Tigris

Forum Replies Created

  • In reply to: Manufacturing Companies

    September 23, 2018 at 4:41 PM #146278
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    Capture hexes with Manufacturer factories, which will unlock all of their parts and make them available for purchase for the faction. All you need to do is manage to gain control of the hex that factory is based in. Now, they will have to be spread fairly evenly, as things can get unbalanced, especially if RNGesus gifts say, Free Europa all of the weapons manufacturers as the closest factories to their HQ location.

    In reply to: Suggestion: More Freedom

    September 20, 2018 at 10:47 PM #146273
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    My two cents 😀

    “Currently the Rhino holds 6 weapons, in my suggestion, the user could add, like this: 1 – 6 weapons ok 6-8 spends more energy”

    While this could be plausible, a lot of the cockpits in-game are grounded and distinguished by the amount of weapon slots they have. The Rhino pit is one of those, with most of it’s cockpits only having two groups of six.

    “8+ on heating and malfunction.”

    Having weapons blowing off by themselves is is not fun and why not just forego the pain of implementing that mechanic than by remaining with the system we have now? Just prevent the user from doing that in the first place and voila.

    “Maximum weight: 6000. In the new idea would be: Recommended maximum weight: 6000. If the player exceeds 6000, slowness, damage to the chassis and even fall / break could occur.”

    Now this idea I can agree with to some extent. I like the idea of having a little leniency when it comes to being overweight, whether speed, acceleration, cockpit turn speed or all speed stats are decreased the more weight you load over the recommended weight. However, to prevent the pain of implementing an overweight system why not just prevent the user from going say, 500 over the weight limit?

    • Every 100 load the user goes up all the speed values decrease by 5% with a maximum of 500 load for 25%.

    “the sniper could have a way of zooming”

    I do agree this would be sensible feature however, many if not all of the weapons are based on their magnifications. For example, the Z-SNP-.Y6 has a higher magnification, further range and higher muzzle velocity (among other stats) than it’s less magnified RM-DIR counterpart.

    “the artillery could have a look over”

    This is a nice idea. I feel that feature could actually be incorporated as an drone AUX as well, I’ll elaborate:

    • The drone is deployed out of a part on the MAV, reaching around 4-6 standard MAV heights in about 5 seconds

    •It replaces the weapon PiP at the top right of the screen when activated, showing the drone’s view

    •On right-click, it shows the drone camera at full-screen like viewing through a weapon

    •Locked to follow bearing of the cockpit on the MAV

    •May show where shells will land using calculations and some 3d graphics, but that may be up for discussion

    •Drifts from side to side slightly (it’s a drone, it’s not a camera attached to a stack of PVC pipes), and has some movement delay when the player moves their MAV

    •Can be shot down

    •Stat balance like weight and energy drain can be up for discussion too.

    ——————————————————————-

    Thanks SirFox, join us on BombDog Discord if you like!

    In reply to: Suggestion: More Freedom

    September 20, 2018 at 10:44 PM #146271
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    My two cents

    Currently the Rhino holds 6 weapons, in my suggestion, the user could add, like this: 1 – 6 weapons ok 6-8 spends more energy

    While this could be plausible, a lot of the cockpits in-game are grounded and distinguished by the amount of weapon slots they have. The Rhino pit is one of those, with most of it’s cockpits only having two groups of six.

    8+ on heating and malfunction.

    Having weapons blowing off by themselves is is not fun and why not just forego the pain of implementing that mechanic than by remaining with the system we have now? Just prevent the user from doing that in the first place and voila.

    Maximum weight: 6000. In the new idea would be: Recommended maximum weight: 6000. If the player exceeds 6000, slowness, damage to the chassis and even fall / break could occur.

    Now this idea I can agree with to some extent. I like the idea of having a little leniency when it comes to being overweight, whether speed, acceleration, cockpit turn speed or all speed stats are decreased the more weight you load over the recommended weight. However, to prevent the pain of implementing an overweight system why not just prevent the user from going say, 500 over the weight limit?

    • Every 100 load the user goes up all the speed values decrease by 5% with a maximum of 500 load for 25%.

    the sniper could have a way of zooming

    I do agree this would be sensible feature however, many if not all of the weapons are based on their magnifications. For example, the Z-SNP-.Y6 has a higher magnification, further range and higher muzzle velocity (among other stats) than it’s less magnified RM-DIR counterpart.

    the artillery could have a look over

    This is a nice idea. I feel that feature could actually be incorporated as an drone AUX as well, I’ll elaborate:

    • The drone is deployed out of a part on the MAV, reaching around 4-6 standard MAV heights in about 5 seconds

    •It replaces the weapon PiP at the top right of the screen when activated, showing the drone’s view

    •On right-click, it shows the drone camera at full-screen like viewing through a weapon

    •Locked to follow bearing of the cockpit on the MAV

    •May show where shells will land using calculations and some 3d graphics, but that may be up for discussion

    •Drifts from side to side slightly (it’s a drone, it’s not a camera attached to a stack of PVC pipes), and has some movement delay when the player moves their MAV

    •Can be shot down

    •Stat balance like weight and energy drain can be up for discussion too.

    ——————————————————————-

    Thanks SirFox, join us on BombDog Discord if you like!

    • This reply was modified 1 year, 9 months ago by Tigris.

    In reply to: Suggestion: More Freedom

    September 19, 2018 at 11:35 PM #146260
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    My thoughts, please take this positively 😀

    the sniper could have a way of zooming

    While that wooould make sense, a lot of the game’s weapons are based on different magnifications, for example: Z-SNP-.Y6 has a 6x scope, but also further range and muzzle velocity among others, compared to is shorter ranged RM-DIR counterpart.

    and the artillery could have a look over

    A periscope would be pretty neat as either part of the weapon or even potentially a drone aux. I’ll flesh it out a little more:

    • It is an Aux that is attached to a MAV that can be toggled on and off (cooldowns for anti-spam can be set.)

    •It hovers at around 4-6 standard MAV heights, allowing the player to see a considerable distance on some maps (weight and energy drain balancing can be set), and takes around 5 seconds to reach it’s maximum height.

    •It replaces the PiP weapon cam for the drone view when activated, and on right click, makes the drone’s view full-screen.

    •It floats and drifts around slighty (cause you know, it can’t be stiff), and has a little movement delay when the player moves.

    •The drone can be shot down

    Will obviously be more viable on flatter, less vertical maps than others.

    Recommended maximum weight: 6000.
    If the player exceeds 6000, slowness, damage to the chassis and even fall / break could occur.

    I actually don’t mind this idea, say, give an extra 100-500 load but every extra 100 you decrease in speed and even cockpit rotation speed.
    Though, I still feel that builds need to reach a certain point of validity, as there’s no point of implementing a destruction feature if the MAV is too heavy if you could just prevent that from happening in the first place.

    1 – 6 weapons ok
    6-8 spends more energy
    8+ on heating and malfunction.

    It sounds like a plausible idea, but we all would have to test that system out. Again, like with the chassis, if the parts are going to blow off and malfunction by themselves why not just prevent the player from placing that many in the first place like we have now? Not to mention we have heavy weapons that do the same job as having 8 machine guns (Chagn-3), 8 rocket pods (Multi-Rocket).

    Much like the Sniper Zoom, a lot of the cockpits are based around their special amount of weapon slots, like the Rhino, it’s unique because of it’s armour and it’s ability to have 6 weapons. I hope you understand my viewpoint 🙂

    Thanks

    • This reply was modified 1 year, 9 months ago by Tigris.

    In reply to: Steam crossover not working, want to play MAV :

    September 19, 2018 at 2:01 PM #146252
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    The game’s off Steam now, you have to contact the developer and get the non-steam copy

    In reply to: The Great Naglist for 0.8.X

    September 14, 2018 at 8:01 AM #146229
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    – Many usernames with a capital letter on the official website end up displaying without one in-game

    In reply to: Future Weapons

    September 12, 2018 at 5:43 AM #146212
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    Have the hippies who made the ecofriendly recycled armor make the flak cannon out of reclaimed MAV parts. Make it filthy, wildly inaccurate and possibly devastating, possibly a tickle.

    yes.

    In reply to: Future Weapons

    September 8, 2018 at 12:31 AM #146190
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    yeah burns the eyes of the enemy.

    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    Thanks for the bugreport Legacy

    In reply to: 0.7.4 Fan Made Trailer

    June 30, 2018 at 2:28 AM #145981
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    Part Time Opportunist. Full time badass. Good job.

    In reply to: Rusty's "MAV 101" Youtube Channel

    June 19, 2018 at 8:46 PM #145936
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    good stuff Ruszty Szakelfort

    In reply to: 0.7.3.0 Bug Megathread

    May 25, 2018 at 5:35 PM #145803
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    This building won’t be destroyed, and won’t create impact effects

    In reply to: MAV Flavour Text Project

    May 23, 2018 at 11:22 PM #145792
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    Like your work here!

    In reply to: Brawler

    April 5, 2018 at 9:45 PM #145377
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    Rip build

    In reply to: Paint Option: Wear

    April 3, 2018 at 2:51 PM #145343
    TigrisTigris
    Participant
    Staff Sergeant
    Total posts : 146

    I remember there was a discussion on the paint wearing out and paying to get it looking clean but this is a better alternative.