#Hello all! We'd love to hear your feedback on EVERYTHING SHIPS!

182 messages · Page 1 of 1 (latest)

young bay
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Ship Balance, Ship Additions, New Content, Breaching, Getting Breached, Inventory, Crafting, etc etc

Anything you can think of regarding this topic, **let us hear it! **

tribal solar
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Please make certain ships customizable and craftable again with reasonable limitations (i.e. a flak turret interceptor would probably be a bit too OP). I miss the howitzer scout. It would be nice to have a bit more choice in what kind of ship you are running that isn't just dictated by what's currently available in the shop or the marauder/raider crafting recipes. To further expand on this, it would be nice to have a more expanded system of what is able to be crafted with ships including different engines, chassis, storage(s) with varying sizes/costs to craft, and varying compatibilities with different combinations to avoid certain loadouts being too OP/meta. It would be nice to have a good chunk of these items be craftable, but some of the best ones only able to be found either in raid or in space salvage only, giving a further incentive for players to salvage that would normally not be inclined to do so.

tribal solar
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Regarding inventory, it would be nice to see a couple of things get adjusted, as has been previously suggested by others, the ability to sell items directly to the vendor from the player inventory or ship stash would be a major QOL upgrade. In addition, it would also make sense to have items received as a reward from zero to hero go into a separate tab similar to the currently existing "gift" tab, in order to allow the player to arrange those items into their inventory where they would fit best, instead of having to play a game of "inventory tetris" because the particular arrangement of the current inventory doesn't fit the way that they would be deployed into the inventory even if the player actually does have enough space to fit each item.

young bay
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Added both to the list, thank you for the feedback Danna ❤️

tribal solar
young bay
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Me and Mett will both read through these when we wake up and add them to the list, thanks guys ❤️

cyan tide
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Extra ship slot cost/ prestige rework

fossil briar
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Since I think that salvaging is a nice feature and I see lots of players doing it, maybe a little salvaging/merchant ship could be a nice addition.. The main feature should be more salvaging slots/cargo inside the ship, while the ship could be something clunky, slow and well armored.. (perfect target for other marauders)

digital plover
# tribal solar Please make certain ships customizable and craftable again with reasonable limit...

Have the ship game feel similar to player gear progression. The way a player goes from a pouch rig/cloth cap/luger to a beefed up panzer/stalhelm/K1 after several raids, feeling accomplished, the ship can go from a bare scout to a heavily armored scout equipped w fins, rocket turret, an engine upgrade/thruster, etc. With the intro of the new scout interior layout and expiring crafting blueprints, perhaps more interior ship layouts/features can be crafted. And I say do away with the rustbucket, begin with a bare scout (same thing) that is upgradeable from the start.

meager cloak
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went ahead and set a reminder to write up an essay/ edit a video essay on my takes on ship content atm, should post sometime late tonight or tomorrow night, i appreciate you making this post in the first place kaj

young bay
cyan tide
young bay
brave fox
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It shouldn't be so easy for pods to reach enemy ships for breaching. As of right now, it is practically guaranteed to breach an enemy ship when piloting an escape pod.

There are many ways to address this such as making it easier for ships to shoot down pods, making pods less agile or longer boost cooldowns, tighter breachable margins (e.g. less reach for a pod to press F to breach), etc. I'm sure there are more ways but this is what I can think of on the spot

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Taking this to a real world pirate equivalent (in games as well), it is not so easy to board an enemy ship on sea compared to an enemy ship in space in this game

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As of right now, there is practically zero counterplay to enemy escape pods. The fight that happens inside the ship after a breach occurs is outside of the topic I am talking about. I'm talking about interactions in space

cyan tide
mortal night
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I have had these thoughts as well regarding pods and ship combat in general, you can barely avoid anything, I'll just copy paste the quality of life suggestions I have posted before:

Remove tap repairing (require the ship must heal up to X% before specific parts become functional again).
Significantly increase all ships armour (to add some longevity to combat).
Maps centered around ship combat.
Rangefinder for the turret cross hair and first person shooting for the turret.
Directional boost maneuvers for ships (e.g. 0.5-1 second boost when going forward, up, down, left or right, recharge 5 seconds).

The last one there being a useful counter to boosting pods and turret fire.

cunning iris
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They’re hard to hit but it only takes a few to decimate them. It mostly depends on the weapon you have. Something like a flak turret lays waste to them

mortal night
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if any of the other ship turrets could hit them as easily as the flak turret then I would agree

cunning iris
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Rocket artillery is up there

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Either way I think that only specific weapons should counter escape pods

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If you’re gonna have a ship with nothing but big heavy cannons prepare to be boarded

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Make it a balance

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Smaller guns with more shots do way less damage to the bigger boys but are perfect pod hunters and scout killers

mortal night
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well a first person shooting mode for the turret would help a lot with that

cunning iris
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First person targeting mode would be nice all around due to the awkward angles you often get into in third person

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As for my thoughts on ships

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I want an alternative means to boarding than breaching pods. I want to actually reel in a ship and board onto their directly from mine

mortal night
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maybe a feign dead pod?

cunning iris
cunning iris
mortal night
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if it can also be used to steal ships, I'm all for it

cunning iris
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Something that could perhaps connect the two ship airlocks?

mortal night
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not a fan of leaving my breacher scouts behind

cunning iris
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Like that one scene in Star Wars with the Rebels all sitting there at the door

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Basically I want a more straightforward way of boarding which is more predictable but it is better for groups since you’re all going in together

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Breaching a ship via the escape pods is just an absolute mess when you’re with a squad

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So a way that you all can go in at once, albeit from a much more obvious entry point, it would be better for a more group-focused raid

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I wouldn’t say it’s one sided either since the defenders already know exactly where the enemy is coming in so they can easily hold an angle and prepare for it

mortal night
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definitely need to put better airlock defenses in

cunning iris
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Yeah but that’s already an issue lmao

mortal night
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tired of that garbage stack of yellow barrels

cunning iris
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Airlock campers have been an issue since the beta

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In General we need an airlock revamp

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It’s pretty much a death trap if someone’s on the other side waiting for you. You can’t go anywhere because only way to go back through the airlock is exit into the station, wait for the airlock to close, then open it again with the captain keycard

mortal night
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at least some better shielding that covers everything so we have somewhat of a chance, not expecting to hold inside them though as you can always be flushed out with nades

cunning iris
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Don’t even need nades because you already know every possibly spot they can hide behind

mortal night
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Also, if the dev team is viewing this thread, please bring back ship parts! (another copy paste)

Rare turrets, engines, hulls, wings, skins/sprays etc, either through crafting, rare salvage or depot spawns.

The idea of customizing your ships was something I was really looking forward to, cutting it out seems like wasted potential for what could be a fun end game

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Figured I would separate these from the other suggestions, possibly too annoying but just throwing them out there:

Deployable ship defenses (like the capital ship POI turrets or mines).
Limited fuel and turret ammo.
Collision damage (with other ships & pods only).

young bay
mortal spear
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This is just a smol thing that I’ve already suggested in #1153819380753371167 but adding a banjo in the rust bucket would be amazing

#SPACEBANJO

raven crescent
dull aurora
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Being able to close the airlock if you’re getting camped is something many people want, it’s way too easy for me to get kills if I’m camping airlocks and I have every reason to do it. Solo players can’t make a single mistake if getting airlock camped especially against a squad, if I’m not among the first to get in the raid I reset to avoid it.

modest timber
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Maybe some sort of Airlock defence systems would be kinda cool, I like a AL fight as much as anyone else. Maybe you could fit, or ships have a random airlock defence system.

For example, a scanner to alert you to enemy's outside via audio warning, or a internal airlock turret, flash or smoke screen deployment on airlock opening.

You could have some sort of rare gadet for the "attacking teams" to block these systems, while alerting the people in the airlock the defence system is compromised, that should get the blood pumping.

Great game guys. 🎮

scarlet condor
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really wish ships in this game had 360 degree movement, not fun having an enemy above or below you and you can't angle your guns at them for no real reason

scarlet condor
raven crescent
raven crescent
scarlet condor
raven crescent
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True, it'd be better to have natural blind spots like sticking behind someone

scarlet condor
mortal night
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I wouldn't think the rust bucket needs to be completely unarmed but definitely shit enough to encourage players into bringing better ships

raven crescent
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Yeah

The rust bucket shouldn't even be close to a threat for an interceptor or larger

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Like, sure if a pilot sucks

But right now a rust bucket can genuinely just get lucky

mortal night
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and the breacher scout (as much as I love it) shouldn't be able to take down every ship

raven crescent
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For sure

Ideally, armor in space should be buffed, being small and hard to hit is too strong

Maybe accuracy buffs too

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I'm a decent shot in space, comes from my years upon years of flight sims

But aiming in this game is a lot harder cause everything is so damn slow

mortal night
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more work on the capital ships at least, they're terrible

digital trench
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Feedback on where ships spawn on single POI maps:

Maps with a single POI are not circular but elliptical. Some ships spawn at the extreme end of the ellipse and are therefore at a disadvantage, arriving between 30 seconds and 1 minute later than the first ships. This increases at some degree the risk of being spawnkilled or embushed.

The risk of being spawnkilled always exists. Yet, I only understand why it increases following a player's decision to enter the POI late, either to loot crates or because he's going to a second POI further away from his spawn. But being at a disadvantage to other players at the start of the game because of the design of the spawns doesn't seem fair to me.

N.B.: I know this is not a HUGE issue, but still, unfairness brought by game design should be corrected.

digital trench
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General feedback on ship gameplay

Generally, every addition relating to ship gameplay feel underwhelming. At best, they are fun to play with from time to time, but are not necessary and do not bring anything to the big picture. This is because features related to ships are not integrated to any big aspect of Marauders gameplay. Adding stuff (different kind of breaching pods, different weapons for ships, etc.) is a little bit like adding new pieces to a chess board, while there is still not aim associated with such game (taking out the king). So all addition feel pointless and, at the end of the day, we are still all using the standard poor ship.

So far, the only aim that devs added to the game was the Red Baron. In my opinion, RB does not promote using more advanced ship feature: it can be breached without being out of combat, it can be hunted by any standard ship with enough patience, and it's not worth using a better if you are thinking is stealing RB's ship. And hunting it is boring. And you will eventually be 2 shots by RB since he sometimes cheat with an aimbot and wallhack.

Until devs add true gameplay features/aim linked to ships and space objectives, all ships features will be quite pointless. Such gameplay features/aim would be maps dedicated to ships (for instance a map where we would attack zeppelins defended by various IA ships and looting crates after destroying these assets). Or maybe a gamemod, instead or in addition to the Raider mode, dedicated to ship combat.

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.......

Breaching gameplay Have you seen it recently?

I feel that the last updates to the breaching system have killed it. I've been breached only once since the update where the ship's size was increased. I think that due to the damage dealt to the player who breach and the new mapping of the ship, players don't do it anymore. My guess is that it became too unforeseeable: players can now more easily escape via pod, or hide somewhere and wait until the breacher becomes tired of looking for him.

In my personal case, I used to breach from time to time, since it's a nice alternative thing to do, or when I had no other option because my ship got destroyed. I am now quite reticent to do it since I don't like the hide and seek gamplay the new interior promotes.

cyan tide
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mosin obrez reload animation

It reloads fully even if you still have 4 bullets and wastes a bunch of time. Idk if that is part of the gun it self or a bug but it is pretty useless and annoying

rapid thunder
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Add fixed forward firing weapons to certain ships and give them limited ammo, only up to maybe 5 shots per match with a fairly slow reload between shots. These will be pilot only weapons and will not be available on all ships, only the Dreadnought, Heavy Frigate, and Interceptor. Pilots will still be able to control the main turret if they have no gunner. Perhaps this special ammo will need to be crafted, obtained from the market or missions, or purchased to further limit its use and availability. I'm thinking dual heavy torpedoes for the Dreadnought (slow, hit hard), a fixed heavy cannon for the interceptor (fast projectile, accurate), and a heavy unguided rocket pod that fires a bit like a shotgun (all X rockets at once) for the heavy frigate.

Add small guns on each of the observation stations that can be used to engage pods. These can be small flak turrets and/or chain guns/machine guns/cannons of some kind that are designed to engage pods. These turrets will not be able to do significant damage to ships (maybe give ships a high % resistance to damage from these weapons) but can shoot down pods if they can land more than a couple hits. Allow the pilot to shoot these weapons instead of the main gun if they choose.

Rebalance ship health to compensate for these new weapons. Maybe add more ship systems that can be damaged and repaired such as weapon, fuel, control...

When taking hits maybe fires could occasionally spring up with the same effect as the fire grenades but they damage nearby systems and ship health and can be put out with extinguishers. Put a couple repair tools near the engine area. These will have high durability and no ammo but have them slowly repair the ship. They can double as melee weapons.

No tap repairs. Once a ship is down to 0% it MUST be brought back up to 10% or higher before it can fly again. No more 1% and you're fully functional. Perhaps implement minor ship debuffs at 75%, 50%, and 25% health or if stations are damaged.

digital trench
# raven crescent Best solution I can think of is the rust bucket being unarmed. That way the rai...

That could be. To have more progression with ships. Unarmed rust bucket, better ships to be slowly unlocked in the ship merchant menus. Damn, even add quests to be performed in space to gain exp with the ship merchant (destroy another ship, or breach 2 ships in a single match).

And increase the amount of IA controlled ships spawning in (they could have a gate opener inside to get away directly).

scarlet condor
digital trench
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Generally, I'm not even sure that devs should devote that much attention to ship gameplay. Sure, it can be attractive and make Marauders stand out in comparison to other games. But the more things players have to do outside of POIs, the fewer players there are in POIs and fewer PVP encounters there are.

Devs should really find a way to balance matchmaking. Now that they are in average 500 players, lobbies feel empty again (at least in my experience).

scarlet condor
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with that said, i think the devs are fine with the current numbers so i dont see them changing how they approach developing the game

stiff sphinx
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I was thinking of a complete overhaul to make ships overpowered and become the endgame of marauders
Currently, more expensive ships hold little benefit over the big ones, all ships fights end in one party boarding another. One party having the best ship and poor infantry gear will lose to another party with good infantry gear and a rustbucket. Ship fights should be determined by who has the better ship. Therefore, we need to create a ladder of power level just like infantry gameplay. I will discuss how to make high tier ships stronger, improve ship combat gameplay and endgame modifications

Your ship should be powerful and losing it should be painful

I think higher tier ships should provide a few things

  1. Respawn in raids, it makes sense as big ships can hold more crew, the player can access the ship's storages to gear himself or consecutive spawns, however I am aware that this might be overpowered and may need balancing. Having a higher tiered ship means more room for faliure in a raid and being able to bring home more loot
  2. Dying in a raid shouldn't mean you've lost your ship, bringing a good ship to raid now is rather pointless as you can lose it if you die to some random guy around the corner. For one to lose his ship, it should be actively taken by someone/ shotdown and abandoned in open space
  3. You can employ AI on your ship, they can fight intruders. You can give them gear your found from the raid. Capturing the ship should require the invading team to kill everyone on the ship.
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For space combat pods currently are too good, they are really hard to shoot down and every ship has it, I can think of a few solutions

  1. Give different tier of pods to different ships, only higher level pods can breach better ships, lower level ship's pods are only for escape/ breaching POI's ( make sense lorewise as higher tier ships have thick armor)
  2. Giving higher tier ships effective anti drop pod weapon's such as machine guns
  3. Adding friendly AI to ships to help fight intruders as mentioned above
  4. Shooting down the enemies ship should be much more impactful, boarding should be used actively as a means of attack, rather than what you do after losing a fight.

End game
The devs can consider a mode where having good ships is a mandatory requirement and is reserved for well prepared players, for example fighting multiple enemy frigates to unlock a POI

cyan tide
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being able to remove attachments mid game

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helps to clear out storage while still keeping the valuables

potent sage
young bay
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I've gone ahead and taken every single suggestion here, summarized them, and put them on a notepad before the feedback sheet for the devs. Thank you guys for all of the suggestions! Stay tuned for another thread on another topic

young bay
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for full transparancy I'm going to drop the notepad that I have written before transferring to the feedback sheet, and if your suggestion isn't there, let me know! I want EVERYONE to be heard.

swift pebble
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Currently there feels like no incentive to shoot down other ships

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Ik some people say it means less competition for the actual maps, but they'll easily just board you anyways

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And in the time you spend dueling out in space plenty of other marauders have allready gotten to all the good stuff in the actual map

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Managing to shoot someone down, just to be boarded and killed, feels like an incredible letdown whenever it happens

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Also makes it incredible difficult to solo ship combat

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More so than it allready was with them having extra hands to tap repair their ship :/

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When whenever you actually manage to take down a team ship you'll just get boarded by 4 breach pods

scarlet condor
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yeah sucks to fight people that tap repair as a solo, one second you think you won the fight but then they keep shooting and then you lose due to being unable to be in two places at once

swift pebble
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other than ig just taking less than half as many shots as they do

scarlet condor
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as is, especially as a solo, best to ignore ship combat and just rush to the poi

swift pebble
scarlet condor
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i agree with ya there

waxen temple
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Bring back the old ship layouts.... New layout you seem to still either get breach camped or spend 10 mins running about looking for them.

mortal night
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@scarlet condor alternating space and ctrl does make you harder to hit but yes, the tap repair needs to go, I'm into your idea for adding more AI ships, it would work well if ship parts are reintroduced, maybe a feature for salvaging whole ships for scrap material and parts?

@young bay thank you for the list, please add first person shooting on turret with possible zoom feature?

oblique lance
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cwis style gun doing the same damage as pod guns on a cap ship. call it an aa battery

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it can shoot for like 10 seconds and then have a 4? second reload

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and having the 460mm triple turrets do alot more damage becuase at this point in tie they are non viable

cunning iris
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Course the rust bucket can be harder to hit if you have a bigger ship with a heavier gun but I think that’s the whole point

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Ship weapons should be for different situations there shouldn’t be a one size fits all weapon which used to be flak for the longest time

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Not to mention I don’t think big ships are even meant for solo players the design clearly has other players in mind

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I think your best option as a solo player is either a rust bucket or scout ship

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Keep in mind these ships aren’t that hard to get either, especially now with all the new items you can scrap for tons of resources

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I did actually make a suggestion about ship insurance though, where you can pay people to bring you back your ship if it gets lost in raid and doesn’t get destroyed or stolen

cunning iris
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I actually find that bringing shotguns helps with this kind of gameplay, when I breach ships these days it’s normally with one of those double barrels or a trench gun

cunning iris
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Also I HATE tap repairs completely ruins ship combat a lot so yeah definitely remove that

raven crescent
cunning iris
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As for an infinite health wrench for repairs… not sure about that. It would definitely have to be weaker and slower than fire extinguishers. Or perhaps fire extinguishers get a revamp entirely and are only used to put out the fire while you have to use a wrench (or perhaps even a blowtorch) to repair the actual engine

cunning iris
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Spamming in the rust bucket makes you far easier to get killed learned that the hard way lol

raven crescent
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If you're good at leading your shots, sure. But again, the rust bucket wins out because it's free

Imagine if the starting pistol in the ship was replaced with an MP-40 or something.

cunning iris
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The starting pistol was replaced with the Mauser for a while which is a fully automatic pistol

cunning iris
raven crescent
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It's still a pistol. It's not a mid to high tier weapon.

As it is, there's very little reason not to use the bucket because of how good it is for no risk.

Personally, I think it should be unarmed, but I'd settle for a similar but slower firing cannon. Even keeping the same DPS would be fine.

cunning iris
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If you keep dying from Rust Buckets sounds like a skill issue ngl lmao

raven crescent
raven crescent
cunning iris
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The key word is when you hit all your shots

raven crescent
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Like, I get it, you're probably just trying to get a reaction here, but dude.

The rustbucket is disproportionately good no matter how you slice it.

cunning iris
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There is a skill gap. Rust Bucket should still be a viable option to players. What you offer is basically rendering it useless which just punishes newbies

raven crescent
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It should be viable on the same level as a luger and cloth vest.

cunning iris
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I can kill a fully geared player with a Luger if I spam into his skull

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I get what you’re saying, but I think the better option is to buff other ships than nerf the rust bucket

raven crescent
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That'd be good too, but it'd have the same effect all around.

Make their numbers bigger, the rustbucket's numbers become smaller relatively, so nerfing the rust bucket is easier to do without breaking anything.

cunning iris
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Maybe the game could even add a weak point system where if you shoot at a larger ship with smaller guns and don’t hit the weak points it does significantly less damage. Larger guns like rockets and howitzer bypass this completely

raven crescent
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That'd be good. Maybe giving larger guns lead reticles (or more accurate ones) too.

In WW2, they had gyro assisted sights on planes that helped you lead, it wouldn't factor in the enemy's movements only your own, but it'd pretty much make the difference from what I'm used to as a flight sim nut.

Giving weapons historic sighting systems, and/or making single shot weapons more accurate with a higher velocity, could reward their use. As it is, the damage is good, it's really just that accuracy in space for most people is so low that rapid fire is better.

That's just one factor that makes the rustbucket overrepresented though, another fix could be making owned ships easier to keep.

cunning iris
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The game won’t ever get even close to a flight sim so I wouldn’t get your hopes up

raven crescent
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In general, what we need is incentive to use actual ships. It's less fun to play against buckets either way because there's less to steal from them. They're a danger with no reward for facing them.

I imagine more FPS oriented players feel the same way when they kill someone and find a luger tbh.

cunning iris
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Big troll

raven crescent
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But I do really think the big difference is that a guy with a luger is way less of a threat.

Yes they can kill you, but they have to be pretty good to do it.

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Don't think I'd be mad if someone got me with a luger, I'd honestly just be impressed.

A rustbucket, more often than not, is more that they spammed and got lucky, cause big ships are SO easy to hit and things like that.

Which in turn, makes a lot of people unwilling to bring real ships, which only makes it worse.

cunning iris
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How would you propose nerfing rust buckets without effectively decimating newer players, then?

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Not to mention no guns literally makes some raid contracts impossible

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Destroying radar towers, space mines, turrets. You’d have to somehow try to board locations with turrets guarding it without destroying them which is a risky feat

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You’d be absolutely screwed on colony cruiser

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Rust bucket is good where it’s at now the other ships are just simply inadequate

cunning iris
mortal night
cunning iris
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Maybe just switch the 100mm and 25mm turrets?

mortal night
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well the idea is to encourage players into growing out of using the same old ship, the 25mm is still quite effective

scarlet condor
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if anything i feel AI ships should be way more common to encourage people to take and use those and also just add in more things to do in space with more hazards to deal with

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maybe better ships should come with AI crew to help people that are solo/not full squads, they could defend your ship alil too while you do breach pois

mortal night
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@scarlet condor I encounter the same thing with the breacher scout, I never want to leave it behind so I hide it when there is something to breach, if they did add ship parts back, they could put random parts on AI ships which requires you to breach and loot

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the AI ships should get a buff though, once you understand they have a circuit which they can't deviate much from, they're always predictable and easily shot down

scarlet condor
buoyant hawk
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If it hasn't been said already please let us name our ships

lusty mountain
cunning iris
mystic totem
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behemoth/capital frigate:

There is a lounge area with a chair and a couch. The chair is clipped off, so you cant sit "in" it, you just float above it. Also, it would be great to have an extra chair for the 4 man squads out there.

It would be cool to see interactables in these big ships. A ration machine, a firing range, a poker table, throwable balls or an arcade machine for instance. Currently we "parkour" at the front of our ship to kill time, which is a shame because there is so much unused space in the rest of the ship.

mortal night
cunning iris
mortal night
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depends on how it's set up, maybe a dev can clarify

vague flower
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Allow the captain of a ship to allow or dissalow crew access to the ship stash

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It'd be great to allow my crew to store or withdraw loot prior to/after a raid.

scarlet condor
vague flower
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Maybe give every crew member a chest unique to themselves on a specific model of ship that they can pull from at the end of a raid?

scarlet condor
vague flower
plucky needle
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ships with a small boost that reloads over time, and a smoke screen that gets reloaded at dock (only 1 per flight) gun reload at dock, so you always fully loaded when exiting a dock.

mortal night
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to help encourage more ship activity, it would help to have missions or bounties for shooting down and capturing ships (red baron for example), the AI ships could do with being more heavily defended to make it more interesting
also, please add something like a distress beacon to make shot down pods more noticeable

sudden egret
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I would like to see the weapon swap speed increased after tossing a grenade, or the animation automatically rotate to the weapon in the 1 slot.

currently grenades are super hard to time properly and if someone pushes at the right moment you are not able to use a weapon and there is no counterplay . it makes weapons like the mini thumper outshine all the grenades

potent sage
scarlet condor