Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TeddyBearMafia

Pages: [1] 2
1
Gameplay / Re: How is a galleon suppose to deal with spin cannon?
« on: May 28, 2015, 10:41:58 pm »
I'm confused as to what ship has the minotaur that you are facing in a galleon, other than another galleon.

A minotaur on a fish is relatively weak, just persist through it and broadside them with some hwachas. One on a spire might be more troublesome, but same deal. TBH the only trouble I've had with a minotaur is on a junker vs. a hwacha/taur galleon broadside. Definitely need more information about the situation to help with strategies.

2
The Pit / Re: Communists in GOIO
« on: February 13, 2015, 02:10:59 am »
ITT: Drama.

In Canadian society the image of the hammer and sickle has no real impact beyond a vague association with Communism and labour rights movements. I am, however, willing to be completely cognizant of the kinds of emotions it might inspire in those who lived under an oppressive regime that used that image as part of its propaganda.

I would have to side with Skies on this one: if we ban the hammer/sickle, we just ban all overtly political and religious symbology from Guns. I, however, really oppose the idea of a witch-hunt on this issue. I would imagine that some who would use that image would have no real conception of its history (keeping in mind that many of GoIO's players were now born after the fall of the iron curtain), and as such I feel that polite requests to desist, however tough they may be to stomach, are the right course of action.

All the other arguments in the this thread about Nazis are just tangents, guys. The original point was that a player felt uncomfortable as a result of the use of symbology with a specific historical, spacial, and ideological meaning, and we should ideally respect a request that costs us little to nothing to adhere towards.

3
Guides / Re: How to run away
« on: February 06, 2015, 01:04:31 pm »
Also - remember that you can fly backward as well. This is especially useful if you're flying a Pyramidion as stopping, then turning around, and then re-accelerating in the other direction can waste a lot of time. Get used to flying backwards - it'll keep your guns in arc and save you a bunch of time.

4
General Discussion / Re: GOI Board Game Idea
« on: February 03, 2015, 11:15:03 am »
If there was a geo-card, I'd like it to be a swabbie.
Yes, that card needs to note a complete inability to perform any engineering-esque duties.  ;D

5
Q&A / Re: Hard to get a match
« on: February 03, 2015, 04:24:46 am »
First of all, I would encourage you not to be scared to jump into any match, novice or not, if you are having trouble finding a game otherwise. As long as you are willing to listen and get involved with the teamwork on the ship, you'll likely be fine. GoIO's community can be somewhat daunting to break into, as a number of us have been playing for a long-time, but there are plenty of newer clans and players that still wreck our faces on any given Sunday.

When it comes to looking for a novice match, it would depend heavily on when you are playing - if you're in the off hours, it would be far better to just join a regular match and embrace the imminent chaos even though it'll likely be a little faster paced than a novice match might be. I would say a lot of novices join regular matches - I had one or two tonight playing their first match. Just keep your eyes open and keep asking questions, and it shouldn't take many games for you to get in the hang of things; the ones I encountered did just fine.

Don't feel pressed to join a clan, but do add players that you enjoy playing with and hang around them when you see them online. Some clans, like SAC for instance, are pretty static and slow when it comes to recruitment, while others are very very open and excited to see new faces. That said, no one would likely turn away an eager new face, so don't worry about being rejected despite us being all grumpy on the forums. GoIO truly has one of the best communities of any game I've ever played, and we'd be happy to have you. :)

6
General Discussion / Re: AN OPEN LETTER TO THE SANDSTORM REPUBLIC (SREP)
« on: February 02, 2015, 05:52:46 pm »
I am deeply confused, but... I STAND WITH THE TANK!

7
Q&A / Re: Killing and destroying
« on: February 02, 2015, 04:12:17 pm »
A number of the pilot achievements are similarly poorly worded. When you see the phrasing "while on helm" or (crew), it usually means that your crew can be the ones doing the damage. Others, however, will ask you to destroy 100 parts, which you shall have to do with your ship alone - usually by driving so aggressively that your insurance company IRL gets scared, or through liberal use of tar.

8
Feedback and Suggestions / Re: Experience Gains - Post MM.
« on: February 02, 2015, 04:09:14 pm »
I mean, in that case the problem is the parameters of novice matchmaking, which could be tied to matches played rather than level. The actual speed of leveling would have no real negative impact in that scenario. Still, forcing new players to play novice matches is still something that I think is rather poor design with a small community like ours, however that ends up impacting pub lobby playing at higher levels.

9
Feedback and Suggestions / Re: Experience Gains - Post MM.
« on: February 02, 2015, 03:18:54 pm »
Part of the problem may be the bonus experience from achievements - I have ~ 400 more games than Kamoba, for example, but he has higher rank than me in pilot. A lot of that may be due to the fact that I completed a lot of the easy achievements pre-MM without achieving level 15. Still, though, I'm not sure this is actually a problem. Constant leveling up is good for morale on the part of new players, so I don't see much of a problem with it.

Keep in mind that I've put close to 350 hours into GoIO, and 200+ hours into piloting alone, which is more than I've played Skyrim, GuildWars 2 and Borderlands 2 combined. Yet, I have multiple max level characters in GW2, have finished Skyrim's main quest a number of times, and so on. There are certainly those who have played more, but I'm not yet max level and I can't help but feel that asking players to devote entire weeks worth of time to reach max level is a bit elitist at best - ergo, I think the current leveling speed is probably fine.

And for those who say levels don't matter, they underestimate the influence large numbers have over player's egos. Certainly mine is affected the closer I see my rank creep to 45.

10
General Discussion / Re: GOI Board Game Idea
« on: February 02, 2015, 02:56:05 pm »
I would be so down for this sort of thing. So many opportunities for self-deprecation.

Ex:

Teddy Bear Mafia (Pilot Card)
(image: Me, with my usual excessive cleavage outfit, with Tropo perving on me in the background like he usually does when I'm flying a Galleon.)
Special Abilities:
- Accidental Brilliance: flip a coin, if heads the ship Teddy is on deals x impact damage to an opposing ship of the player's choice, if tails he misses spectacularly and hits a wall.
- If Tropo or Richard LeMoon are on his team, there is a 25% chance upon any maneuver that Teddy will hit them with his ship by accident.
It was all planned...

Hur hur.

OR

Tropo (Engineer Card)
image (Tropo, with his boot heel on the face of yet another prospective SAC swabbie)
Special Abilities:
- Over 9000: Tropo can literally do any role. While he is on a ship without a full crew, all crew slots are considered manned by Tropo.
- Distraction: If anyone at the table begins discussing anything related to Australia, Tropo becomes inactive for one turn. =P
Did I tell you guys about the time that I rammed a squid with a Galleon so hard that it rebounded into its ally and killed them? True story.

OR

Sparklerfish (Gunner Card)
image (Sparkler in a lovely spring green outfit, backed by a set of exploding mines).
Special Abilities
- It was a Munker all along...: While on a junker, any gun can be instantly substituted for a mine launcher in the middle of combat, regardless of the original loadout of the ship.
- KABOOM: Sacrifice 50% Hull Health on the ship Sparkler is on for an instant mine hit on an opposing ship within mine range.
... can we put a mine launcher on that?

11
Feedback and Suggestions / Re: Pyramidion needs more love?
« on: January 27, 2015, 05:37:53 pm »
I actually stole a page from Skies' book the other day and flew a double burst mortar front pyra with two buff engis, and it was shockingly successful due to the massive aoe of the secondary shatter damage on the mortars. So, I think that goes to show that there are plenty of viable builds on the pyramidion, and that is serves quite well as a bruiser ship to protect weaker ships on it's backline.

It's weak enough at the sametime that it gets punished massively for missing a target or positioning poorly due to slow turn and acceleration speeds, that I don't feel it needs a substantial nerf either.

12
General Discussion / Re: Paritan Rumble with 3v3 format
« on: January 26, 2015, 03:58:49 am »
My vote for this as well; wanted it for a long time. Paritan remains my favourite map to pilot on, as it really allows so many opportunities for different play styles. Long open shooting lanes for sniper/spotter teams, mid-range plazas, and tight close misty corners for the brawlers.

Love everything about it.

13
Community Events / Re: Mini-Game Madness
« on: January 07, 2015, 03:05:00 am »
You'll lose people either way. I know I can certainly make it, and the American segments of SAC would more than likely love to join in. As for the Aussies - I'm not sure if Tropo even sleeps, so there's that.

14
Feedback and Suggestions / Re: Huge New Ship And Weapon Suggestion Topic
« on: January 05, 2015, 06:16:11 pm »
Problem with new ships is they have to actually, y'know, do something new without substantially breaking the game system. To use a parallel, it's like when Death Knights were added to WoW, and they completely screwed up the entire tanking metagame because they were immensely better at some things and incredibly worse at others. Adding a completely new asset which is only limited to ONE specific ship (like your Turtle idea) is a poor design decision unless every ship has its own special mechanic. This is to avoid entire strategies hinging on one particular gameplay mechanic and becoming far too shallow.

Thus, there is a limited space for new ships in GoIO in the current system as much as I'd like to see more of them made.

15
Feedback and Suggestions / Re: Heavy Weapon Suggestions
« on: November 27, 2014, 06:51:40 pm »
Seeing as we can set projectiles to have health like mines...

I think that adapting Crafeksterty's idea to be able to lay down some kind of temporary cover with a gun would be a great improvement for ships that could make use of cover while retreating from enemy fire. Still, I think that in any of these cases the mine launcher would still beat it for utility.

I like the idea of some form of heavy utility gun, but it would need to be damn useful in order to beat taking a damage weapon on any ship that isn't a galleon.

Pages: [1] 2