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Messages - Battle Toads

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1
General Discussion / Re: Epic Ship Battles?
« on: November 21, 2014, 06:43:49 pm »
Every match back in 1.1...since then, any match flying a munker in Desert Scrap *Evil grin*

Funny because all of my most fun/intense battles are against munkers

2
Feedback and Suggestions / Re: Balance problem - metamidion
« on: November 19, 2014, 07:48:37 pm »
Carronade/Flamethrower seems to be a more popular build now because it's even easier to pull off.

I 100% agree with this, carro flamer is my main pyra build and I am sure most pyra pilots over level 30 use a similar build more focused on disables for when flying pyra

Metamidion is one of the easiest builds in the game because of its reliance on pure armor/hull DPS. In a head on engagement up close of course pure DPS will win in a game about killing things when no other factors are involved. However, this does not make the metamidion the best ship in the game, just an easy one

I have flown about 2/3 of my matches as pilot on a pyra, and the majority of those were disabler pyras like flamer + carro, so I know what a pyra does well and what it does poorly.

So if you are in a lobby and see a metamidion don't just assume you will lose because there are plenty of anti pyra counters including:
-Sniping (gats have a very limited range, and most maps in the game are viable for sniping)
-Disables (main engie needs to repair hull and engines, so take out their engines and now they are either dead in the water or armorless)
-Balloon Pops (pyra does have a hard balloon to hit, but a good lumberjack/carro gunner can really mess up a meta)
-Double gat mobula simply has more DPS than pyra, although you are weaker in armor if you are smart about positioning and attack from a pyra's blindside, then they will be dead before they can even turn to face you
-Good Piloting (I know its tough to say this is a counter to a build, but any skilled pilot can easily out maneuver a pyra with almost any ship in the game
-Practically every pilot tool in the game (just use hydro to dodge pyras, or tar to disable pyras behind you, kero can let you outrun them if your ship is fast enough

In conclusion metamidion may be very easy to fly, but it has way too many counters for it to be called the best or most OP ship in the game

3
General Discussion / Re: what do you think of the new spotting UI?
« on: November 18, 2014, 07:36:00 am »
I can see a problem of this making sniping too easy because as long as the enemy is spotted, you can know exactly where their components are and snipe them individually even if they are in cloud cover

I am sure this will work well for Co Op, but I think it shouldn't be in skirmish mode

4
Gameplay / Re: The Art of Ramming Theory
« on: November 17, 2014, 11:27:36 pm »
To add to what Sammy said, ramming is very fun and in any match that isn't very competitive I will ram as often as possible. Generally speaking there are times you should never ram, and ramming works best as an offensive weapon when combined with the enemy ship hitting an object like the ground or a rock as well as being pushed by your ram.

Times Not to Ram:
-ramming a galleon 99% of the time
-ramming a squid that has full engine health (squids are squishy but can easily dodge you)
-ramming a mobula that has full balloon health (same thing as squids, mobulas are squishy but can easily dive or climb above you)
-ramming a munker/mine focused build (I hope I don't need to explain why ramming in a mine field is dumb)
-in general using a ram build against a team of all sniper ships is usually a bad idea unless you can be sneaky and trap them in their spawn

Times to Ram (basically any situation where ramming isn't the worst thing you could possibly do)
-when you or your team mate's carro has locked an opponent on the ground/on an object (they will die eventually but ramming will speed things up)
-knocking an enemy's guns off arc, this can work when an enemy is shooting you, but it works best when an enemy is firing on your team mate and does not see you coming (tough to do but it works well sometimes and its affects are more dangerous to your enemy when you either have moonshine or bumpers on, which both prevent your from turning and moonshine will knock your enemy back further)

Essentially I am saying the same thing as sammy, except I enjoy ramming as often as I can (mobula rams OP hax) and I assume that he is a bit less likely to ram with his flying considering he plays comp. and I think the ducks still run with junkers which are not ramming ships (idk for certain though, haven't played with or against Sammy and the Ducks in a while so I might be wrong). Ramming IS SO MUCH FUN but it only works well in certain situations and when combined with certain pilot tools or weapon builds and isn't something that can be used as your main offensive strategy, but mainly as a supplement to what you are already doing.

5
Feedback and Suggestions / Re: Sick and Tired of being Sick and Tired
« on: November 15, 2014, 06:54:51 pm »
In a year of GoI, the closest thing I have had to a major problem was a few crashes after major updates before the Hotfix. This is clearly an issue with your computer and your anti virus program, perhaps this AV program just doesn't want to run GoI in particular, or maybe you or your computer is new to PC gaming.

If this has happened on multiple games, then you need to change some things on your computer. If this has only happened to Guns of Icarus, then something is up considering less than 0.1% of the people who play this game have mentioned this problem

6
Q&A / Re: Evasive Maneuvers
« on: November 11, 2014, 03:34:59 pm »

The spire spear was something I've seen only once, and that spire didn't live too long afterwards. But I still think it was a cool maneuver.


I have seen a ton of people thing Spire Spear actually works, but because the spire's pointy bit does absolutely no additional damage compared to any other ram, you are just left ramming a ship with the weakest and slowest ship in the game which will never work. If you really want to stomp people in the ground, use a pyramidion with a buffed balloon and maybe chute vent

7
Gameplay / Re: Heatsink: Good or Bad?
« on: November 11, 2014, 03:30:02 pm »

Flare-gun, 3 flares - all the better to see you with + 30 stacks biach.

All the better to wait 20 seconds for that damn flare gun to reload

Seriously why does it have such a long reload, it does 10 stacks of fire but that is easily countered by chem or extinguisher as well as the fact that flare is very inaccurate meaning that its DPS is so low it is ridiculous that the gun has such a long reload

8
Q&A / Re: Evasive Maneuvers
« on: November 11, 2014, 03:23:08 pm »

Long-range spire forced into a close range combat, flies up, positions itself above the enemy ship, chute vents down, activate impact bumper, and performs a perfect goomba stomp.

And my trauma, a goldfish positions itself on the aft of a galleon. Galleon harpoon -> moonshine backward rams it for an instakill. The behind of the fat ship scares me to this day.

Sounds cool in theory but I don't think these would be effective in an actual match.

Almost every time someone ends up behind me I just pop off a second or two's worth of tar, enough to disable an entire ship if it is timed right. Also full speed backwards to go behind an enemy astern of you work really well too, considering you have just switched positions and are now behind them

9
Nothing better than joining a lobby with 3 seconds left in countdown and it goes by so fast you can't leave, so you are stuck with that derpy close range Mobula build you used the night before on a giant map like Dunes and your crew is all under level 4 and have no idea what end of a spanner to hold, let alone how to navigate the labyrinth known as the Mobula's hallways

10
Gameplay / Re: Heatsink: Good or Bad?
« on: November 10, 2014, 10:35:32 pm »
Well just reading the first post on this thread, if you are an engie heatsink is useless because you can just use chem spray to prevent fire stacks on guns. In terms of fire fighting it is often used by gunners using heavy guns to prevent major fire stacks, aswell as lowering arming time to make it easier to shoot close range shots

Heatsink is definitely not useless to engineers!  It decreases projectile speed, which is helpful for weapons with arming time, and gives you hella shots because it increases your clip more than any other ammo type.

Those effects of heatsink though are secondary to its main job as a "firefighter" which can be replaced by a chem spray because if the gun is close enough for you to use regularly in a match, then its close enough to chem spray. Also as engie I never see people bring only heatsink as their one ammo, I see it with gunners because gunners have no extinguishes and it helps with shooting close range on weapons with arming time, but it doesn't seem to do something that greased or incid can't in terms of secondary effects

11
General Discussion / Re: Top pilots
« on: November 10, 2014, 10:30:32 pm »
@ Battle Toads gotta love sarcasm on the internetz.


If you are referring to dementio's comment being sarcasm, reading it back again that does make it seem a little sarcastic but I have seen a lot of people who don't like to fly the pyra or can't. Its a good ship but its easy to not love when you value maneuverability, heavy guns or long/short range versatility, which the pyra lacks in some regards

12
Gameplay / Re: Heatsink: Good or Bad?
« on: November 10, 2014, 10:26:17 pm »
Well just reading the first post on this thread, if you are an engie heatsink is useless because you can just use chem spray to prevent fire stacks on guns. In terms of fire fighting it is often used by gunners using heavy guns to prevent major fire stacks, aswell as lowering arming time to make it easier to shoot close range shots

13
General Discussion / Re: Lots of Disconnects
« on: November 10, 2014, 10:22:28 pm »
Funny joke you got here. In all seriousness this is a major issue in a lot of aspects for how new players see this game, this is probably one of the hardest games to start playing and there isn't much done to prevent new players from rage quitting and ensuring they don't quit playing the game because they don't like losing

With the new matchmaking system players with an hour or two of game time end up playing against players with over 600 hours in the game. Its bad for veterans who always end up in unfair lobbies and it ensures that maybe half the people who buy the game will quit playing before they reach 24 hours of game time. This game also struggles to teach players how to play the game in a way not entirely made out of textbox tutorials, which I am certain most new players will skip because no one wants to sit and read a bunch of textboxes on how to shoot a gun.

Although the problem of leaving matches is a tough one to deal with, if I was crewing on a ship of 4 people and suddenly the pilot and another crew member leaves, chances are I won't stay whether I have been playing for years or I just got the game. Its hard to discourage quitting when there is no penalty for it, if there was a penalty that either cut the amount of xp you get for the next 10 matches in half if you leave 3 matches in a row, or maybe go as far as preventing people from playing for anywhere from 10 minutes to an hour for leaving too many matches in a row.

Or maybe we could just increase the level requirements to graduate novice and prioritize novices to almost always play with novices, if we have 1000 people playing at once and I am sure 400 or so are novices, why don't we just ensure they all play together so they learn how to play before being thrown into matches with level 45s

14
General Discussion / Re: Top pilots
« on: November 10, 2014, 07:29:39 pm »
Every Pyramidion pilot ever. I just can't get that thing to work and shamefully, secretely admire everybody that does.
Bloody weakest ship in the game...

Is it bad that I am the opposite in admiring everyone who does not fly a pyramidion, that ship is just so simple and powerful. I have flown so many matches with it that I am taking every opportunity to not use it and use something I am not good at

15
The Lounge / Re: That Moment When...
« on: November 10, 2014, 07:25:37 pm »
That Moment When... You get 2 Mobulas on one team with 3 greased rounds gatlings each shooting one target, and then proclaim how gatlings are OP and muse needs to nerf pls

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