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Messages - DJ Tipz N Trix

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16
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 20, 2015, 12:48:11 am »
Will it help it I told you that 0.75 seconds is only the approximate value and for the super duper hardcore math people there are more exact values such as:
(from game data)

Mallet-0.65s use delay
Pipe Wrench-0.667 use delay
Spanner-0.7s use delay

So it will make the actual time:
Pipe Wrench - 11.34s
Spanner - 9.8s
(this makes more sense now that your recorded values are larger rather than smaller than the expected result, which game processing, latency and possible human error could have caused. Assuming that the spam clicking was more reliable than holding you have about a 0.72s average time longer than the expected value.)

I don't feel like it is worth mentioning most of the time the exact values, because it makes such a tiny difference and only on some very select occasions will it make a difference of more than a second if even. Also, most of the time you will somewhere screw up and add some extra time you could have saved between swings because you weren't fast enough - so those small differences from 0.75 usually get neglected. Not to mention varying latency that adds a bit too.
Ultimately it confuses people more than it benefits them in most cases.

Though I still use the exact values in my programs when I run them because I cannot live with 0.5 seconds of inaccuracy :P

It's kinda weird how the different tools have different swing times.  That makes the spanner even worse when compared to the wrench, and might explain why the numbers are closer together than expected.  The difference between 18/15 and 17/14 is the same though.

17
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 19, 2015, 12:45:55 pm »
The wiki says that each hit takes approx .75 seconds, making the 3 extra hits require 2.5 seconds, which is pretty close to the 2.4 I calculated (because of ceiling rounding). 

18
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 19, 2015, 12:27:51 am »
It takes 11 seconds to rebuild a heavy gun with spanner and 12 with wrench. Again it's only a 1 second difference and leaves you impotent if you don't have an immediate engi near. You can't save the gun when being shot by shatter and can't repair the hull.
These numbers seem a little off.  If the spanner has rebuild 5 and wrench has rebuild 4, then a spanner should rebuild at 125% of the speed, or take 80% of the time.  So a 12 second rebuild for a wrench should be under 10 for a spanner (9.6 by exact calculations).  I know it works that like on the squid hull.  A squid hull takes 20 rebuild power: 4 spanner hits or 5 wrench hits.

19
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 18, 2015, 11:25:49 am »
The more I think about it, the more I believe the spanner may be the correct choice on the Goldfish.  The lifeblood of the goldfish is getting that heavy gun up when it is disabled, and speeding that process up would be great.  I do think it is reasonable to believe that an engineer will be nearby at all times.  After all, even if both engis are at the back, it just takes one quick sprint to get there, and they can also fix the hull while they are there.  I'm not convinced it is good on any of the other ships though.

20
Gameplay / Re: CP/CK and how to fix it
« on: August 03, 2015, 08:40:31 pm »
I wrote a little article on this same topic in feedback and suggestions: https://gunsoficarus.com/community/forum/index.php/topic,6628.0.html

The main gist of it was that the long capture time, the small point win condition, the lack of 2v2 CP/CK maps, and the unfair advantages caused by load time / spawn points are the main things holding back CP maps right now.

I had a bunch of possible propositions for each issue, but I actually think the reduced point win condition will be fine if Muse fixes other things like allowing the point to be captured more quickly.  It's the excessive time it takes to capture a point (longer than it takes to respawn) that prevents teams from taking back the point.  If teams can change hands of the point more quickly, it will be fine to have the reduced point win conditions as teams won't be getting such large streaks of points every time they capture the point, and matches will take a reasonable amount of time still.

I think the kill points are not a problem at all.  Especially on Crazy King, where the map will neutralize the point for you, suiciding to get to the next point faster and to get a ship with 100% health is a great strategy if kills are not awarded any points.

21
The truth is that not everyone is suited for serious, high-level competitive play, and casual pickups (maybe even never-plays with the way steam sales end up) end up being the majority of the sales, whether you like it or not.  People need food on the table, and they need to sell to get food.  It is this way even in those RTS, FPS, and fighting games that you're talking about.  Heck, I know more people who picked up WCIII for its custom games (especially DotA) than the actual ladder.

22
Feedback and Suggestions / Re: Minor Squid Buffs
« on: July 26, 2015, 12:10:42 am »
I think some adjustments to the structure around the hull repair would be good.  Stamina-using engineers currently get stuck in that alcove a lot.

23
Gameplay / Re: Different Ship Role Focus
« on: July 25, 2015, 11:16:10 pm »
Well Fynx, essentially we have the same kind of thing going on, but you are using a little more precision with the numbers.  The numbers still show one position as able to make a star player shine in that spot whereas a star player's talents might be wasted in a different position.  I agree that perhaps the pilot is generally a little more important than any other role, but I believe there are certain ships where you only need an average pilot.

24
Feedback and Suggestions / Re: Canyon Ambush Map Size
« on: July 23, 2015, 04:32:55 am »
I think current canyons has far too much downtime where teams refuse to cross the canyons, whether or not they are sniping ships.  It's not about sniping; it's about having an advantageous area to fight in and staying in that area for the advantage that it provides you.

Ultimately, many matches have indeed timed out in the SCS, and it has been a winning strategy.

The smaller canyons allows ships to help their ally more quickly after spawning, doesn't give the southern spawn a much larger area than the northern spawn, and all parts of the map contain some rocky terrain, preventing the tug-of-war between ships that will only fight in the rocky canyon and ships that will only fight in the clear air of the current spawns.

25
Feedback and Suggestions / Re: Canyon Ambush Map Size
« on: July 22, 2015, 12:39:44 pm »
If the enemy is a brawling team that camps then you don't necessarily need cover to engage as nothing will hurt you from far away.

If it is a trade of kills then it is obvious that running away to regroup is an option. Often times ships cannot react that quickly before the target has left their spawn and for the southern spawn you don't even need to leave it.

Running away is an option if your ships are faster than theirs and they aren't using some kind of disable for balloon or engines, like carronade or hwacha.  Running away from a Goldfish with a Junker, for example, is almost impossible when you're inside their spawn.

26
Feedback and Suggestions / Re: Canyon Ambush Map Size
« on: July 21, 2015, 10:46:43 pm »
The spawn is clear of rocks, but there are still pipes and one big cliff on the blue side spawn to use as cover, and the clouds don't extend to the very back.  Short range teams can use this to get closer, but this still gives the opponent time to see you and respond, and this works even if they are not sniping ships, but also short range themselves, and just want to fight around their spawn.

In the case where you kill a ship without dying, you may have an advantage being in the enemy spawn, usually enough to get a 2nd ship.  However if you trade ships 1 to 1, what usually happens is that the team with the close spawn respawns and cleans up the 2nd ship, while the team who attacked cannot reach there in time to help their ally.

27
Feedback and Suggestions / Re: Canyon Ambush Map Size
« on: July 21, 2015, 08:27:51 pm »
Well, cut it off for 2v2.  Leave it in for 3v3.

28
Feedback and Suggestions / Canyon Ambush Map Size
« on: July 21, 2015, 07:43:56 pm »
For the 2v2 Canyon Ambush, while it is often a decent fight, there is just a gigantic advantage to sitting in your spawn and waiting on the opponent.  The spawn is clear of rocks, unlike the canyon area.  If you die in your spawn, you can respawn and have the advantage on the enemy.  These are two reasons why ships will both camp their spawn and you end up at a disadvantage trying to force conflict by moving into the opponent's spawn.  In addition, there can often be hide-and-seek matches where ships are both moving, trying to find each other, for upwards of 10 minutes. 



I propose cutting off the top row and the bottom 2 rows, and spawning ships on the west and east side of the canyon.  This will force action much more, similar to Duel at Dawn, and make it a lot less advantageous to camp your own spawn.

29
Gameplay / Re: Different Ship Role Focus
« on: July 21, 2015, 02:40:39 am »

Put H-Flak/Hwacha with Gat on the sides, then put a mortar on the top front gun (close to helm). An active pilot will fly the ship, hammer with mortar, and maintain the hull at the same time. In my opinion, the gunner on a Brawler Spire doesn't have to do anything extra-ordinary to make the build work.

I feel like the pilot is often too busy lining up the gunner's Lochnagar shot to be shooting a mortar and maintaining the hull.  With such close range engagement, every movement by the enemy requires a lot of turning to line up for a gunner who's stuck with their gun in one spot using Lochnagar shot.  The pilot barely has time to do other things, and you certainly can't expect them to both shoot and repair at the same time as piloting.  The other thing is that with Lochnagar shot, the mortar is only necessary against Galleons, as a Lochnagar Heavy Flak will kill anything except Goldfish and Galleon, and a Goldfish will be left with less than 100 health, which the gatlings can honestly handle.

Also, like I said, everyone is important.  Just see what happens your pilot disconnects and you have nobody flying for 30 seconds.  The stars are there because their skill shines out much more in certain ship builds.

30
Feedback and Suggestions / Re: Capture Point Mechanics
« on: July 21, 2015, 02:17:05 am »
Capture times in the wiki are still up-to-date (at least I verified Labyrinth with 35sec from neutral to capped).

Yeah, I usually trust the wiki.  The times are even longer than I suspected then.  They should at least be as short as the respawn timer.

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