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 - Mannson

Pages: [1] 2
1
Feedback and Suggestions / Re: I had a dream... about a shovel...
« on: November 08, 2015, 12:46:25 am »
I remember once writing outloud of some way of cooldown reducing acts/tools. Mainly they revolved around using wrench, mallet and spanner at different time. Like, first you hit with mallet to reduce the repair CD a bit, then you hit it other two tools.. ANd so forth. But naah.

But how about a welding torch or somekind? You hold down the whacking button and you begin welding on the component, slowly reducing the repair CD. So, in its downside of faster repairing, it'd tie up an engi and prevent from the usual routes, but the CD reduction probably has to be good enough to warrant such a case.
Perhaps even other people can't interact with a component during welding?

That welding tool could be expanded to non-CD triggering repair/rebuild tool that is outmatched by the "specialized" tools, but can be used for topping up component health from minor damage or make it more suspectible on catching fire when shot at with fire stuff?

2
Feedback and Suggestions / Re: Buff Hammer Evolves into...
« on: November 08, 2015, 12:31:12 am »
I support the grease gun evolution just because.. I could grease up a gun loaded with greased ammunition.

It'd be so slick gunner can't handle it!

3
Gameplay / Re: How good is the Minotaur Heavy cannon?
« on: October 11, 2015, 05:46:10 pm »

Minotaur galleon
My current attempt is lumberjack-Minotaur-l.flak. It is somewhat limited by the need for a good light flak gunner, a good lochnagar lumberjack gunner and a good Minotaur gunner which is not an easy crew to find. When it works however the Minotaur keeps them outside of the lumberjacks arming time and disrupts outflanking and once they drop below you the Minotaur accelerates them downward. If you get all 3 guns on them when grounded they will die very fast. Success has however been limited by the crew requirements and my own mediocrity as a galleon pilot.
I've also been gunner a number of times on a double Minotaur-L.flak/banshee galleon. It can be a very hard ship to attack and can kill reasonably well, it is however utterly useless on large open maps because the target gets pushed out of effective range almost immediately.

I actually tried something similar, but instead l. flak I had hades. The results were surprisingly good. No, it's not a self-sufficient killer ship but its variety ways of either popping balloons, breaking armor and spreading some fire among pushing ships around proved to be quite useful in large skirmishes, 3v3s and 4vs4. The other side had double hwachas for close range or when my crew wanted to saturate a target with rockets. It was fun setup and I'll try it more for sure!
 Took some more piloting than pointing left side, in most hectic scenarios I kept turning about so one broadside could fire while another was reloading. Wouldn't have worked as well if it weren't for the awesome caps on the teams who coordinated their fire.

4
Feedback and Suggestions / Re: Anti noob habit tips on tip box
« on: October 10, 2015, 05:39:28 pm »
So burst is marginally better in a few very specific situations timing wise that can't be predicted beforehand. It might plausibly be worth loading if you have it against a junker or galleon.

Exactly that what makes burst semi-decent load. Though I hear in such situations heatsink is much better, but still.. Majority of cases, use dem greaseds.

No, I am not teaching anyone to use burst even as normal ammo replacement, goodness gracious, no. Each ammo has their places and main guns after all!

Anywho, actual useful tips to mingle with the humorous ones sounds good. Keep 'em coming!

"The ground shares very injurous relationships with flying ships"

5
Feedback and Suggestions / Re: Anti noob habit tips on tip box
« on: October 05, 2015, 02:35:02 pm »
I actually find burst on gat decent. Not good, but decent. Big difference!

"That cooldown is not gonna tick down faster, no matter how many times you hit it with a tool"

6
The Lounge / Re: Greek Myth names for Muse to make silly Weapons
« on: September 30, 2015, 12:34:15 am »
Cratos
 -Cannon that shoots grapeshots/chains, possibly preventing turning of ship/guns depending on the component hit

7
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 25, 2015, 05:33:44 am »
Is it just me or does mino and hades not only have faster projectile speeds, less arc in trajectory and in case of mino, pack bit more punch?

Its just you, or you're just up against people who can use them more effectively now :)

Actually, it was the otherway around, our ships had the minos and hades. I swear, I either recall the arcs and speeds wrong, but to me hades seems to fire non-lesmok ammo like it had lesmoks! And mino just trashes around more.
 Well, guess me and my pals were just bad shots with those guns before... Anywho, not complaining, gonna use those beasts more often nowdays!

8
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 23, 2015, 01:32:19 am »
Is it just me or does mino and hades not only have faster projectile speeds, less arc in trajectory and in case of mino, pack bit more punch?

9
The Lounge / Re: Utility Ammos
« on: September 16, 2015, 02:46:44 am »
Before tesla gun becomes a thing.

Electrified munitions!
-Places special stacks on a component, limiting gun arcs and decreasing Rof and reload rate, severly reduces gun damage. On max stacks, disables component for X seconds. Stacks can be removes with engi tools. Mallet takes alot of stacks, spanner the least and wrench in the middle (Or vice versa), each stack removal action activates cooldown comparable to respectable tool's cd!

Tumbling rounds
-Reduced clip, reduced rof. When hitting a destroyed component, damage spreads out to neighboring components

1. basically an overcomplicated inci (a burning component suffers these symptoms)
2. basically burst.

Basically! Though I did think about having an inverse heatsink clip that causes fire on the gun whenever it's shot with actual direct upgrades to stats, but that'd be stupid because of chemspray.

10
The Lounge / Re: That Moment When...
« on: September 12, 2015, 03:53:39 am »
That moment when..

You manage to outmaneuver 2 galleons as junker for entire match, drawing their fire to safe locations while slowly working their hull down so a squid ally full of flaks gets to sink them.

That match happened months ago, but still a match I remember fondly xD

11
The Lounge / Re: The game you mostly play
« on: September 12, 2015, 03:47:30 am »
Lately, I have been playing Warframe.

C'mon, besides flying airships we all want to be cyber scifi space ninja samurais in skintight suits..

12
The Lounge / Re: Utility Ammos
« on: September 12, 2015, 03:43:50 am »
Before tesla gun becomes a thing.

Electrified munitions!
-Places special stacks on a component, limiting gun arcs and decreasing Rof and reload rate, severly reduces gun damage. On max stacks, disables component for X seconds. Stacks can be removes with engi tools. Mallet takes alot of stacks, spanner the least and wrench in the middle (Or vice versa), each stack removal action activates cooldown comparable to respectable tool's cd!

Tumbling rounds
-Reduced clip, reduced rof. When hitting a destroyed component, damage spreads out to neighboring components


13
Feedback and Suggestions / Re: Idle lobby entertainments
« on: July 17, 2015, 02:34:47 am »
A button that.. rolls 1d6 and announces the result on the match chat? Engage precombat dicerolls, resolving of dual gunnery shennigans, simple to complex games.

14
General Discussion / Re: "Newcomer's" impression of the game
« on: July 15, 2015, 06:07:37 am »
To Pies and Kamoba,
Aand that's why I'm not in the dev team, I'd break the game. Yeah, my idea of loch tweak would be just an OP buff in the end. My other idea is something involving different repair tools shaving off repair CD. As in, repair with mallet, you can shave bit off the CD with spanner or wrench (or only other engi can do that), then there'd be "CD reduction CD" per tool/engi, but once again, it could, would and will break the game.

To Dem Orks
I had to start use that term all thanks to a fight we had in the canyon. I had to tell my crew quickly that whoever shoots first in galleon vs. galleon fight most often wins. So my advice was "Who dakka first, wins the dakka". Not sure if the galleon was of orkish variety or it's ally

.
..
3 minutes later when crew had some time to type, one asked "The **** is dakka?", after brief explanation they got on the jist of my combat doctrine; Dakka first, repair later. Thanks to that match I'm using the word regularly while in game.

What I did forget in the first post is that I am in the position of freely experimenting as I don't have the experience or want to min-max the armor and hull destruction capabilities of my ship. So, here's some of my observations that definately are not most optimal choices, but not too bad either.

Burst ammo in gat
-Unlike charged rounds, this doesn't increase DPS, but keeps the gat firing for longer periods of time. I tend to use this occasionally as I find burst ammo very marginal upgrade to gat, but most importantly it brings longer window of sustained fire or supressive fire if you will. This however means the ship does not rely at the gat for the time being burst rounds are loaded.
Also, I swear.. every 3-4 clips, I believe I have hit two or three components with one bullet due the AoE increase. Must have been a hit to gun's base so AoE was sufficient to graze the hull.

Ramming Mobula and CQC Spire
-While considering squishy, I myself find Mobula almost as sturdy as a galleon, just large target so naturally I had to try a harpoon, gats and scyllas on the machine. It was succesful few games when people weren't expecting to be  bumped by it. Took moonshine and impact bracers to ram effectiely. Fun to play but definately way too easy to counter.
-On same vein, extreme close range spire was fun as well. Loading all the short ranged guns, moonshining close and let the dakka begin requires few things to be semi-succesful: A) Cap leaving the wheel B) Good hits to their guns so they can't return fire C) Lack of alert enemies to help the victim of CQC spire. So, once again.. Superfun

Minogalleon
-Two minos and light flak, with a crew possessing good aim you get to witness hilarious sights of ships bopping and weaving out of control and in the event of armor break, engi gets to put notches in their spanner/mallet/wrench.

Towingsquid
-When I first flew a squid, I decided "Hey, I'll toss a harpoon in the back", my friend was like, "Are you mad?" I thought it was a rhetorical question. So, after spending half of the game to get a clue of its size so I won't hit the scenery. We had fun time with one AI engi hooking galleons with the harpoon.. when their left side was bared to us. Every time.

15
General Discussion / Re: "Newcomer's" impression of the game
« on: July 14, 2015, 08:58:55 am »
On hindsight, this does look more like a review than "thought outloud" post. Well, "Best CoD in the sky, needs moar brown hues though" -11/10 IGN, I guess?

Quote
Also on your note about Lochnagar: Charged ammo holds similar benefits without the damage done to gun, and guns which benefit charged tend to benefit loch. (low clip size etc)

Indeed, one musing I had in my head was if loch did the self-damage proportional to the damage of the gun. Like, shoot merc, flak or any of the heavy hitters, the gun takes heavy damage if not instabreaks, but with gats and flamers, you get to shoot atleast half-clip as each bullet gradually churns away the gun HP?

That might make gat a bit too good, I mean.. my thumb of rule in loadouts is "When in doubt, gat", so such change to loch ammo could make gatling gun capable of stripping every ship's armor without reloading, assuming the target is kept in the gradually decreasing gun arcs.

Pages: [1] 2