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Messages - Wundsalz

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1
General Discussion / Re: Dealing with Salt
« on: July 14, 2015, 07:36:34 pm »
The finest application of salt is the treatment of wounds.

Having shared this wisdom, dealing with occasional (close to) dead weights is part of GoI.
Some ways how I personally cope with it:
- If I feel like teaching, I elaborate what I expect and analyze the match for the problematic player as it goes on to help him improve. Some players improve at a rapid pace under good instruction - which I enjoy as well. Others are a bit slower. My personal rule of thumb: elaborate everything thrice and if they don't seem to improve by then, avoid them.
- If I don't feel like teaching, I play with people who know their shit.
- Having played a couple of thousand matches, I can state getting grumpy almost never gets me anywhere in GoI. So I try to maintain a positive attitude. If I feel it slipping away for whatever reason I usually take a break, avoid the player in question or at least pass the steering wheel to another player.

2
General Discussion / Re: What do you name your ships and why?
« on: May 15, 2015, 01:23:45 pm »
All of my ships have been Dark Tower (Stephen King) references shortly after I've started to pilot. Some of the ships have been renamed later on though.

Junker - Lud: Dark tower reference

Spire - Stomp Stick: Spires are sticks that can be used to pub-stomp. Also Rhinos used to stomp.

Mobula - Metacenter Contempt: The mobula looks like it's Metacentric height should cause it to flip upside down as soon as its balance is slightly disturbed.

Pyramidion - Rambtion: ram+ambition = Rambition.

Squid - Discordia: Dark tower reference... Also the Godness fits the ships playstyle.

Goldfish - Mejis: Dark tower reference

Galleon - Gilead: Dark tower reference

3
General Discussion / Re: Top pilots
« on: May 13, 2015, 05:29:22 am »
Sky Invading Rhinos tremble in fear when they scent The Sky Wolf. Although I've barely played for the past months countless reports about The Sky Wolfs greatness have reached me nonetheless. He must be one extraordinary airship ace.

4
Feedback and Suggestions / Re: Extinguisher Buff
« on: March 26, 2015, 04:05:35 pm »
I think the best change would be to allow ext to be used during cooldowns

It has been like this about 2 years ago and was quite op. It simply prevented fires from becoming a serious threat. Fires need time to stack up and even more time to deal noteworthy damage - more than needed for another tool usage following the mallet whacking in the repair routine.

I think simply reducing the extinguisher cooldown to zero + perhaps adding some additional cool-down time is the way to go. Either way the extinguisher needs some love.

6
Feedback and Suggestions / Re: Remove Flamethrower
« on: February 24, 2015, 12:20:00 am »
While flamers yield devastating results against less experienced players, they don't really pose a threat to experienced crews (flamers are barely ever used in competitive goi matches). The trick is to deal with flamer ships before you slide into a flamer lockdown. Flamer builds generally lack raw damage output and hence can be outgunned before they turn into a serious threat. To pull this off three things need to be done:
1.) chem sprayed hull, balloon (and weapons)
2.) focused and well timed gun fire
3.) if a component is set on fire and gets damaged by another source (e.g. a gatling or carronade) it's usually a futile attempt to extinguish the fires during the engagements. The better call is often to buy some additional time to deal with the ship by malleting the component instead.

That's quite some coordination and team work which is needed to counter a tactic that's as simple as "gunner, point that thing into their general direction and left click!". That's the key problem of the flame-thrower balance. Countering flamers requires an unproportionally high level of coordination.

Overall I think the flamer is balanced horribly right now. It's devastating when fielded against inexperienced crews to a point where some consider to quit playing the game over it. At the same time it's way too unreliable when used against experienced crews - to a degree barely anyone dares to use it as a primary weapon.

7
Feedback and Suggestions / Re: Competitive scene section on GoIOs website
« on: February 12, 2015, 12:38:57 pm »
Based on the progress which has been made during the past three months I doubt that.

8
General Discussion / Re: GOI Board Game Idea
« on: February 03, 2015, 10:43:36 am »
If there was a geo-card, I'd like it to be a swabbie.

9
Gameplay / Re: Anti-Pyramidion Mathematics
« on: January 28, 2015, 02:22:30 am »
And this is about it for now. Read through the calculations. If there are anybody willing, check my math.
Uhm, correct me if I'm wrong, but you haven't presented your calculations, have you?

Thats the question. I havent looked into those books too much because they dont give all the info, and some may even be outdated info.
Can you give an example of outdated Wilson note info, please?

10
Community Events / Re: Cake's Unbirthday Tournament!
« on: January 24, 2015, 04:00:04 pm »
our team is renamed to [RAGF] "Rhinos auf der GeburtstagsFire"

11
Community Events / Re: Cake's Unbirthday Tournament!
« on: January 24, 2015, 02:31:47 pm »
Sky Invading Rhino Ryders will participate after all.
my "friends" are Phelan, Marauder and someone I can hopefully pick up within the next 30min a super secret surprise friend.
Edit: the super secret surprise friend has been determined

12
Gameplay / Re: Need info for Spreadsheet: Weapon + Engine Health
« on: January 24, 2015, 05:16:07 am »
Every individual projectile of a carronade shot has got a separate chance to ignite the component it hits.

Flamethrowers follow an entirely different mechanic than all other weapons as they're currently the only implemented particle weapon.
Personally I think of flamer shots as cylinder with the radius of the AoE radius reaching from the flamers muzzle to the maximum length into the direction the flamer is pointed to. Everything this cylinder touches has got a chance to ignite.

On  a side note: can this thread be moved to the Q&A section?

13
Gameplay / Re: Need info for Spreadsheet: Weapon + Engine Health
« on: January 23, 2015, 08:55:37 am »
Later I'll take Silverst or Ightrll into practice mode and get a count on splash damage till componants destroyed I'll let you know when we do it if you want to join Wundalz. Voodoo you can join too (my steam name is TT Kamoba)

Thanks, but I'll pass. Actually, can't you just calculate it?
Interesting fact regarding AoE damage: 100%secondary damage is dealt in a radius of .5*AoE-radius. from .5*AoE-radius to AoE-radius the secondary damage dealt to the components within the area decays lineary to 20%secondary damage. Source: https://gunsoficarus.com/community/forum/index.php/topic,3461.msg61153.html#msg61153

Also your damage calculation in  the "Calculation page"-sheet is flawed. Ammo damage modifiers and the buff modifier are added, not multiplied. Source: https://gunsoficarus.com/community/forum/index.php/topic,4389.0.html

Another note regarding the document: currently anyone with that links seems to be able to edit it. You probably want to change that.

14
Gameplay / Re: Need info for Spreadsheet: Weapon + Engine Health
« on: January 23, 2015, 08:35:47 am »
Awesome work, Ightrril! the calculation sheet is amazing in particular.

can you elaborate on what "Including Repairs (Very much WIP)" means? Currently selecting tools doesn't do anything.

also I'd really like to see this:
-#of shots to destroy a particular component assuming only splash damage hits

May I link your document in my gunnery guide , Ightrril?

15
Community Guide / More Guides can be found in a different forum section
« on: January 23, 2015, 02:38:22 am »
As muse decided it was a great idea to have two sections for the same thing for reasons I can't comprehend, let me link you to the more active guide section on these forums Classroom -> Guides. And while we're at it, also check out our steam guides!

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