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Messages - Echoez

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61
Feedback and Suggestions / Re: Fireworks after birthday week
« on: November 03, 2013, 09:53:25 pm »
You got my sign.

62
Q&A / Re: A few questions
« on: November 03, 2013, 03:49:36 pm »
Eric seriously needs to stop messing up with the in game description and the release sheets then cause I'm honestly confused, LJ arming time was stated as 300 meters prior t0 1.3 and now HF is stated as 300 in game.

63
Q&A / Re: A few questions
« on: November 03, 2013, 03:09:36 pm »
Heavy flak is 240, lumberjack is an outrageously low 220.

Weird, I'm certain the Heavy Flak's arming was officialy raised to 300 after the monstrous damage buff it got.

Lumberjack was 300 in 1.2 and there was no patch note that said it got changed?..


64
The Pit / Re: Labyrinth + Point Capture
« on: November 03, 2013, 09:55:06 am »
Don't worry, everyone is like this at first, my first thread in this forum was about KotH being pretty harsh as well, it's not as bad you think it is now. Honestly, it's just different so it requires a different mindset than the one you use on a regular DM match. The map is pretty harsh on new players as well due to the lay out and abudance of buildings which realy like dragging you into orbit.

Remember, for whatever reason, never and I repeat, NEVER go inside the globe in the middle, will save you from a lot of headaches.

65
Q&A / Re: A few questions
« on: November 02, 2013, 10:12:34 am »
Guns with arming times like flak cannons, hades and lumberjack lose effectiveness within a certain proximity (around 200M give or take 50M for the guns) due to arming timers. 

If the shot moves slower it will take longer to arrive at target and arm at closer ranges.

I think we should mention the fact that it doesn't have to do with arming range but more with the arming time as well for better understanding.

The projectile simply 'arms' after some set timer, so making it travel slower, will activate that arming timer to close distances.

Exact default arming ranges for now are:

225m for the light Flak

300m for the heavy Flak

300m for the Lumberjack (not sure why it says 220 in game, it's still 300 like in 1.2 isn't it?)

150m for the Hades

66
General Discussion / Re: Question for Pilots
« on: November 01, 2013, 10:34:03 pm »
Well with the latest changes I'm mostly leaning towards playing the Junker the most aaaand the Mobula is still the ship I almost never fly.

67
Gameplay / Re: Firing mechanism and damage explanation
« on: November 01, 2013, 07:52:16 pm »
Wait people realy didn't know of this?

68
General Discussion / Re: Choose your weapon...
« on: November 01, 2013, 01:19:02 pm »
I want to be able to shoot a revolver in the air as a victory sign c:

hopefully not straight up :P ... that would only work on a mobula

If my balloon can take 60 Gatling gun bullets and not even lose a quarter of its health, I'm pretty sure it can take a single revolver bullet :P

69
General Discussion / Re: Choose your weapon...
« on: November 01, 2013, 12:48:15 pm »
I want to be able to shoot a revolver in the air as a victory sign c:

70
Feedback and Suggestions / Re: Please Make Gunners Useful
« on: November 01, 2013, 10:48:42 am »
I'd say the penalty is requiring an engineer to peel off from whatever else they're doing (if there's a gunner) or dismounting their own gun (if they're a gungineer) to stand hitting the gun every 20-30 seconds for 10 seconds (don't know the exact figures) is penalty enough. More over, they've sacrificed some rebuilding/repairing power or the ability to extinguish to do this as well. I think there's plenty of penalities there. Sure you can prep a lot of components before engagements and preload ammo but during a fight all these things add up to make a tool that's pretty specific and fraught with danger if you mess your priorities up.

Edit: And yeah, I know you said 'to the gun' but it's all connected.

Umm, if you were a gunner you wouldn't be able to do all of that either, the concept of the Buffgineer on a gun is that he is pretty much a Gunner, and again, he still has more utility when it comes to repairs even if you decided to give away extinguishing power or some repair power (and you still get the buff and extinguisher, while the gunner would only have the wrench.)

You don't waste much time hitting the gun if you do it right. This thread seems pointless to me now though, since the new patch I see gunners, despite the advantages a Buff-gungineer has, as much more useful and practically essential for multi-range ships and many more guns benefit much more from multiple ammo types than just having a gungineer, the flexibility of a gunner is realy starting to shine a lot in contrast to the specialization of the Buff-gungineer.

71
Gameplay / Re: Harpoon gun discussion
« on: November 01, 2013, 08:51:21 am »
Why would a ballista do more damage than a steam/gunpowder propelled harpoon?  The force applied on the current model I think would be greater.

Smollet come on, we aren't talking about the actual real weapon, get your imagination going, it might as well be a steam-powered repeater ballista with about 3-4 rounds per clip so some ammo variety will be available to it instead of the current 1 ammo harpoon that doesn't realy look like it has a punch behind it at all. Think something like a nail gun, could have a bit of Flechette and a bit of Piercing which is not that bad of a damage combination and only used on the current harpoon, could also utilize the rope mechanic at the last round of a clip for example.

72
Gameplay / Re: Harpoon gun discussion
« on: October 31, 2013, 05:50:11 pm »
We do not agree on this.

The harpoon should be a viable weapon in and of itself with some interesting utility added on when they fix the harpoon mechanics. 

I'd imagine the harpoon to be a piercing weapon weaker than the mercury and gattling with shorter than gattling range but the utility of a new and improved harpoon mechanic.  This would make it similar in a way to the carousel which loses out on dps to other explosive finishers but gains the added benefit of pouring on fire stacks.

Ah, I see, then indeed we disagree. I don't want to see this happen unless the harpoon's appearence changes completely to that of a ballista, currently that gun doesn't look like something that should be inflicting contant damage or even be a damage dealer, more like an one use thing. If it gets changed to a light ballista with a rope, I could see this being cool, BUT AUSTHETICS FIRST!

also the drag effect it has should be less and not as strict, I still believe this is right on its way to become an even more annoying form of carronades for inexperienced people which will then in turn cry foul and eventually get it nerfed into the ground :P

73
Gameplay / Re: Harpoon gun discussion
« on: October 31, 2013, 12:53:04 pm »
Moving things with the harpoon doesn't have nearly as much to do with mass as it does with thrust since everything is suspended in air.

Speaking from the perspective and recollection of the former glorious harpoon, it was always good on the front gun of a Junker and rear gun of a Squid and of course excellent on a Galleon.  Should the armor piercing modifier be properly buffed putting one on the front of the Pyra should yield excellent results as it reels you slowly into its mortar with repeated harpoon shots.  It should also be quite good on a mobula, which if you look at the stats, isn't nearly as fragile as people think (though it really does hate rams, vertical acceleration usually makes them a non issue though).

Well, if we are gonna talk physics, air resistance does take mass and profile size into account since into the atmosphere the heavier object will fall faster and/or requires more intial power to move, so it does matter a whole deal here unless GoI uses vacuum physics and I don't know of it.

Of course the Squid would be able to drag the Galleon, but it would take time for that to happen and the Galleon has engines of its own, which are much more powerful than the Squid's and this is all time you spend while they take aim at your rear.

I don't exactly get the Pyra example, are you saying you would use the harpoon as an armor piercer? if that is the case and my answer is simply 'no' that is not possible with the fire rate and the damage it deals and there would be no reason for it to deal any more anyway.

Old harpoon might have been good, but as I posted airlier, realy shows why this gun has issues in general, it restricts horizontal movement and has no counter, plus the only ship that could take real advnatage of it is a Galleon, MAYBE a Junker on its side with a frontal gun that can form a bi-fecta with the other side gun (talking about a new harpoon btw, not the old one, that's as gone as the old Flak is). Anything else would either lose too much firepower or be forced to face the wrong direction due to harpoon physics that force turning.

I'm certain we both agree that the Harpoon should not be a damage dealer, even less an armor shredder.




74
Gameplay / Re: Harpoon gun discussion
« on: October 31, 2013, 12:22:22 pm »
Curious Smollett, since mass is in effect right now, which ship could even use such a gun effectively other than a Galleon?

The Squid is too light to make it work even if you go full speed, Junker is light as well as slow and doesn't like ramming, Pyra will sacrifice too much firepower, Goldfish.. well that doesn't need explaining, Spire/Mobula are way too fragile for them to attach a ship onto themselves. Consider that the enemy ship can also drag you as well.

That is implying that the harpoon will still force you to point the side of which is it on at the enemy, so a harpoon on the side of a Pyra for example would force the Pyra's side towards the enemy ship at all times which would be a massive problem for the ship using it (except of course the heaviest ship in the game!), else I can see it being horribly broken, like, attaching my Blenderfish up your rear without you being able to turn broken.

All in all, I think a buffed harpoon would just be one more thing to make Galleons even more powerful as the usage of such a weapon is of almost no use to any other ship due to design.


75
General Discussion / Re: Choose your weapon...
« on: October 31, 2013, 12:11:51 pm »
If you wanted to capture the ship without damaging it or anything it contains then boarding the ship would be the best way to go about it. If you want the cargo of a ship you can't very well blow it up.

I will blow it up I said! Boarding is for pirates and thieves!

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