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Messages - MacBen

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News and Announcements / Re: Adventure Mode... it's coming .
« on: July 18, 2015, 03:42:37 am »
I'm confused by all the recent news.

I've choosen the the "Adventure Mode DLC/Season Pass- Expected Release 2015"  at http://gunsoficarus.com/store/ roughly one and a half year ago .
Does this mean I have pre-ordered Guns of Icarus Alliance or is that something different ?

2
Gameplay / Re: How do these airships fly?
« on: March 20, 2015, 11:51:42 am »
Devs confirmed multiple times that we are indeed on Earth.

My hypothesis is still that the ships themselves have devices on board (the balloon and hull repair points) that are actually gravitational dampers, so the ships are actually almost neutrally buoyant. The balloons work like a fish swim bladder, and add that little extra buoyancy needed to float.

My complete hypothesis is written down here (hull device) and here (balloon device).

Simple summery: Hull device makes metal almost as light as air, which is why the ships have such massive girders and copious amounts of framework.

 
Or, it could be "Iustus viam ludum opera".

Good Point,
once the "Baloon component" is broken the ship ain't falling like a rock.
More like a ship with a baloon that is way to small for its size :p

So its probably that pipe-thingy engineers keep cursing/praying at,
that keeps the the baloon's content charged with darkdieselmagic / microwavemagnetitism.
...
...
...
Great, now I want a Techpriest at my Junker.  :)

3
How about removing normal ammo or allow people to have 2 active at the same time ?


There is only one helmet, and its a good thing to bring a dedicated pilot with pilotingtools.
With just one of them you are screwed in many situations where you need one of the others.

There is only one baloon/hull  that is damaged/broken/burning and its a good thing to bring a dedicated engineer.
With just one repair tool you are screwed in many situations where you need one of the others.


There are  3-6 Guns on your ship and a fat chance that the right gun for every range/damagetype is ready to fire.
They do perfectly fine with normal ammo.And the other ammo's purpose is to squeeze out up to 10% more damage or
make them opperate out of their comfort zone (reduced arming distance,reduced weapons spread,less projectile drop )
because the proper gun for that situation was broken (+1 engi) or on fire (+1 engi) or already taken by another player.

With just one ammo type you ..... will have to use the normal ammo for half the guns on the ship? or run between guns to be flexible?  ::)


Add the fakt that chem spray (+1 engi) and the buffhammer (+1 engi) stack with ammo buffs ,
but different ammotypes that fill a similar role don't stack with each other;
and it gets hard to see a justification for a dedicated Gunner.

Half the things his addidional ammo does can be done better by additional engineer tools, and the rest has marginal or very situational impact.

But with 2 ammotypes stacking I can see  them on eye level with the engineer tools and a whole new level of flexibility/more ship loadouts that need an gunner.
It will require some fine tuning , but each ammo already comes with a drawback that works as a adjusting screw to give them the edge without making them overpowered.


4
General Discussion / Re: If you were a Game Modder.
« on: June 22, 2014, 10:44:35 am »
biplanes.
small target fast as a squid, armour made of paper, 2 man crew and restricted to 1 gattling gun OR 1 short-range medium weapon with an horrible firearc that deals explosion damage. the air-air torpedo :)
multifunctional engines that works as a baloon and can't be set to 0 or negative acceleration.

that way I could split up a 4man cew from the lobby into 2 airplains in modded games.
adding a more newbie/causal friendy toy that delivers the  flying , shooting and team coordination part of the game but with a lower crew coordination/micromanagment requirement.

Not sure what fraction of a kill they should be woth in a deathmats, but noon said that a mod needs to balanced from the start ^^

5
Yeah, but Guns have a certain role (damage type) in a certain situatione (range) where they shine and everyone can bring the ammo that is the best fit.
Many ships field more guns then gunners(and gungineers) so its often more easy to jump to an unmanned gun more suitable for the new situation
them tweeking  your current gun to work out of its usuall comfort zone.
at least easier then deciding between a buffhammer OR a repairtool for your gun.

I have to agree that something that encourages a dedicated gunner to stay at his gun instead of leaving it in order to buff it or or use another gun would  makes 3 ammo types more desirable.

Not a well thought out Idea,
 but how about some kind of accustoming stacks with a max cap?
The longer you stay at this gun the more you get used to it, improving accuracy and reload speed.

It leaves the Gunner with the Question:
Shall I leave the gun and loose those buff stacks?
With a pilot that keeps me in arc + range & and an engeneer that keeps me buffed + repaired I ,would rather stay to min/max its potential and bring different ammo types to be able to shoot efficient in many situations.

TimeToKill might shring with increased reload speed, but would this be a bad thing since it gives gun-disabling weapons more power (broken weapons loose all stacks) without making the disabled ship's crew feel more helpless/frustrated.


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