 at forge level 7 so I could probably do good damage if i get a good angle. As far as Konstantin is concerned, the cards I have equipped for him now improve melee damage and give his sphere a forward impulse. What is your loadout for him if I might ask?
with shae i only used sadhu, especially as antag.
for konst, i was talking in general, but i think i never tried it on this particular map and the impulse sphere would be almost useless there imo.
with him i use or the reduce recast time or the increased pushback effect, associated with increased armor. 

60
Gameplay Feedback / Re: Ginebra rework...
 on: August 13, 2019, 06:17:26 AM 
stress free i think it would be too much.
but at least cut this hp penalty wich has no reason to be.

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