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Messages - ATeddyBear

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31
General Discussion / Re: Cogs On the week of easter??
« on: March 30, 2013, 03:12:27 pm »
Heads up. I have spliced the topic out into a new discussion that will be in The Lounge. The discussion went well off of topic as it progressed. It was locked to limited any further degradation. Feel free to continue it in the new post https://gunsoficarus.com/community/forum/index.php/topic,498.new.html.

32
General Discussion / Re: Cogs On the week of easter??
« on: March 30, 2013, 11:54:13 am »
This is locked.

To Masx. While a valid point this issue should of really been brought up a week ago when the date was first posted. Not the day before.

33
Feedback and Suggestions / Re: Board enemy ships?
« on: March 27, 2013, 09:37:52 am »
Muse has said that boarding will never be implemented in the game due to how it would change the focus of the gameplay.

For more information check out this blog post http://gunsoficarus.com/community/blog/about-boarding/

34
Community Events / Re: "The Cogs" Week 2 - Preview
« on: March 26, 2013, 10:53:16 am »
I will most likely be around for this weeks Cogs matches to assist Swallow in setup and management of them. Make sure you have me added on steam and in-game to make communication easier.  Good luck and see you guys this weekend

35
General Discussion / Re: beta dayz
« on: March 21, 2013, 11:52:31 am »
Remember when ships would spawn inside of each other.
Remember when the carronade was the best weapon to destroy ships armor/health with.
Remember when the Heavy(Medium) Flak did as much damage as the howitzer.

36
The Docks / Re: Harpoon Research Division
« on: March 18, 2013, 11:13:36 am »
I'll be looking to do the H.R.D. tonight @ 7:30 PM EST. Bring your ideas and load outs. We will first do a quick private match (if we get 4 players) with just us to discuss ideas and have some harpoon fun. We will most likely play Canyons as that has the widest assortment of testing environments. After that we can have some harpoon fun in public matches. I will be PM'ing you guys my steam id and match password later today.

For those who are intrested, but have not posted yet. Please post today or PM me here on the forums so I can give you the info. Current HRD memebers feel free to invite anyone you feel would be intrested in our work/want to be guinea pigs

37
The Docks / Re: Harpoon Research Division
« on: March 15, 2013, 09:48:25 am »
I noticed something interesting using a Harpoon on my Junker while using Phoenix claw.  I literally threw a ship head long into a wall and it exploded. 
I'm unsure how much of this was situationally caused by the pyramidion that was harpooned relative speed at contact, but my god it worked wonderfully.

It probably worked so well since I believe the junker is the heavier than the Pyrmid. Or at least similar in weight. If you were to try this against a Galleon you would probably have the bizarre harpoon rope clipping through the ship.

First question would be were they traveling in the same directions as you, at you, away from you, etc?

Also. Next week I am going to be looking to do a get together for our first round of testing. If we can get at least 4 people on then we can do a private game with AI crews. I'm usually available during weeknights after 7 pm EST.

38
The Docks / Re: Harpoon Research Division
« on: March 14, 2013, 01:45:15 pm »
Alright here is the first couple of drawings.

The Swing - This is the maneuver I can pull off correctly and consistently. It just involves harpooning the target ship, chute vent and rise. When you chute vent the ship will be pulled forward and down (a bit). Longer the harpoon rope the larger motion you will get. It's designed as a quick way to get in blind spots, but can also be used to fling ships into something if you get lucky.



The Hug - This is my first idea to experiment with. It revolves around flying between two ships (who are decently close). Harpoon both as close together as possible then chute vent or hydrogen to pull them together causing them to crash into each other. Rise/Fall to finish them off with a Mortar or Flak.


39
The Docks / Re: Harpoon Research Division
« on: March 14, 2013, 10:40:16 am »
Welcome to you all! As long as we have 4 pilots then we can at least do some testing with AI. I already have a few ideas I need to draw up and if I get some time at lunch today I'll post up some terrible MS Paint drawings.

In my limited experience the harpoon is not only good for snagging an enemy but also as a  funny means of escape.  with a good head of steam you can use it to slingshot past your target if you don't wish to  remain close after having,  say,  given the business with your goldie's heavy carronade.

I already did some basic testing yesterday in a Squid and found a predictable tactic using this swing method. More drawings later!

one thing I am def curious to see is how the tethering  effect stacks,  if at all,  with  more than one harpoon.

 also,  the harpoon description suggests it does hull damage primarily while the stats say balloon. is it just one or both?

I am assuming this is in regards to the pull? I think it would depend on the timing and position. Ideally if you have two harpoons (like a dual-harpoon Pyrmid) pulling then you would have double the pulling power. But this is why were here. To find out what would happen!

Quote
Fixed that for you.

Count me in.

Hilarity indeed =)

40
The Docks / Harpoon Research Division
« on: March 13, 2013, 03:44:13 pm »
I have always had a fond interest in the mechanics and uses of the Harpoon. I never really had a chance to work with some people to develop more meaningful and interesting uses for it. Hence why I am starting this group.

This group is designed for the research, development, and application of new and useful Harpoon tactics.  Current tactics revolve around using the Harpoon as a way to pull enemy ships closer or limit escape/maneuverability. I believe we can do more and improve our current tactics if we can get an exact understanding of how Harpoons work. Then we can develop more predictable tactics with it. The tactics we develop will be recorded (to the best of our ability) in some form and be available to other players view one of the other forums. 

The HRD is not a clan as we will not participate in competition play (E.G. tournaments) or have anything more official than this post. This group is designed for people who have express interest in Harpoons and flying Harpoon based ships. This group is open to everyone. I discriminate against no one and no commitment or loyalty is needed. This also comes with the understand of when you are flying a H.R.D. ship that you will most likely lose. A lot. On the other hand though. Playing around with Harpoons is a lot of fun! =)

If your interested feel free to reply here and once we have enough interested people I can start setting up times for us to get together and mess around. You can also add me to your in-game or Steam friends list to bug me for some general non-organized harpoon fun.


41
The Lounge / Re: What did you name your ship and why?
« on: March 13, 2013, 01:53:01 pm »
Squid: We Will Die

Pyrmid: We Will Lose

Junker: Lead Balloon

Spire: Pointy Thing (I'm going to rename this at some point)

Goldfish: Guppy

Galleon: We Won't Win

I like to set reasonable expectations for my crew members.

42
The Lounge / Re: Most Ridiculous Things You've Done
« on: March 12, 2013, 10:05:32 am »
Killing a Galleon with a Ram in a Squid.

Also I have seen Harpoon Squids be very successful. There was one match that I was in my Pyrmid and my teammate said "I'm going doing an all Harpoon Squid". It was Canyons and he keep sneaking around and would harpoon the enemy ship to pull their guns out of range and slam them into the Canyon walls. I would then clean up with the Pyrmid. To my surprise we won!

43
The Lounge / Re: SimCity - GoIO Region
« on: March 11, 2013, 05:27:50 pm »
Thanks for the rundown, that was extremely helpful. One more question, I've been reading on the simcity subreddit that traffic bugs are game breakingly bad currently, is that the case?

I haven't seen any. I have had streets that traffic was getting pretty bad on due to my city increasing in size, but I just hit the Upgrade Roads button. The overlay shows where traffics is the heaviest by putting red over the streets. I just upgraded those roads and everything was fine again.

44
The Lounge / Re: SimCity - GoIO Region
« on: March 11, 2013, 05:01:14 pm »
I've been really on the fence about this game, Teddy can you give us a breakdown of it? Does it work, and is it filled with bugs/glitches?

Sure!

Like with any game your experience may vary from mine. It's just the nature of the beast that is video gaming. Just something to keep in mind.

Lets take it from the top. I ended up buying the game on a Saturday. Well after the launch of the game on Tuesday. So everything ran smoothly. I downloaded the game off of Origin in about 3 hours. The download was split into two. An Origin download of about 355mb which opened a dashboard launcher specific to SimCity which downloaded the rest of the game (It appeared to be about 4 or 5gb). Origin told me 12gb's of space, but the game never exceeded 7gb. It might be a caching allocation or something, but I haven't seen anything yet. Then I proceeded to open the game.

This is were I ran into my first issue and it was that it couldn't find the tutorial map when I hit the Getting Started button. A quick restart of the game solved the issue and I was on my way.  If you have ever played any of The Sims games then the music and some of the styling will be familiar. Mainly the music style, the language all the tiny little sims speak and the currency (Simoleans?). The tutorial does a good job of explaining the basic mechanics of the game, but the game should be familiar to anyone who has played the previous games. Build roads, adjust taxes, make sure your city doesn't explode. But with SimCity the amount of depth and detail has been greatly expanded. This is also most likely the reason that city areas are smaller then previous game. Smaller area, but a lot more going on in the city to manage. Sewers, electric, traffic, water, ground pollution, air pollution, happiness, crime, fires, injury, death, etc. This is just some of the thing that need to be managed. Everything has its own graph to display where things can go wrong and a lot of things interact with each other which leads to some interesting situations.

As an example from before. I chose to start in an area that had coal and ore deposits that would be ripe for a mining town. I built up the town and was given the option to "specialize" my city in a few things. Specializations allow your city to be really good at something and gives you some specialized buildings to go with it. In my case I had the option of being a mining town. Which unlocked the Coal Mine and the Ore Mine. I dropped down the Coal mine and got it going. My city was booming and everyone was reasonable happy. Resident and Industry zones were in high demand and I was happy to provide. Then the fires started. I thought it was just a couple of random fires, but they kept growing in frequency. I was starting to get suspicious of my citizens and began to investigate. Then It struck me when I clicked on the education overlay for the city. My city was filled of people who had no education. There was no one in my town who could read or add 2 + 2. Apparently due to their lack of an education they lacked the ability to handle stoves and electricity correctly. Resulting in the many fires I was starting to see. And that's what I will be doing tonight is plopping down a couple of schools so my citizens can learn not to leave the stove on. Dumbasses.

A new feature of the series (or I think it is) is the ability to customize certain buildings like the school, garbage dump, coal mine (in my case) and a bunch of other buildings. This allows to expand current buildings too address demand instead of putting up another one. There is a bunch of options. Like my coal mine had the customization options to add in more hoppers for greater output and more garages for delivery trucks (plus a couple of other things) to take it down to my trading post so I can sell it other city's in my region or on the global market.  This is where the region comes in.

Regions are pre-defined maps that have a set amount of city's and great projects. You manage city's one at a time, but you can control multiple (if not all) city's in a region. So for example you could have a city that is mainly focused on tourist attractions and another city that is an industrial city. Your citizens will travel to each of the other city's in the region if they need something. You can also setup trade agreements with other city's. Like you can buy coal from my industrial city to power your coal plant in your tourist city. I don't know much about the region stuff, but that is why I am here trying to recruit some people to do a region. I believe the largest region size is 16 city's if we really wanted to get big.

Anyways. Back to my little mining town. Cities also have advisers, like the previous games in the series, that will tell you what is needed. Citizens will also voice they opinion and some will give you objectives to complete that will net you a small amount of money, if you want to. The little objectives are fun and sometimes can help you unlock things you may have not noticed. One of the things that one of my advisers brought up was that there wasn't any trash collection in my city. I quickly acted and plopped down a garbage dump and proceeded on my way. Then I noticed my dump had no power. Odd I thought since it sits right next to the power plant. I zoomed in on it and this is when I had my second issue. I had to extend a street by the power plant to accommodate the dump, but when I extended my street it ended up creating a new street instead of just extending the one I had. I ended up having to bulldoze the new street and one section of the old street before it would understand I wanted to extend it. It might of been an issue with the slight dip in the terrain or something when attempting to join the streets together. It was fixed and my city could stop sleeping in piles of its own filth.

That's my quick run down of my game play so far. I really haven't tried any of other specializations or larger city sizes as my town is still a town. If your interested I could always do a live stream of me playing some. If you want to add me on Origin my name is ATeddieBear. Make sure to tell me your from the forums.




45
The Lounge / SimCity - GoIO Region
« on: March 11, 2013, 01:33:32 pm »
After consulting some friends of mine about SimCity. I decided to dive head first into the controversy and pick up the game. Not to my surprise the game worked without issue (Fallout: NV worked without issue too for me on launch day. Guess I'm lucky =) ). So after a few hours of building up my city and finding myself satisfied with my decision I came to the realization that I need some friends to play with. I still didn't feel comfortable leaving my city to its own devices. They are after all. A bunch of uneducated coal miners with a knack for starting fires. So I am looking for fellow GoIO players who would be willing to starting a GoIO region in SimCity. So who is up for it?

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