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Messages - Subarco

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1
Q&A / Re: Which Tools for Which Ships?
« on: November 12, 2014, 12:49:59 pm »
Has anyone tried tar barrel for the spire and used it successfully?

2
Q&A / Re: How to approach a Galleon
« on: October 27, 2014, 07:10:45 am »
Artemis and Mercury do a fantastic job of disabling the Galleon's gun at a distance. A tactic could be that you keep the galleon's guns and engines on lockdown while giving your ally the time to deal with the galleon's ally. Once the galleon's ally is dealt with, your ally can then help finish the galleon off if you haven;t done so yourself already.

3
There is a notable difference with using the Incendiary mines, I feel. It ends up going below the hinge that you mentioned in your guide.

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Gameplay / Re: Favorite Builds
« on: December 20, 2013, 04:50:47 pm »
A build that I do purely for fun is a triple-Gat + Hwacha Spire. It takes the concept of glass cannon to the extreme. Of course, anything with range will shut this down easily, but the ability to take out enemies in a flash is immensely satisfying.

My usual go-to build is the Mobula with Merc top and the rest all Artemis. The ups and downs of this ship is pretty insane and feels like I'm flying a yo-yo. Also, I love to be able to park the Mob in a area with good range of fire and get a Quadfecta going, whether it's 4 Art shooting at once or 1 Merc and 3 Art.


Ive got news for you buddy.

Drop the third gat. (Front one) and add a mortar.  When you disable with the HWACHA not only do you disable, you also do armor damage. Then add the gats in for the armor break. Kill with mortar.  If on timing, you can fire the hwacha and mortar when the armor is down. Much quicker and kills any ship in one armor down which is pretty quick.

And your mobula build, Place gat mort on the lower decks. Mercury on the top. And artemis on the far sides.     This will ensure you can also brawl. But the enemy is allready withered when approaching.

Yah, I tested it out with two Gats and one Mort, and it's amazing as well. For the Mobula, I just like to be able to get a quadfecta long range going, hence the overkill on the Artemis.

5
Thank you. The Heavy Flak and Lumberjack will torment me less now.

For the mines, you should include distance for Incendiary rounds and Lochnagar rounds.

Also, could you possibly do one for the Hades as well?

6
Gameplay / Re: Favorite Builds
« on: December 19, 2013, 10:23:49 pm »
A build that I do purely for fun is a triple-Gat + Hwacha Spire. It takes the concept of glass cannon to the extreme. Of course, anything with range will shut this down easily, but the ability to take out enemies in a flash is immensely satisfying.

My usual go-to build is the Mobula with Merc top and the rest all Artemis. The ups and downs of this ship is pretty insane and feels like I'm flying a yo-yo. Also, I love to be able to park the Mob in a area with good range of fire and get a Quadfecta going, whether it's 4 Art shooting at once or 1 Merc and 3 Art.

I also love the double-Flak Galleon with either an AI crew or good gunners. My enemies often would ask what happened as their ship dies in one volley after their hull is exposed.

For the Junker, instead of triple Art, I go with triple Flamer with a Merc/Art or Hades/Flak side for range. Enemies die not from the flames, but from the horrid lag spewing out of the Flamers.

A good support ship I like to run is the double Merc Pyramidion. Enemy hull is constantly exposed from range and counters even ships heavy on the Artemis.

7
Q&A / Re: Galleon Load outs
« on: December 13, 2013, 11:10:20 pm »
I'm addicted to Hwacha's so I put them on all 4 of the medium gun slots. Typically the side light gun would be the the gatling gun to strip armor. This is my answer to aggressive Pyramidions with a Gat/Mort setup. The big weakness to this build is range, especially to Artemis and Mercury and great Lumberjack gunners.

Against balloon poppers, I like to do dual heavy carronades on port side with a light gun mortar. The reason for this set-up is for a couple of reasons. One, the heavy carronades have a good upward arc, so if my balloon does get popped, my crew will have a slightly longer window to shoot back. Also, dual heavy carronades are actually very good at stripping armor, which leaves the hull open for the mortar to fire upon. Furthermore, even if the enemy ship drops faster than I can after popping their balloons, the mortar have a great downward arc to finish off the rapidly descending enemy ship.

For long range and if I have an AI crew, I go for dual heavy flak on port side with a mercury on the side. The AI's are actually quite good with shooting the Flak guns at a reasonable range if you are steady with piloting the Galleon. If the enemy is stripped down to armor, depending on the type of ship, the enemy can go down in one volley. Of course, the weakness to this build is that I'll have to rely on the starboard side for close engagements and turning to the correct side even with the Phoenix Claws is a slow affair.

With all builds, I put a flamethrower on the rear light gun. It's an incredibly good gun for stalling time if you get caught with your pants down as it can potentially disable enemy guns and kill enemy balloons.

8
Gameplay / Re: Art meta is boring
« on: December 11, 2013, 04:04:22 pm »
People have posted counters in the other thread. Artemis don;t have a good vertical arc so you take advantage of that by rising above them. If the enemy is at the max sky ceiling, you lower your altitude so that they are also forced to go low in order to shoot you, and when you are close, quickly rise above them. Basically, anything, but charging in a straight line at a wall of Artemis rockets.

9
Gameplay / Re: Spawn system feedback 1.3.4
« on: December 11, 2013, 03:48:42 pm »
To those that say we the party guests never asked for pizza, I feel that's not the case for everybody. For me, it's more of I started to get cravings for pizza (before this patch, I have gradually came to dislike the old spawning system due to quite a few matches in DM decided by lucky spawns), but never outright asked for them. So when the host decided to surprise us with pizza, it's a step in a right direction, and I appreciate the host's efforts in trying to make it into a better party. Now yes, the pizza is cold and missing a few meat toppings, but new pizza's are coming in hot with the bacon and without the odd pineapples, thank you every much.

10
Gameplay / Re: Spawn system feedback 1.3.4
« on: December 11, 2013, 09:03:58 am »
I'll just lay out a common scenario that happened last night when I was playing. I was in a sniping war with two Spires as a Mobula. After a good while, I got outgunned and died. Then I looked at the spawns and saw that I could spawn behind not only the two Spires, but the entire enemy team. My ship consisted of 1 Mercury and 4 Artemi. Result? Two spires almost immediately disabled and killed, and the other two ships weakened enough for my allies to finish off with no trouble. I backed off a little from the spawn, and sure enough the Spires spawned, but with their back towards me. Another quick disable and kill.

Before my initial death, the game was relatively equal in score, but that one spawn really threw off the balance between the teams. I suggest either disabling the ability to spawn in enemy territory entirely or have a longer timer to respawn.

Here's another scenario and common to crazy KoTH type games. Since there are "base" spawns now, often, one team gets a huge lead advantage by having the entire team spawn right next to the point and having all the time in the world to prepare for the enemy team that spawned all the way across the map from the point. The rest of the points may be contested fairly, but that initial spawn gives way too much to the team that spawns nearest to it.

I suggest the initial spawning for crazy KoTH type games to be like be scrambled and random like before this patch so that no team gets such a big advantage at the start.

11
Gameplay / Re: Artemis
« on: November 25, 2013, 03:21:05 pm »
I think a decent counter for a triple Art Junker in a 3v3 is a double Merc Pyra and have the ship be parked just outside of the Artemis's range. The Junker will have a tough time trying to get in range as ships cannot move sideways.

For brawlers, they'll have to rely on tactics and terrain. One example is have a ship be bait, have it go to right forward side of the map where it can easily hide behind terrain if endangered, draw both long range ships' attention as much as possible. The other ship will have to go to the left side of the map, which will be ideally at both enemy ships' rear. Additionally, this other ship can also hug the ground to avoid the chances of being seen and rise up quickly to overwhelm one of the ship. The first ship can join battle when the ambush ship is engaging. Of course, this requires good co-ordination and is a little situational.

12
General Discussion / Re: Question for Pilots
« on: November 18, 2013, 03:24:20 pm »
Just my two cents here. In regards to sniping wars between the two ships, I win far more as a Mobula against a Spire than vice versa. The advantage, I suspect, is something others have pointed, and that is the Spire is a more lovely target to shoot at than the Mobula, thanks to the Spire's large hull frame. Another advantage is superior vertical dodging for the Mobula, which is something the Spire cannot do, again thanks to its tall vertical shape.

The one advantage for the Spire is having a medium gun slot, but it takes a good gunner to use either the Lumberjack or the Flak at extreme ranges. If we're talking about Artemis disables, the Mobula can outdo the Spire in this respect. And medium guns take much longer to repair than light guns do.

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 31, 2013, 11:51:02 am »
I didn't see your edit in time. Even though Muse may listen to us more, but decisions still won;t be based off of anecdotal experiences. All those do is point them towards a particular problem where they'll invest time into investigating it and decide from there.

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 31, 2013, 11:47:38 am »
good feedback guys!  hey I was wondering awkm, can you please post the usage and win % stats for each ship please?  I would really like to see the hard numbers on this.

I'm not sure how much these numbers will actually help. We'll be looking at the entire spread of skilled and unskilled players (with a skewed number of Goldfish and Pyras due to beginner games), ship popularity varies by ship based on ease of use, necessity of a skilled crew, and so forth, and even then we'd still have to account for gun choice, gun placement...and that's still not very accurate, as it's all crew dependent in the end.

It'd be interesting, certainly, but I don't think those numbers are particularly good to work with unless we see some really skewed win rates for certain ships or guns.

from what I understood the use of pyras were so skewed and dominant something "had" to be done.  I just wanted to see the numbers to prove that, and hopefully to keep us informed on decision making moving forward.   I would hate to think that these stats are not recorded and we have been making choices based on our anecdotal experiences.

I trust that Muse as professionals would know enough not to make decisions based solely on anecdotal experiences. Also, I rarely see the developers release such stats to the public.

literally every single Moba does

They may release certain stats, but not all the ones you may be looking for. In any case, I really don't think Muse would make the decision to nerf Gat/Mortar Pyramidion because a few people on the forum said it was everywhere.

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 31, 2013, 11:42:13 am »
good feedback guys!  hey I was wondering awkm, can you please post the usage and win % stats for each ship please?  I would really like to see the hard numbers on this.

I'm not sure how much these numbers will actually help. We'll be looking at the entire spread of skilled and unskilled players (with a skewed number of Goldfish and Pyras due to beginner games), ship popularity varies by ship based on ease of use, necessity of a skilled crew, and so forth, and even then we'd still have to account for gun choice, gun placement...and that's still not very accurate, as it's all crew dependent in the end.

It'd be interesting, certainly, but I don't think those numbers are particularly good to work with unless we see some really skewed win rates for certain ships or guns.

from what I understood the use of pyras were so skewed and dominant something "had" to be done.  I just wanted to see the numbers to prove that, and hopefully to keep us informed on decision making moving forward.   I would hate to think that these stats are not recorded and we have been making choices based on our anecdotal experiences.

I trust that Muse as professionals would know enough not to make decisions based solely on anecdotal experiences. Also, I rarely see the developers release such stats to the public.

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