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Messages - Devinstater

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1
Feedback and Suggestions / Re: No Novice Gunners.
« on: November 11, 2014, 11:25:52 pm »
Seems like a lot of you missed the point again. Reread the first post. This is mainly about gumming up matchmaking with too many gunners. Matchmaking requires twice as many engineers as gunners to work properly.


But, yes, if I get a <20 match gunner on my ship with all the wrong tools and no communications, I adapt the ship. Right into another lobby.

I think you identified the symptom, not the problem. The symptom is too many gunners. The solution is for gunners to be more appealing to captains to want them on your team.

If the game ran smoothly with one of each class, plus a second of whatever role, then this would be a non issue and matchmaker would be fine.

2
Feedback and Suggestions / Re: Fixed Crew Spots Set by Captain
« on: November 09, 2014, 11:52:17 pm »
As a guy on a gunner kick, I would not mind this. I would gladly wait to find a ship that wants me then get matched to a crew with a gunner already crying at me over the mic to switch to engineer.

3
Feedback and Suggestions / Re: Be an Engineer and Play Faster
« on: November 06, 2014, 12:10:35 am »
I fully support this. I am willing to wait longer if I get to play gunner, instead of being the second gunner and handicapping my team.

4
Gameplay / Re: Why does everyone hate Gunners?
« on: November 04, 2014, 10:04:30 am »
Lordy I seemed to have hit on a sensitive topic.

Hamster taught me how to gun when I first started, hi man.

You guys are right, it is mostly pyramid demons (haha auto correct, I left that in) that want me to switch to engineer. I've been hopping onto ships with longer range guns and people are more receptive to having a gunner.


5
Gameplay / Why does everyone hate Gunners?
« on: November 01, 2014, 11:16:35 pm »
Everytime I get match made the captain tries to force an engineer loadout onto me and then I deal with 5 minutes of theory crafting as to why gunner is useless.

The ship cannot function properly without a captain or an enigneer, is it too much to ask to do the same with the most fun role of GOIO, shooting?

6
The Docks / Re: Ya Like DAGZ? Fly with us then :) "STRAY DAGZ"
« on: July 27, 2014, 12:09:51 am »
Hey,

Had a great time flying with Lord Monster again and he threw me an invite. He was also three sheets to the wind but I would say that's normal.

Let me know if there's any info you need from me, etc.

7
This is exactly what I was looking for, thanks.

8
Feedback and Suggestions / Re: Spyglass improvement
« on: July 25, 2014, 10:57:43 am »
I think more problem is the randomness of the spyglass. Sometimes the ship is ~10m in front of me and I hit the mouse button like crazy for a minute just to see no effect - ship is not marked.

This drives me crazy. If I can see it, I should be able to mark it. Very unreliable.

9
Starting to get pretty into this game. Where can I find current patch videos of competitive play?

Everything I've you-tubed is just people playing around with friends or career streamers.


10
Gameplay / Re: Balance ideas for Pyramidion and Junker
« on: July 22, 2014, 11:01:27 am »
Pyra is definitely easy to use and get everyone on the same page with, even new players. In fact, some of the more popular and effective loadouts are very user friendly.

Additionally, it is the most requested ship when I fly, because you essentially get two gunners - and shooting guns is awesome.

Definitely strong / almost overpowered at lower skill levels, but I've flown with some better crews when my friends aren't on and those and other ships are really good, but harder to use / need gunners that can fire harder to aim weapons.

11
Gameplay / Re: Countering Blender Goldfish
« on: July 14, 2014, 09:18:50 am »
Drogue Chute (I think that's how you spell it?) helps quite a lot, minimizes the speed at which you fall.

Pyramidions are also a pretty good choice to take against them as quite often the carro hits will also hit the hull covering the balloon, forcing 3-4 shots from the carro to be shot before the balloon is taken down; given how long the reload time is you can often kill a fish during that time.

Keeping yourself at long range is often an option as well, artemis/hades/light flak is good. Sticking a merc somewhere can also solve your problems, provided you hit the right component with it.

Heavy Carronades also do poorly in vertical arcs, so being above the level of a blenderfish will do wonders.

That having been said, yeah, on Paritan Blenderfish are ruthless. They're also pretty good on Duel at Dawn, ok on Canyons depending on where the fight takes place, but don't really do as well on Fjords or Dunes.

I am confused by your point about he Heavy Carronades poor vertical arc? They have a very poor down arc but can aim up extremely well. You can avoid it by going underneath the Goldfish, but then you are closer to the ground. If I am missing something please explain.


PS: Glad to see the Fish is finally getting some love.

12
Issue: When viewing a ship or person's loadout, if you double click the BACK button, you hit the EXIT button with your second click.

Solution: Add a click cooldown, a confirmation to leave the room, or move the BACK button.

13
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 28, 2014, 10:59:34 am »
I don't know if Ammo is the solution, but Gunner's need a reason to have at least one needed per ship. Sick of joining a ship and being chirped by my teamates about how much better off we would be if only I was an engineer with the buff tool.

I find choosing gunner is very important when my friend's are not on because it lets your crew-mates know that your intention is to be raining death on the enemy, not to be the main engineer. I.E. if someone else wants to be the main gunner, they will select another ship to join because you have made your intentions obvious. I would like this to be the case AND be optimal.

When I play with my friend he is always a gunner so that when people elect to join my crew they know that he gets the primo gun better they sign up.

Sorry to just whine without offering a solution but I don't know enough about the game to offer one.

14
The Docks / Re: Ya Like DAGZ? Fly with us then :) "STRAY DAGZ"
« on: May 05, 2014, 11:37:25 pm »
I gunned for Lord... Something and Teamed with and against Steph yesterday. These guys are a barrel of laughs.

15
Guides / Re: Gunnery for Dummies v1.3.5
« on: May 05, 2014, 11:34:47 pm »
Thanks for the thorough response. I love it when I get to fire the Banshee.

Where did you get the great graphic with the firing arc info? I had an issue with the Zcarronade being unable to aim down... It would be nice to be able to learn these things so I can alert my captain ahead of time.

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