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Messages - Mandoza

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Gameplay / Re: Spam for captain commands >500 games purposal
« on: February 24, 2015, 10:15:45 pm »
I just want that to be a thing.  So yea...  I'm not gonna follow this...  I may have been over zealus I'm probably going to get on guns and forget about this when I start looking at tumblr.  Let's hope!

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Gameplay / Spam for captain commands >500 games purposal
« on: February 24, 2015, 10:12:32 pm »
I think individuals of games whom have played more then 500 games should be able to send messeges on a more frequent basis...  It is a little difficult when I want to issue 2 orders then 1 more like 2 seconds after.  When I get newcomers on my ship I find myself issuing a lot of commands because most people stand idle when they are inexperienced.  I would really like to see the limit increased.  I don't know how helpful others thinks it is but it reinforces the tasks at hand to the crew it prompts in the heat of battle AND GOD DAMN IT I'M TALKING WITH THE OTHER CAPTAINS!  *Clears Throat*...

I am just throwing out some JOT POINTS,  ROUGH NOTES.  I would really like to see what others have to say about this.  It would be something that would be helpful for captains who know what they are doing to some extent.


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General Discussion / Re: AI Crew MVPs
« on: October 14, 2014, 07:10:39 pm »
I like the one who goes up and down the stairs refusing to repair anything I tell him/her to do and completely ruining my game :)  I mean some games are alright with AI's but I have gotten a bitter taste on a large number of games and it's become the L4D2 AI hate game all over again <3

damn it I don't wanna be healed ellis!!

Also,  I notice this as well

This made me laugh :D

Is it just me or is AI gunner better with repairs than AI engineer? I'm not sure, but I think engineer carries spanner, while gunner carries pipe wrench. I have no idea, I avoid having AI on my crew like a plague.

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The Docks / Re: Captain looking for a team
« on: August 30, 2014, 04:02:50 pm »
As it stands, the only ship in-game that seems to be non-viable for competitive play is the Squid (most other ships can be made to work in certain situations). Junker is actually one of the main-stays of competitive currently. BUT ANY-WHO (back to the main point of your post), Most clans that do competitive can only field one team (though there are a few clans who have multiple teams), and more often than not a team is structured around the captains. So I'm not actually sure how much success you'll have trying to find team to be apart of. What I would recommend is gathering friends of yours together who are also interested in competitive play and forming your own team. When you have a team all set up and ready to go, I'd suggest entering into the Sunday Community Skirmish (SCS) to test your mettle.

I do wish you the best of luck, and hope you have fun \o.

Your probably right although we would have to get a group of people to come play with us...  Maybe I should start a post about that...  Umm...  Hmm...  Maybe I should delete this post somehow...  EDIT: I also replied to the wrong person...  Again somehow.

Edit2: Deleted original quote added new quote.

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The Docks / Re: Captain looking for a team
« on: August 29, 2014, 06:52:31 pm »
I am either 2 captains or 1 captain and 1 engie who has added a complement to offer as my personal skill sets/ship choices to anyone willing to take me(us)(not pickey prefer 4v4 because of control based play but will be another ship for a 2v2 if they have engies to supply)

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The Docks / Re: Captain looking for a team
« on: August 28, 2014, 10:05:13 pm »
My fave ship <3 but needs work EDIT:again on topic

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The Docks / Re: Captain looking for a team
« on: August 28, 2014, 09:31:48 pm »
Well...  Nothing...  Really,  just a community joke more then anything.  Spires are also bad(but I play them) also on topic M8...

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The Docks / Captain looking for a team
« on: August 28, 2014, 08:32:36 pm »
Looking for a clan to do competitive:

My current playtime is 182 hours:  I like playing for fun mostly on the ladder and I really transfer that over into my competitive play.  I complement a team by adding new crazy strategies for tight situations(if anyone ever listened which they don't but thats captain trouble)

Plays:

Interceptor squid
-Front Gat
-Side Banshee
-Back Flame
-Tar

Best use:
Line Breaker
Multi engagements

Spire
Art, Art, Art, manticore :)  (maybe replace one for a merc)
Lumber-mine

Best use:
Spires are bad...well JK
Line Enforcement & Line Breaker
Weapon Disabler
Final shot tactical kills

GoldFish:  Durable weapons platform(support) with fire and barking for harass and tar for the fun goo aftermath ;)
Best uses:  My current gunner/engie/sub pilot(if needed) twistedXmetal a very good at skill shot which makes us a good weapons platform also a really good harassment tactic(again linebreaker)

Gallion:
Left gat Hwat Lumber
Right Car Hwat
Back Flame
Play style line breaker (Usually main weapons but I have been known to rush backwards at something that is weak with a flame thrower)

Pyramidion  I don't play pyra(I might use double merc...)

Mobulas are good but I don't play

Junkers are bad

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Q&A / Re: Out of the novice ranks and wanting to fly Galleon
« on: August 10, 2014, 07:24:08 pm »
I found it's really nice bringing the mallet for the balloon and making top engie bring chem spray it really makes the engie able to go downstairs more now that he's not worrying about the balloon as much also.  The balloon of the galleon has a surprising amount of health and you will find that you have time when pioliting to run over and hit it by the time it's done it's cooldown and do that pretty much forever...  It's better to prevent your engie from waisting time rebuilding when I can keep up the balloon just fine as long as you(I?) get fire support...

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Gameplay / Re: Heavy duty weaponry
« on: July 25, 2014, 12:51:32 am »
a light long range flechette weapon!
Tasty.

Actually, regarding a heavy flamethrower and all of the suggestions of a tar cloud ammo...

What about a firestorm heavy gun? Launch a canister/molotov cocktail. When it either hits something or reaches max range it explodes into the size of a single tar cloud. The cloud creates 3(?) stacks of fire per second on any component inside it, and possibly the shot deals some sort of fun damage if it hits. Say primary damage is impact and secondary (AOE) damage is fire.

Heavy fire weapon that is not just a copy of a flamethrower. :D

This is the most amazing thing!  I think it needs an alternate fire that puts the projectiles into non-detonate mode making it so that the ship gets coated in flamable liquid making it so that when your allies engage they can light up the ship and do more damage <3  I also think that 2 stacks per second and a maybe 15% bigger then a single tar clout would be more my fancy

*Alternate fire should not create a pool in mid air it should get to it's maximum range then fall at a medium speed unless ignited.

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Gameplay / Re: Spire Changes?
« on: July 17, 2014, 01:28:09 am »
I would take the hull and put it up top and give it more armor and a slower time to repair...  I would then make the overall health of the ship less.  The resulting changes would make the top engineer a better gunner for the top guns which would really strengthen the spire.  I really like the idea of having my top gunner on the weapons at all times and being able just to run over and whack the hull with the mallet. Likewise I think that the main engine should get much more health as a result of the engineer being so far away being more of a supplement gunner and repairing the hull the engineer in charge of that will be quite far away(which is in line with making the acceleration faster you would think that the engine would get more HP)

Edit: Im thinking 6.00 acceleration or more. The spire is 3.00. Squid is 5.50.   Pyramideon is 2.50.   Galleon is 2.10.   Junker 4.30.  Mobula 4.25.   Goldfish 3.50
Spire falls right above pyra accel, right under goldfish accel. Junker and Mobula even they with greater stats, armor many things of numbers than the spire have 1.25 more acceleration.

I like the sounds of 6.0 maybe even 6.33(Repeating hahahah<3) but I think even that might overdo it...  I think it might be better if we have closer to a 5.0 rather then a 6.  The spire really does need to get upto speed fast but I don't think that it needs to be that fast...

I also think the baloon based abilities that make you go up and down should do quite a bit less damage on the spire because they are really helpful in escaping a ram from a paramidilion or a barage from a galleon.(but that maybe a whole other can of worms I shant get into even though I want...  I am just going to leave that there.   I in no way think that the spire should have more balloon health...

PS.  I will add to this later it's really unfinished g2g

Also,  PPS  welcome me to the forums <3

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