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Messages - Simplex FourOhNine

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General Discussion / Re: Best/Worst parts of Guns of Icarus
« on: October 01, 2014, 04:13:33 pm »
Best : Crazy fun builds in mid/semi-low level matches. Everyone knows what to do but aren't generally caught up in the need to win so you get some awesome funny builds, played pretty well and not another meta game.

Worst : Getting caught up on geometry and having to jump and wiggle out of it. The rear engine on the Goldie and the Squid as a whole seem the worst culprits for this. Naughty Squid and Goldie.

If we're talking the things that aren't fixable by Muse I'd say that also;

Best : Most of the players. The game has an astonishingly good player base for the most part - you guys rock.

Worst : The minority of players. I won't rant about this, everyone sees them around. Ah well. The price for online play, I guess.

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Feedback and Suggestions / Re: Y-Axis love
« on: October 29, 2013, 11:11:51 pm »
Sorry, my bad in explaining - I meant the mounts pointing on the Y-axis. As in, at default position, the heavy mount is pointing directly downwards. Or upwards. I just think it would allow an interesting and possibly amusing ship design. Probably not competitive, but then they don't all have to be - some can just be for fun! :)

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Feedback and Suggestions / Y-Axis love
« on: October 29, 2013, 10:38:56 am »
Hi folks,

Just a thought about ship differences and weapon arcs and the like. What do people think about guns which have their arc on the Y axis? A medium mount pointing straight down/up for instance? Or angled at 45 degrees downwards?

Pretty circumstantial layout I admit, and I'm not sure how much use it would be, but it would be something different. A bomber type layout sort of thing.

Anyhoo, just an idea that occurred so I thought I'd share it.

Cheers,
 - Jon

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Gameplay / Re: 1.3.3 Spire
« on: October 29, 2013, 09:24:58 am »
Greatly confused by this update. As the pilot on the Spire, I'm used to turning occasionally to give the balloon a whack. Logged on last night and jumped straight on the wheel to set off. Turned to whack the balloon a bit later and was very much "What the-? Wait, did someone Steal our Balloon?!?"

Realised the change and adjusted for it now, of course, and am loving the alterations... Just goes to show, you should read the update notes more carefully than just "Ooo, I get a new Hat!"

Loadout is similar to Subarco's; Gats and Hwacha. Thinking of switching out to longer ranged weapons than the gats, though. Maybe Hades? We'll have a play and see tonight :) Need to take it into the sandbox and check what the angling of all the guns has changed to; what can work with what.

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General Discussion / Re: Do you use any custom keybinds?
« on: October 19, 2013, 10:15:17 pm »
Hi Dragonmere,

Nope, nothing so fancy; Windows 7 with a Logitech G9 mouse. Scrolling works fine for what it's already bound to - zoom and, until I changed it, swapping through ammo/tools. Just can't rebind it is all.

NoWuffo, yes similar here - side mouse buttons rather than left and right, but same principle :)  Would prefer scrolling though, just feels more natural for some odd reason.

Ah well, if it doesn't work then it's not a big deal, I just wondered is all. Maybe there's a keybinds file somewhere that I can fiddle with to get around it...

Cheers,
 - Jon

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General Discussion / Re: Do you use any custom keybinds?
« on: October 19, 2013, 02:27:53 pm »
Is there a cunning trick to setting things to the mouse wheel scroll? I tried to set acceleration to the wheel. After clicking on the bind, where it's waiting for input, rotating the wheel doesn't register - clicking the middle button does, but not the ol' wheely scroller...

7
The Docks / Re: Hey there GoI! Do you like Cake?
« on: October 17, 2013, 12:51:42 pm »
Can I play too?!?!?

I'm not a Terrible engineer if you'll have me?  (Though full disclosure; I have a nasty habit of just cackling when components are on fire rather than putting them out... it's Puuurrrrrrdy)

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Q&A / AI Sandbox Captain
« on: October 17, 2013, 11:17:51 am »
Hi folks,

I'm trying to practice gunnery in the Sandbox, but it's kinda hard to fly the ship and shoot at the same time so I'm limited to stationary practice against moving targets. I don't want to practice in actual matches because my aim sucks if I'm on a moving ship and thus I'm just a liability.

Anyway, I'm aware that there's ai captains planned for the adventure mode. Does anyone know when/if these'll make an appearance in the Sandbox so I can improve my dreadful aim while the ship I'm on is turning and mobile?

Cheers,
 - Jon

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Gameplay / Re: Hwacha Tweek
« on: October 16, 2013, 05:28:55 am »
Truth be told, it seemed like there were a fair few different things folks were talking about; the extreme accuracy of Heavy Rounds, Screen shake when firing, and the ineffectiveness of the Hwacha at medium range.

I don't know about the coding side. It's easy enough to do, particularly in Unity, but I don't know about how much lag it may generate. Not much, I suspect, as the objects are already being tracked etc and altering their trajectory shouldn't be too problematic.

It was just a thought, anyhoo. I was trying to come up with something that was a falloff in accuracy rather than the current method.

In other words - Graph Time! (it's a lot like Hammer Time, it even has a similar dance and requires parachute pants.)


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Gameplay / Re: Hwacha Tweek
« on: October 15, 2013, 02:51:10 pm »
Just a thought here, and I dunno how possible it'll be, but it may do something to alleviate the mid-range frustration while still requiring heavy rounds for long range. I could be wrong, of course, I'm just a newbie after all :)

Anyway, jitter is calculated on weapon firing at the moment. So, basically, the gun is fired in a random direction between 0 and maxjitter degrees from where you're aiming.

Rather than having the full jitter angle applied to the shot, why not fire all rockets at 0 degrees and have the jitter applied to the rocket randomly every second through the projectile's path?

So let's say maxjitter is 10 and maximum range takes 11 seconds to reach (It doesn't, I know, but it's demonstrational purposes).

Rocket leaves the gun perfectly on target.

After 1 second, the rocket alters direction between 0 and 1 degrees.

After 2 seconds, the rocket again alters direction, this time between 0 and 2 degrees.

And so on, until at 10 seconds it alters direction between 0 and 10 degrees and then detonates at 11 seconds.

So at short ranges the Hwacha's very accurate - the rockets haven't had time to start wandering off. At maximum range the rockets are pretty much spiralling in crazy directions and won't hit a damn thing. At mid range, the rockets are still pretty much in line but still with a reasonable, useable (without Heavy Rounds) spread.

And, y'know, if they leave smoke trails then it'd look cool to have crazy corkscrewing rockets going across the skies...

Just a thought on perhaps a new way to look at it sort of thing.   :)

 - Jon

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Feedback and Suggestions / Re: No Clans in Newbie matches?
« on: October 14, 2013, 06:43:40 pm »
Sorry, I think I made a fuzzy point there; I have no problem playing against clan members at all. It's good to see an active clan member of low levels.

What I don't really appreciate is having to face off against a well coordinated team who know each other and work together, presumably all communicating across ships. The other side has three ships crewed with people who have never played the game before. Who do you think's going to have fun there? Certainly not the pugs, they're just there as a shooting gallery.

N-Sunderland; I do. However if the first time I'd played it had been that sort of matchup, I don't know if I'd have stuck around - it's a pointless one-sided slaughter.

Anyway, I just wanted to raise a concern. Might be driving new players away to have them utterly beaten and humiliated 5-0 in their first dozen matches. Losing is one thing but being someone's whipping-boy is no fun.

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Feedback and Suggestions / No Clans in Newbie matches?
« on: October 14, 2013, 04:40:55 pm »
Hi folks,

I'm a newbie, still trying to figure out the actual mechanics rather than cunning strategies and the like, and when it's a newbie flagged match with one team of pug's and the other three ships of a well coordinated clan it's pretty disheartening, frustrating, and not much fun...

Maybe once someone is flagged as in a clan, prevent them from joining newbie matches? Something anyway, as it's really not at all new-player friendly in such circumstances.

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