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Messages - Extirminator

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61
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 19, 2015, 05:10:26 pm »
@Extir: I found it strange you guys had the formula out and everything but didn't have a column for the actual values themselves. Kudos for getting the formula though, they seem to be pretty accurate.

I didn't want to overload the page with information, it was already packed with info. I thought that if someone is interested enough in getting the exact rebuild values for each component they can just put all the variables in the short formula. Because at the end they don't make too much of a difference than the other approximations people have.

62
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 19, 2015, 10:50:45 am »
Components have exceptions in that they won't always have numbers that are directly divisible by both 4 and 5 so you get some odd number with rebuilding. For example a component that requires 12 rebuild power to rebuild, will need 3 hits from a spanner or 3 hits from a pipe wrench - they both have equal rebuild time(if the tool usage cooldown is the same) even though the spanner is supposedly better at rebuilding by 25%.

formula:
http://gunsoficarusonline.wikia.com/wiki/Rebuilding#Rebuild_Time

variables needed for formula(in the table):
http://gunsoficarusonline.wikia.com/wiki/Rebuilding#Rebuild_Values_and_Power

we have a wiki :)

63
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 18, 2015, 11:54:54 pm »
I kind of refrained from commenting on this thread to not make it larger and contribute to it. Even though "Pipe Wrench is Satan.", I would have to agree with the opinions of people who use pipe wrench EXCLUSIVELY on their gunner rather than a spanner even for situational usage. Which is why I don't think this thread should even exist... sorry Fred.

As have been said before, on components such as main engines, light guns and heavy guns(the components usually maintained by gunners), while rebuilding alone, a pipe wrench is not that "out-classed" by the spanner in rebuild power and time. The difference in time of rebuild with spanner and pipe wrench, calculated from game code variables and delays is about 1.6 seconds on average between all those 3 components(ofc latency and game processing comes into effect which might make it scale a tad.).
The amount of time you gain from faster rebuilding with the spanner is far lower than the amount of time and mental capacity you lose while fully repairing the gun/engine back up. It is simply not worth it nor was it ever been, to grab a spanner - other than filling your desire of achievements because Muse doesn't like to update achievements to the 21st century.

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.

I have mained on a fish long enough to know that a good fish will have the main engineer running around to the engines, side guns, and even balloon way too much to babysit the front gun. Sure, it's up there on the priority list, but there are a lot of things that can and will come before it to make the ship more adept.
Not to mention that when going to the engines, and the balloon engineer is busy with balloon, the front gunner is the only one able to quickly respond to hull HP decreasing rapidly, and to be able to efficiently make sure the armor survives longer it is simply not possible to give the gunner a spanner. No matter how much I curse the front gunner for pipe-wrenching the armor a second before I arrive making it gain less HP and the cooldown kills it, there will still be triple as many times as that scenario where the pipe wrench actually saves the armor.

64
Gameplay / Re: Some Incendiary Ideas
« on: August 12, 2015, 01:11:15 am »
I was going with about 7 stacks on average per shot, so is to make it viable. so something like 18-20 like the Heavy Carronade's buckshots amount would be nice. So that you could reach a cap of 20 usually with those 3 shots.
Also, the projectile speed does not affect max spread from jitter. Lesmok gatling and incendiary gatling when both checked at 300m of range will both show the same max spread induced by the jitter. Lesmok will just get that spread faster.

65
Gameplay / Re: Some Incendiary Ideas
« on: August 11, 2015, 03:17:37 pm »
I already proposed a larger amount of buckshots for the minotaur for those exact reason a few weeks ago, don't know if that progressed anywhere.

66
1km kills with engineer used to be 1.5km  ;)

67
The Gallery / Re: Selfie Thread
« on: August 02, 2015, 11:32:57 am »
Yeah, my guess was the invisible ladder on the mobula.

68
The Signal Tower / Re: Exclusive competitive POV footage
« on: August 01, 2015, 07:51:38 am »
the heck happened to geo btw.

Haven't seen that bugger in eons.
He enlisted to the army.

69
The Signal Tower / Re: Exclusive competitive POV footage
« on: July 31, 2015, 10:15:58 pm »
I first noticed it on the flak video https://www.youtube.com/watch?v=coLBo35u5e8

The throttle is changing faster than I thought possible and jumping positions which I didn't think was possible. No matter how fast I click I cannot recreate anything close to that speed.

It is probably a product of 4v4 lag and low fps of the video due to the 4v4 and the stupid amount of flaks that were in the air. Low fps could have just made it look like it was skipping stages.

70
The Signal Tower / Re: Exclusive competitive POV footage
« on: July 31, 2015, 07:36:12 pm »
Very exclusive, such wow!  :o

You can even see a colorful Ex running around, complaining to jarmen he doesn't repair the balloon. Some things never change :P

71
I agree with Matthew on that one.

They want to expose a larger audience to the game, so they need to address people with high view counts. People with high view counts usually do this youtube thing for a living and thus don't have time to play a single game consistently to get good at it. Most of the people who watch them don't even care about the gameplay quality of the players but more about the commentary and laughs.

Are you watching competitive streams of games you never seen or played? - No.
Most viewers will not randomly watch a competitive match of a game they just got introduced to, and be engaged and moved by it - because they don't know how the game works, nor have they ever played it to understand it and the game's mechanics. Even players who already own the game or at least a large majority of them - for the first few months of their gaming, STILL don't take active part in competitive events, competitive play or generally care about competitive at all.
Competitive plays are only appealing to players who already play the game for a while now, and in order to make that pool bigger we need to add more players into it by having promotional events and sales. Only then will the competitive promotions will work, because there will be a larger targeted audience.
The only flaw is that old-school players are not staying around because of the frustration from the lack of content. So all you get is waves of new people, they get bored of the game and leave, and then waves of new people.


As a side note, the way you plainly copy pasted the entire conversation with Matthew and Howard and posted it online is pretty rude and disrespectful. If I were you I would take it down and put an actual message from you about the subject.

72
Gameplay / Re: Hwacha and Pyramidion Balance?
« on: July 30, 2015, 07:02:20 am »
Assuming 20m spread to be acceptable:

The distance in height between the light gun and heavy guns on the galleon is 7m and its about the same from the heavy guns to the bottom so it would be more like 15m.

Anyways, I have a piece of code I wrote to calculate the average maximum effective ranges of weapons such as hwacha against different components taking into account their hitbox sizes and the damage falloff of the aoe when the projectiles hit farther away. I'll just run the old and new hwacha with the current heavy(70% jitter) and burst being tested vs the destruction of a heavy gun to find the maximum effective range and leave it here:

average maximum effective ranges-

old hwacha-
burst:246m
buff burst:269m
heavy:515m
buff heavy:565m

current hwacha-
burst:369m
buff burst:403m
heavy:773m
buff heavy:847m

also just for the sake of the proposed burst jitter increase of +30%-
new hwacha with proposed burst rounds: 283m
I semi-like this suggestion, not because of the light flak because I just use heatsink on the light flak and normal when not in range for those 200m of difference. I don't really like it because it is again, addressing an issue with a gun through a change of an ammo type - Which is a wrong way of thinking about it in my opinion.

73
Feedback and Suggestions / Re: version that is not steam integrated
« on: July 29, 2015, 08:42:21 pm »
Well they are working on it actually.... Coming soon to ps4...

Not as a separate version that doesn't require steam to pc though, just ps4. Also, they did say that one of the largest problems was to find a way to make the voice chat be cross-platforms. I am not actually sure if they tackled that problem yet and are just working on unity related problems.

74
Gameplay / Re: Hwacha and Pyramidion Balance?
« on: July 29, 2015, 01:42:25 pm »

Some random heavy clip heavy carronade nerf thread
My suggestion is still to give heavy a 95% spread reduction instead of 100%.

Response
After I ran some calculations it doesn't seem like any change to the way heavy clip jitter reduction works will do the trick. I mean, it might do the trick but it will ruin other weapons that use it.

95% reduced jitter will mean a maximum jitter angle of 0.2 degrees on the heavy carronade when applied heavy -  giving you a maximum spread of 1.5m at maximum range. due to the way that aoe secondary damage type works, and decreases linearly after the point of half the radius, at maximum range, with extreme end cases, you will be doing 86.7% of the damage on average at the center point of impact - which is still able to one shot destroy a heavy gun.

In addition to the still quite devastating damage, the carronade's heavy gun kill radius will be be increased from 2m to about 2.6m on average(so it actually makes it better).

(I am intentionally not talking about balloon killing and only the component destroying - more commonly heavy weapon destroying because only the aoe damage of the carronade, the shatter damage will get affected. Due to a spread at maximum range of 1.5m, any balloon will still be fully vulnerable to it, with slight exceptions with the pyramidion's balloon in various angles, that might cause some armor hits.)

Now for this change to be actually effective in the sense of taking away the carronade's extreme ability to snipe guns and or balloons with heavy clip, one will be forced to decrease jitter by 70-80%.
Right now with the proposed 95%, not only that it doesn't do the trick, it is already starting to ruin the hwacha with heavyclip - you will have 6.25m of spread at maximum range, and with only 7m of aoe radius and the way aoe damage behaves, you are starting to lose quite a bit of damage. Decreasing the spread even more is simply not an option because it will ruin everything that uses heavyclip. Concentrate on the carronade, it is the problem, not the ammo type.

in-game nerf

- Heavy Clip now reduces recoil by 95% (was 100%)

Response
While gatling and banshee are affected by it, they are affected in a very minor way. The only one suffering from the 95% is hwacha, and possibly minotaur which was already harder to shoot but I can't calculate by how much because I don't have the jitter stat for it.

The point is, 95% doesn't do much and in most cases makes the carronades even easier to snipe with. To get an actual effect you will have to drop it even further which in return will make other weapons namely hwacha, minotaur and arguably banshee suffer too, and the nerf is supposed to affect carronades and not other guns which were completely fine before.
That is why going down the road of heavyclip changes is completely senseless and damaging rather than benefiting.

in-game nerf

- Heavy Clip
  -- Reduced jitter reduction to -70% (from -100%)


>>*Facepalm*

75
Feedback and Suggestions / Re: version that is not steam integrated
« on: July 29, 2015, 01:07:01 pm »
Well it died for like 10 minutes, not too big of a deal.
A lot of games do steam only distribution because it is easier and great for marketing. But on the case of goi it wouldn't be possible to not use steam because they use steam services for voice chat. The effort to separate voice chat from steam, just for rare and meaningless cases like those 10 minutes is a large investment of time and money(especially with a small team like Muse.) that could go towards better places.

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