randommexi
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Naval Action Legends Capping Cirkel/Base
randommexi replied to GreatTimo's topic in Current Feature Improvement Suggestions
don't think he's smart enough to figure that out- 4 replies
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- capping
- naval action
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Limit chain like double shot
randommexi replied to a topic in Current Feature Improvement Suggestions
no point in limiting chain if you're limiting repairs as well. -
SHAME SHAME SHAME!
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Kids these days. Mods don't make the difference, skill does. I bet I could give you all the best mods in the game and I could go and fight you with no mods and win. in the same ship you have. PVP winners are dictated by skill not mods.
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1 - clearly aimed at seal clubbing... 2 - yes first rates and 7th rates should be equal.... #endsarcasm 3 - too long? nah, any shorter and you wouldn't have much time to react. when you really would have a lot of time to react. 4 - I agree. 5 - rewards are fine. just stop clubbing little ships near KPR 6 - already being address. Admin said there are going to be changes. 7 - NO idea what this is supposed to mean. 8 - Too few? no, too many. should be zero. or if they want more, back to no teleporting to them. 9 - it could be worse, removing it all together would be silly. 10 - I don't know what you're aiming for with this statement. 11 - ... where is the many more? this list of "problems" doesn't seem like its important to me.
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sounds like all he wants to do is gank noob carebears around capitols.
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Poll on limited use of repairs in battles
randommexi replied to admin's topic in Current Feature Improvement Suggestions
this is also a very good option if they want to keep unlimited repairs. 15 minute shared cooldown with all 3 repairs. so you would only get one repair ever 15 minutes. -
Upgrades: The Great Imbalancer
randommexi replied to Bjerg Bjergsson's topic in Current Feature Improvement Suggestions
one thing I can agree with is, some mods seem to be completely useless. while others are very strong. I think the devs should take a look at what mods are being used and what ones are not. and then rebalance the mods. cause if a mod is never being used *AHEM* False keel *AHEM*. Then what is the point of them being in the game.- 13 replies
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- new player experience
- experience
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Upgrades: The Great Imbalancer
randommexi replied to Bjerg Bjergsson's topic in Current Feature Improvement Suggestions
well, if he loses his basic cutter he can get another one for free. cause that's what new players sail. and like Quineloe said, call reinforcements.... to quote someone that doesn't know ship! "I guess I like the diversity in ships and what they are set up for. if I could set up a ship and it does everything, might as well remove mods all together and just assume every ship has them all. " Removing all mods from the game or even limiting them does not change the fact that an experienced pvper will still crush that new guy. In fact, you could give the new guy better mods then the experienced pvper and he'd still lose. mods don't make the difference, only when equal skilled players are fighting do they have any effect. and at that, they know how to mod, so I doubt they'll lose cause of their mods.- 13 replies
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- new player experience
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Upgrades: The Great Imbalancer
randommexi replied to Bjerg Bjergsson's topic in Current Feature Improvement Suggestions
totally agree, could buff crew space a bit too- 13 replies
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Upgrades: The Great Imbalancer
randommexi replied to Bjerg Bjergsson's topic in Current Feature Improvement Suggestions
you think all ships no matter their mods, should be able to compete in pvp and pve? I disagree. there are different stats needed to compete in pvp and pve. for example, speed doesn't do much in pve. however, in pvp it is life! you need it! Turning, same. you need good turning to compete in pvp. now pve, reload and armor... stack those = win! now, they could work in pvp. but not if you opponent had a boarding set up. you'll probably lose. I guess I like the diversity in ships and what they are set up for. if I could set up a ship and it does everything, might as well remove mods all together and just assume every ship has them all.- 13 replies
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- new player experience
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Upgrades: The Great Imbalancer
randommexi replied to Bjerg Bjergsson's topic in Current Feature Improvement Suggestions
really? you think the mods are the problem? nah man, its about pvp experience. first time pvpers even if they have all the same mods, will probably lose anyway. had nothing to do with the mods. everything to do with you pvp skills and the things you've learned while fighting other players. I think there should be a difference between pvp ship and a pve ship. cause both require different skill sets to be successful. and different mods.- 13 replies
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- new player experience
- experience
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Poll on limited use of repairs in battles
randommexi replied to admin's topic in Current Feature Improvement Suggestions
as much as I love unlimited repairs, I think it hurts pvp a little. limiting each repair to 2 I think would be great. -
Limit Chainshot
randommexi replied to Slim McSauce's topic in Current Feature Improvement Suggestions
back to the old way, one of each. on a side note, how am I suppose to sink those slow pokes that load up repairs and make their ships so slow I can catch them in reverse? -
Limit Chainshot
randommexi replied to Slim McSauce's topic in Current Feature Improvement Suggestions
I think you're going about this wrong. first question you need to ask is "why does everyone use chain shot first?" Answer, so the enemy cannot run away or pursue. Pvp is focused around speed. if you are faster, you can catch anyone and retreat from anyone. therefor you pick the fights you can win and run from those you cant. so, limiting chain shot does nothing if you are trying to get people to fight. Also, 90% of the pvp is ganking. (a gank is a combat situation where one of the two sides does not wish to participate). so the best way to get people to fight, would be to remove ganking. but then we'd have no pvp. so its very complicated. if you're trying to get people to fight instead of circling each other and using chain shot, you're going to need to change the very core of combat and the economy. one suggestion I can make that could help with this would be to remove all combat repairs. you would not need to limit chain shot then. however, it would still be the same as it is now. people could chain shot each other down so they couldn't run away very easily. if you left combat repairs in and limited chain shot, people would just sail away and wait for their enemy to run out of chain shot and escape combat eventually. cause they could repair their sails. if you think removing combat repairs is too much, then increasing their cooldown could also work. maybe to 15 minutes.