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Messages - Schwalbe

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1
The Signal Tower / Surprisingly I am not dead. Just not playing GOIO.
« on: February 02, 2019, 06:29:09 pm »
It's been a while. Seems the forum kind of died out, which is a shame. Then again, I don't think many remember this particular brand of crazy asshole writing this post.


I kind of started to stream last April. It's doing fine. Here's my bloody twitch channel.

I usually stream thursday to sunday after 8 PM CET (GMT+1 or Warsaw time). I stream variety of games, mostly prefering older titles - though newer indie games tend to happen quite often (namely FTL: faster Than Light and Darkest Dungeon).

Not much to say, aside from maybe a warning - I haven't changed. I am still this mad asshole without a filter in either language nor humour.

Oh, and maybe some clips to illustrate the shenanigans of mine:

https://clips.twitch.tv/FragileEnticingRutabagaKlappa
https://clips.twitch.tv/SuccessfulCuteYogurtChocolateRain
https://clips.twitch.tv/DelightfulGorgeousPepperKeepo
https://clips.twitch.tv/CrowdedPlainCarabeefVoHiYo
https://clips.twitch.tv/ArtsyColdbloodedBorkGingerPower
https://clips.twitch.tv/TransparentShinyAlfalfaNotATK
https://clips.twitch.tv/DaintySmilingBibimbapDansGame
https://clips.twitch.tv/MoralBlatantHorseRedCoat
https://clips.twitch.tv/AbstemiousApatheticPonyShazBotstix

2
Feedback and Suggestions / Re: Change Buff Hammer to Buff Spray
« on: March 26, 2018, 03:11:40 pm »
Yeah, he probably isn't. Still though, most players most likely are not.

3
Feedback and Suggestions / Re: AI Mapping / Component Prioritization
« on: March 26, 2018, 10:49:02 am »
Well... theoretically... making AI focus more on certain components shouldn't be that much difficult - although this depends on how the calculations are done.

I would probably divide the components into three-four classes, each class would be scored with a weight to a decision making value, and I'd make a presets for prioritizing each class of components over others; an example of the class:

Class VITALS
Vitals 1.0f
Engines 0.8f
Guns 0.5f

So, when focused on vitals (hull + balloon), AI would more likely choose one of the Vitals to Repair, Engines when Engines are much more damaged than Vitals, and Guns when Vitals and Engines are a-ok.


But as I've said - the ease of implementation is very dependable on implemented decision making system.

That being said. I too agree, that yes, Player should be better than AI.

As for the AI having designated Area to cover - I think this would be very challanging to implement in terms of User Interface. Either you would have to have designers create an additional aerial data for each ship that make sense, or you would have to have literally entire team create a Player interface to create such zones at his whim - which would be very difficult to pull off to be UX friendly.
It too, perhaps surprisingly, would depend much on decision making, more specifically - it may actually impair the existing decision making system, cause glitches, so generally a fucking costly bother.

4
Gameplay / Re: Mines
« on: February 06, 2018, 09:12:14 am »
Mines are quite easy to handle. You basically need to figure out which mine launcher model you want to use to aim the damn thing (as in, at level of which part the mine deploys).

What is tricky is figuring out the ranges for respective ammo types, cause they change the range at which the mine deploys.

5
Gameplay / Re: Mines
« on: February 06, 2018, 03:22:02 am »
They seem pretty much useless

Oh my sweet summer child.

6
Feedback and Suggestions / Re: Idea to reduce shrike weakness to disable
« on: February 05, 2018, 07:43:44 am »
If this is the case, I would rather say to go for the verticality buff than blocker. Just not to overdo it.

This way you will make it high risk - high reward glass cannon (at least in terms of getting disabled).

7
Feedback and Suggestions / Re: Idea to reduce shrike weakness to disable
« on: February 04, 2018, 11:07:04 am »
I have no fucking clue, haven't really played for quite some goddamn time. -  __-
It's like I'm having a shitload of work, or something.

8
Feedback and Suggestions / Re: Idea to reduce shrike weakness to disable
« on: February 04, 2018, 08:18:21 am »
...isn't Shrike built like it is by design rather than accident?

It's one of the few trade offs to how fucking ridiculously fast and difficult to hit this ship is if handled correctly.
Also one of the easiest ships to engineer on, safe from the fucking ledge you fall almost every damn time.
Also light + heavy weapon combos, that allow for easy to handle for a pilot kill combos on each side of the ship.
Also it's very easy to handle and position.

Should I really continue?

9
Not from my metal band, just some tunes I've done in Reaper recently as a beginner:

https://soundcloud.com/schwalbe1728

10
Feedback and Suggestions / Re: MKII Mercury
« on: January 26, 2018, 09:49:45 am »
What's even a point in posting stuff you don't plan on introducing nor gathering data on? It's not April fools day.


Being a massive tit I suppose.

11
Feedback and Suggestions / Re: MKII Mercury
« on: January 25, 2018, 08:45:25 am »
Waste of everybody's goddamn time.

Smile.

I have literally no reason to. Bugger off.

12
Feedback and Suggestions / Re: MKII Mercury
« on: January 25, 2018, 05:41:11 am »
...if this ain't serious from the beginning, then why the fuck you even bother making it look like a serious question?

13
The Gallery / Re: GOIA memes
« on: January 18, 2018, 06:46:31 pm »
Dafuq happened to last three posts? Fuckin censorshit or what?

14
Also check your recording devices settings, and perhaps drivers.

Also

I note, with considerable dismay, that the feedback email account no longer works

Wait. What?

15
Feedback and Suggestions / Re: Mount light gun in heavy gun slot.
« on: November 10, 2017, 07:46:31 am »
#AWKMDidEverythingWrong

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