Guns Of Icarus Online
Main => Gameplay => Topic started by: awkm on September 19, 2013, 02:49:16 pm
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BLAM!
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Are there any changes here? Just realised how hard it actually is to fight multiple stacks of fire.
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Are there any changes here? Just realised how hard it actually is to fight multiple stacks of fire.
Or you can go the easy way and not have to deal with them by taking chem spray.
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Hm good idea. Have to try that out on certain ships.
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Was chemspray changed? I don't recall reading anything about it in the Patch notes, but did the fire prevention time go up from 15 to 20? Well even if it got increased by 5s, I still don't believe it would be a viable choice when the extinguisher is next to it.
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It was always 20, and it was always viable :P
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Because of the buff bug fix, buffing the hull now restores armour each time, even if it's already buffed. Putting multiple buff hammers on the hull can render a ship essentially invincible. I think it should be changed so that only a buff on an unbuffed hull add the extra armour, and any buffs made before it runs out only make it last longer.
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Because of the buff bug fix, buffing the hull now restores armour each time, even if it's already buffed. Putting multiple buff hammers on the hull can render a ship essentially invincible. I think it should be changed so that only a buff on an unbuffed hull add the extra armour, and any buffs made before it runs out only make it last longer.
This is actually something that I think should be addressed pretty soon. It could become very problematic.
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I can confirm that. Got that bug several times on a goldy today. Thats just hilarious and should happen.
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I can confirm that. Got that bug several times on a goldy today. Thats just hilarious and should happen.
Part of what worries me is actually the fact that it puts ships like the Goldie at a further disadvantage. The armour buff thing increases in utility the more armour the ship has, meaning that it works best on the already tanky Galleon (which can run a top deck buff perfectly well). It also works quite conveniently for the Junker, and I can't emphasize enough how much that ship didn't need any kind of boost.
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Baloons need to change, i mean it takes forever to repair them.
Rebuilding a baloon takes less pain than repairing it from 1% health. I at some point, killed my baloon with hydrogin so that it could be rebuilded for a greater repair effect.
Speaking of engineering skills.
Engineers really need more skills to choose from. It would be awesome for an engineer tool or a pilot tool to have "Faster running" Running speed increases up 50% or more if thats not enough. It trades off one effective skill but makes an engineer able to multitask like a freak.
Making hull engineers more versitile, and the other engineer would then start choosing a completely different type of engineer, because right now we have a hull engineer and maybe a buff engineer, making a skill to saturate those two from eachother would be a cool think. And helpfull, especially on ships with big travel distance within them. A.I spire,galleon,mobula
There is going to have to be a tool that will make engineers more versitile.
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Making balloons take less time to repair means lowering their health. Doing that makes them more susceptible to being taken down, giving the engi more work to do, meaning that such a change would achieve the opposite of its intended purpose.
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Buffing a damaged balloon is a great way to offset the long repair time if it was dangerously low.
Killing it like you say is a strategic and situational choice (even one that I do). It just adds more dynamic.
Agree with Sunderland here.
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Making balloons take less time to repair means lowering their health. Doing that makes them more susceptible to being taken down, giving the engi more work to do, meaning that such a change would achieve the opposite of its intended purpose.
Reduce health, reduce all damage the bloons take by the same relative ammount, solved.
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Then you just have the same issue? Plus you are forced to change pilot tools.
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Damage <> repairs. Say you decrease bloon health to 1000hp and decrease all the vs bloon modifiers by (wahtever the percentage that drop in hp is) too. Reduce helm tools damage by the same. Mallet can now fully repair bloons in 4 hits and the bloons are as durable as before. No idea what you are talking about Zill.
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I've mentioned this thought to Eric already but I'd thought I'd throw it on the forums to see what everyone thinks about this:
With the addition of a new fire weapon, the increased viability of existing fire weapons and the nerf to gattling resulting in overall longer engagements; does the chem spray need a buff?
Frequently engagements will last beyond 20 seconds making even the most diligently chem sprayed ship erupt into flames in the middle of a fire fight (no pun intended). Should the chem spray duration be extended to 25 seconds or even longer to give engineers a chance to prophylactically protect their vessel (ok that pun might have been intended)?
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so is this when the buff hammer gets nerfed for guns to finally put the 3 engie crew rumour to bed?
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so is this when the buff hammer gets nerfed for guns to finally put the 3 engie crew rumour to bed?
I've often thought this would be a good way to make multiple ammo types more appealing.
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If buff ever did get nerfing, I could see it just applying to the gun damage bonus, ie: less of a % of added damage. I still take gunners regardless.
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I could see it just applying to the gun
I believe that's what I said :)
when the buff hammer gets nerfed for guns
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Sorry for being a touch more detailed than you?
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Just putting it in the context of a discussion Admrl Zill. Maybe it's just old time forum habits but I always quote people I'm discussing with for those that come after in the event there are multiple forks in a topic.
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Making balloons take less time to repair means lowering their health. Doing that makes them more susceptible to being taken down, giving the engi more work to do, meaning that such a change would achieve the opposite of its intended purpose.
Actually, the baloon allready goes down in a few hits from flachette, giving the engi allready too much work to do.
Prebuilding is key but god damn when the baloon is down, it will all transfer over to the hull. And like i said, when my baloon was 1% health it was more worthwhile having it rebuild than to repair from that point of health.
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It appears someone else has been musing over the effectiveness of chem spray since the patch:
https://gunsoficarus.com/community/forum/index.php/topic,2509.new.html#new
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Gonna mention this yet again.
Because of the buff bug fix, buffing the hull now restores armour each time, even if it's already buffed. Putting multiple buff hammers on the hull can render a ship essentially invincible. I think it should be changed so that only a buff on an unbuffed hull add the extra armour, and any buffs made before it runs out only make it last longer.
A couple of days ago I was on Frogger's Junker with a couple of other Ducks, and when we got in a bad situation we decided to see how long we could survive. We were getting rammed into the ground by a blenderfish (so double impact damage, and at a pretty solid weight disadvantage), but the double buff hammers on the hull made it so the armour never even got popped. It was essentially like having three mallets working together (if they could ignore each other's cooldowns).
Once again, this seriously needs a fix.