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Messages - Puggerugger

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Feedback and Suggestions / Re: 4v4 Deathmatch map
« on: June 30, 2013, 05:36:32 pm »
IN my first 4v4 in a good ship I shet bricks. So fun. A galleon flew over our heads before being immediate followed by our pyrad. We then got our left engine sniped so we went low and into the clouds and emerged beside our attacker, that we then quickly disabled with the manticore and then BOOM the same pyrad from before, out of nowhere, smashed into it and bang, match won.


4v4 man.... I imagine it would be like a SWBF 2 space battle but with 2 times the everything

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Q&A / Re: The Tip Jar, a collection of community tips
« on: June 30, 2013, 05:29:37 pm »
Shatter damage hurts engines and guns, pierce damage hurts armour, explosive hurts permahull and flechette hurts balloons. Fire is good against everything except permahull. Always buff the hull, never buff the balloon.

When playing engie/gunner always bring a spyglass as helm skills are of no use to you. Mark targets when you see them, even in a fight. Take any break in the action you can be it a repair cool down or your gun reloading, this helps everybody, even hull engineers. It especially helps your allies who want to get behind your enemy to surprise them and save your ass.

When using a manticore, unless the target goes out of your arc, don't let go of the trigger.

And remember, never enter a 2v1, unless its a 2v1 in your favor.

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Gameplay / Re: The Manta Ray
« on: June 30, 2013, 03:58:10 pm »
Hello!
 I want to be part of this:
Here my Steam link...
http://steamcommunity.com/id/ Admin edit for privacy -Queso

Thank you!

Wrong thread budy

4
News and Announcements / Re: Come test the new build!
« on: June 30, 2013, 11:03:15 am »
I did my initial steam ID wrong *blush*

http://steamcommunity.com/profiles/76561198089827997/

still wanna partake tho

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Gameplay / Re: Lumberjack Discussion
« on: June 29, 2013, 12:22:46 pm »
Today was the first day I used an LJ outside of practise, me and my captain were both suprised and impressed at howI was able to hit most of the important ones. I even got one really good hit from across a very big distance on a spires balloon.

If anyone is wondering I'm L4 gunner. Seeing as their is a discussion about that over here

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World / Re: The Mercantile Guild
« on: June 29, 2013, 12:19:43 pm »
Ohhhh.


But when you think about it, it would make sense if you played as mercenaries escorting barges and smuggling goods through Arashi lands for trade companies.

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News and Announcements / Re: Come test the new build!
« on: June 28, 2013, 01:37:07 pm »
http://steamcommunity.com/id/puggerugger/

A part of this, I want to be.

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World / Re: The Mercantile Guild
« on: June 27, 2013, 07:55:35 pm »
Judging by the name, is the guild made up entirely of mercenaries?

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Rear-mounted heavy flamer, suddenly you have an extra rocket engine...

Side-mounted heavy flamer, suddenly your boat can strafe...

Actually... that would be pretty damn cool. A really powerful flamer that not only incenderates everything in it's path, but also pushes you in the opposite direction of your aim.

Make a ship with built in turbo engines?

10
Feedback and Suggestions / Re: Static Chaaaaarge!!
« on: June 26, 2013, 02:22:29 pm »
How about this: Building up the charge takes 8 seconds after activation, during this time engine output and weapon firing rate is reduced by... let's say 50% and weapon spread is increased. When you've built up the charge the downside remains but if you come into contact with ANY ship (even friendly) they receive the "Overcharge" condition. When in overcharge the entire ship becomes covered in something that looks like chem spray but is purple and when they are hit by the ship there is a big flash to make it clear they have been rammed. Overcharge reduces engine output by 90%, suspect ability to additional fire charges is increased by 50%, the ship is automatically marked when overcharged and makes all guns unusable. I'd say a fair length would be 2-3 secs so that it's enough time for the rammer to get into a good firing position / make a getaway but it isn't complete bull that allows any ship to come and school the rammed. It could be used for teamwork so that a spire, galleon or goldfish could safely disable it with the good ol' hwatcha.

Oh and if the ship holds the charge for 4 secs after building up a full charge that ship ecomes overcharged for 2-3 secs

Although I don't think this should be a piece of piloting equipment I think it should be a special ship where the one on the helm can press Q or some vacant button and a charge builds up. There would be a gauge to show the charges progress and a thermometer type thing to show how much longer you can hold the charge for. You would be able to press Q again to stop charging it but when it is charge you cannot "discharge" it. You have to pass the hot potato at that point. Also that ship would be immune to receiving overcharge from over ships but instead when rammed by a ship with overcharge ready that ship would get a 50% buff to engine output for 2-3 seconds. Also due to the ships ability it would compensate in all other areas by just being mediocre at everything and having a very basic gun loadout. Like 1 at the front, port and starboard.

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Website and Forum Issues / Anyone else think threads are too dark?
« on: June 25, 2013, 06:11:44 pm »
Whenever I scroll deep into a thread (away from the index), I have to highlight the text to stop my computer from dimming the backlight because the only colours are murky brown (background), greyish white (text) and murky brown with a rust tint (text.) Does anybody else have this issue. It would just be nice to see more colour here

12
Gameplay / Re: The Manta Ray
« on: June 25, 2013, 06:06:55 pm »
Quote
However, having 5 guns all facing in generally the same direction... it's just too tempting to not want to fire all of them at once.

Agreed. Imagine five gatlings at once...

Better yet, imagine Flayed, with four quintuple-gat mantas firing on a single target.

If only.

Imagine if the ship had a gimmick where a couple light guns were fired from one point at the same time. So a guy goes to the lever or whatever and both guns are controlled at once but have the same ammo and all, also their arcs aren't different so it would be like controlling the two guns at the front/the port of a pyrad at the same tme. So there were 2 of these duel light gun stations on the broadside and the other singular light gun on the upper deck. The most brutal gatflak ever :P


So quintuple gat could happen, but really i'm thinking quintuple carronade, or even more brutal, quintuple flares

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Feedback and Suggestions / Re: View player loadouts
« on: June 23, 2013, 11:55:40 am »
"Hey!  Captain, that Galleon on the opposing team has two buffing engineers and no one on board has Heavy Clip for the four Hwachas they have equipped.  How about we target that ship specifically for some easy points?"

Sorry, sounds like a bad idea.  Good in principal, but likely to work against you rather than for you.  And you can't restrict it for crew/Captain to see, because swapping between ships would allow you a sneak peak.

I'd rather see the proposed Ship Lobby make an appearance as quickly as possible.

Yes but imagine there are two teams, one is full and the other is not. Somebody from team A goes over to team B, takes note of team B's loadouts and returns to his team. "Yeah, pretty normal stuff, heavy clip for the gatling guns on that pyrad... oh but they got incendiary rounds, so be ready for that. Also don't get to close the the goldfish's starboard because their engineers have lesmok for the flamer. One guy on the pyrad has a buff so I assume he will go upstairs." So team A now has a general idea of team B's strategy but team B is left in the the dark about team A's. If this game is going to have a see your teams loadout feature you will need to see your enemies to keep it fair, because we all know above scenario would happen.

I'm not proposing this idea for the sake of helping the enemy but helping crews. In the scenario you mentioned, this system would allow for one engie to think "It's probably best if I just got a mallet and spanner since he'll do the buffing." Even if the other engie doesn't communicate. Or for a captain to say "One of you two are going to need to change your loadout, two buffs really aren't needed. Also all of you get some heavy clip, and gunner if you could please get burst rounds for when we're close that would be great, thanks." Because as I said, it will help experienced players teach people who either don't know that their strategy isn't going to work on account of being inexperienced or are too shy to ask. Because someone on their team, or God forbid a kind enemy who doesn't want an easy fight, will hopefully correct them and they learn and they are now better. This in turn is easier learning than embarrassing scenarios later when said new players has there entire team yelling at them.

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Q&A / Re: Best ammo for certain guns
« on: June 22, 2013, 01:51:58 pm »
thanks a bundle

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Q&A / Best ammo for certain guns
« on: June 22, 2013, 01:32:41 pm »
What is best ammo for a light carronade, an artimes and a gatling gun. Preferably only one ammo per gun.

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