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Messages - Lochiel

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General Discussion / Re: What's more fun?
« on: December 10, 2014, 03:15:41 pm »
Engineering, hands down. Not only is it the most hectic, but it benefits from a good degree of situational awareness. You have to adapt what you are doing on the fly based on your teammates, your allies, your opponents, and what everyone is actually doing.

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Cargo Hook is for performing a Static Discharge test on newbie captains.

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Gameplay / Re: Ship design pet peeves
« on: December 03, 2014, 04:42:19 pm »
It'd be nice if there was an invisible slope on the outside of the inside railings... so that if you landed outside you could "hop" over the railing.

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General Discussion / Re: *ahem* WHY ISN'T THIS STILL A THING
« on: November 12, 2014, 02:01:56 pm »
I always thought of pilots tools as modifications to the ship itself. The Claw is particular gearing system that links your engines for more wibbly woobly whatever.

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General Discussion / Re: I played with X
« on: November 09, 2014, 09:08:11 pm »
Played with LeonXRoss this morning. He saved my day. Seriously.

Was introducing a friend of mine to GoIO in his TZ, not mine, so my friends list was offline. Which meant that MM gave us level 1-1-1 pilot after lvl 1-1-1 pilot. After an endless parade of trying to convince pilots that a gat/merc pyra wasn't as awesome as it looked, we eventually got a high level captain. Who disconnected right when the match starts. I understand, shit happens. No hate. Next match we get another high level captain; who subscribed to the "verbal abuse is training" school of thought and was unable to grasp that half his crew was new, still needed simple concepts explained to them, and perhaps would perform better if he explained instead of yelled. FYI, in case you didn't know this, mashing the "MAN FORWARD GUNS" audio button over and over again doesn't extend the range of my weapon. Perhaps that doesn't sound that annoying, but I was pretty frayed by the rest of my morning.

I enjoy training new players, but at this point I was done. Instead of exercising teamwork, I had spent a session fighting bad luck and shitty personalities. But my buddy wanted to go for another round.

And we got LeonXRoss, whose competent captaining, pleasant personality and ease of conversation saved my day. We got in a couple of matches before we all had to go, and it was wonderful. I don't remember if we won or loss, I don't care. We worked as a team. The crew taught each other and worked through issues. It was exactly why I play GOIO. Made my day so much better.

As for the MM; I will no longer fly with lvl 1-1-1 pilots. I will quit and play another game if nothing is available. I will not eat shit because Muse allows players who don't know heatsink rounds from a buff hammer to make major, game deciding choices.

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General Discussion / Re: Hiding levels
« on: November 03, 2014, 07:26:51 pm »
Probably the part where it doesn't accomplish what you described?

I'm not advocating hiding or showing levels. I'm pointing out that what they implemented is easily bypassed and thus doesn't change anything.

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General Discussion / Re: Hiding levels
« on: November 03, 2014, 05:40:03 pm »
The fact that you can click a players name and see the "hidden" information kinda defeats the purpose of hiding that information. All you did was place it behind a small amount of effort, and that effort doesn't really serve any purpose gameplay wise.

Either show the levels, or hide it when clicking on someones name.

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General Discussion / Re: What exactly is "hull"...
« on: September 01, 2014, 11:37:15 am »
I try to use structure to refer to the perma, armor to refer to the rebuildable part, and hull to refer to them both.

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Gameplay / Re: Lets Talk Gatling
« on: August 26, 2014, 02:49:09 pm »
I thought they addressed that a few patches back.

I stopped playing around then so I never saw how that worked out. Sounds like it didn't

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General Discussion / Re: Should we report unresponsive players?
« on: August 21, 2014, 02:37:20 pm »
How would this be better than playing a match with the player, and seeing if you'd want to play another round with him on your ship?

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General Discussion / Re: If you were a Game Modder.
« on: August 16, 2014, 03:15:46 pm »
Crazy king would be modded so that points changed after only 1s of capture. Squids and kero are a must, weapons focus would be on damaging enemy engines enough to get a speed advantage.

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General Discussion / Re: LAN Party Support?
« on: November 09, 2013, 05:10:26 pm »
To answer my own question:

I've currently got 8 people playing Guns at the same time on my crappy ComCast internet. No problems at all. I'd say GoI:O is fairly LAN Party compatible.

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Gameplay / Re: Sight Design Discussion
« on: November 01, 2013, 05:31:35 pm »
Not to disagree with Genozide; but to encourage the continuation of the discussion.

The marks on the sights need to correspond to something in game, otherwise their orientation don't matter.

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Gameplay / Re: Sight Design Discussion
« on: November 01, 2013, 12:50:14 pm »
Someone suggested mechanics for changing the angle of the weapon independent of changing the POV; I think that is an unnecessary complication.

I'd be very happy if the markings on the sights corresponded with things like "Max range" "1/2 between Arming range and max range" "Arming range" "1/2 max Range" "1/2 Arming Range". Just take a "test sight" graphic out on the dev firing range, put targets at those ranges, mark the vertical location of the target in the sight picture, and move the markers  to those locations. The gunner will still need to adjust for differences in altitude and lead.

Edit: I'm not a big gunner; I think this would really help on the Hades but I don't think this is a big priority.

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Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 31, 2013, 04:46:25 pm »
I don't think anyone was a good shot with that.

That's the rear half of a sight system for the m203; the front half is the fixed post sight on the rifle. This is relevant because, unlike in a game, the shooters POV doesn't change, they put the front element on the target, and adjust the angle of the weapon so that the rear element matches the (horribly) guessed range.

In game, adjusting the angle of the weapon adjusts the shooters POV, meaning that to line up the shot to the appropriate range the numbers need to be inverted.

I hope that makes sense.

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