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Messages - Chrinus

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1
General Discussion / Re: Alliance medium weapons?
« on: November 24, 2016, 02:14:35 pm »
There was a mention somewhere that they wanted to add some kind of heavy gun for Alliance only. I just hope that they don't make too many weapons that are too broken by design to be rebalanced for Skirmish. E.g. tar mortar. I really want them to be able to repurpose assets for Skirmish in the long run, as that is what I come back to this game for.

I'd have to agree. I see Alliance as a low-stress way to play GoIO and a more forgiving medium for new players to learn the game. Having weapons locked to this mode and not translating into Skirmish will keep potential crew from that mode at the risk of being unfamiliar with what works in that game mode. While fun, we should always be looking to fill all aspects of the game with quality players and by making Alliance and Skirmish be divided by weapons and ships is a step backwards towards making that happen.

As far as medium slot weapons, I feel the restrictions on heavy guns are being looked at incorrectly by many. Introducing strong skill requirements to the heavy cannons rewards both the gunner's skill AND pilot's cooperation and communication between the two. It could also bring that blasted range finder to light for some alternatives to the Lumberjack. For instance, the introduction of medium slot artillery (i.e. Long Tom's, etc). could have a degree indicator and a narrow horizontal arc. Manning the gun you look straight ahead, indicator on the side as your only way to know the angle of the gun, and you need someone to rangefind to deliver an accurate shot (or use your eyes if you're really good) by knowing what arc to fire from. Things like that can bring medium slots to bear a wider range of utility with less restraint based on mechanics, but rather on skill and/or teamwork.

2
Gameplay / Re: Artemis
« on: December 12, 2013, 09:41:52 am »
I'd just like to mention that if we destroy the arcs on this weapon, we throw the Mobula yet again into the same position as the old spire. She needs those defenses to survive long enough as it is. I'm not saying it's a bad idea, but watch how far toned down it goes: if they cant bifect their sides at long range you kill the most competitively viable Mobula build.

3
Feedback and Suggestions / Re: Ability to turn private lobbies public.
« on: December 05, 2013, 10:38:55 am »
While the form crew button alleviates this to some degree, I would really appreciate this option to organize before releasing the match to the public. This should be a thing for sure for exactly the reasons mentioned above. Not to mention the pubbies getting aboard clan ships can learn a lot in a short time while under the command of an experienced crew like that.

4
Gameplay / Re: Artemis
« on: December 05, 2013, 10:10:46 am »
Merc arcs are pretty lousy. Too easy for ships to close on a merc boat before the mercs can do enough dmg. You are also heavily limited with mobility while using them which isn't attractive to pilots. You can thank all the whiners who raged at Muse to get mercs nerfed into the ground.

Funny thing is, that nerf was not a single one of the changes proposed in the merc threads complaining. There was a lot of good discussion going on that could have solved the problem without touching anything about the weapon's handling but that was the route chosen seemingly out of thin air.

5
Gameplay / Re: Artemis
« on: November 25, 2013, 09:45:52 am »
They received a damage buff before the release to make them more viable to actually down a ship, which I do agree with. However, I believe the component modifier is being a pain again, throwing the balance of yet another gun out of tune. We experienced the same issue with mercury spam in the earlier builds. Basically the high component helps strip the armor so that boosted explosive can work its magic. (or in the merc's case the component was the major contributor to the hull damage while it pierced armor)

On the Mobula note, it's difficult to knock that whole ship offline due to how wide the ship is before they can drop that perfect shot to end your artemis spam and keep it down.. The vert is just a bonus :)

6
General Discussion / Re: Question for Pilots
« on: November 10, 2013, 09:18:34 pm »
...depends on the crew, what mood I am in, the map type, and who else is playing.

Absolutely this, but generally left to my own devices I'll go Galleon with proper support over anything else. Strangely enough, I can't stand the Junker really.

7
Gameplay / Re: Sight Design Discussion
« on: November 02, 2013, 10:05:28 am »
Granted, the Typhon is probably the one that needs a new sight...we don't even need a drop sight on it...maybe...since it is a sniping gun...raise the sight over the gun, and perhaps add mills to the cross sights!  It feels off having to aim with a sight that never goes over the target...

I'd honestly like to see that circular grid sight placed within view to be useful (the sight between the gun's barrels). It would let you track momentum both vertically and horizontally if you play with it enough.

8
Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 29, 2013, 12:46:53 pm »
Yes.  Disabling wasn't a big thing before because it was far easier to flat-out kill someone with gat/mortar.  Hopefully these changes will make disabling a more viable and perhaps needed strategy, at least at higher level play anyway.  One thing I'll monitor is time to rebuild guns and guns (since that was made difficult as a way to make disabling more useful) and also offering other guns the ability to disable too like gat/carronade since they have piercing damage.  They might also need some ProjectileExpansion... MAYBE. 

This is only an idea.  Don't freak out yet.

I absolutely love this idea Eric. Though I'd like to see better close range light slot disables... perhaps a second look at the light carronade at some point?

While we're on the light carronade.. why such a big hit to the range? As I said after testing last night "Well, there's no reason to use heavy on this anymore - your range is so close it's not worth losing shots for the accuracy." 375 might be the common ground we're looking for so this weapon maintains the plethora of ammunition types that makes the weapon attractive. The same goes for the heavy carronade: middle ground to not knock additional ammunition out of the frame. Lesmok doesn't extend the effective range of the weapon, plain and simple.

Also the gatling could use a touch more range than where she sits right now; just a bit overnerfed with that change compounded with the others. Overall the dps of the weapon feels about right, it only needs to be able to apply that pressure a touch earlier than current.

I don't know where it happened, but it feels the brawling nerf just went too far finally and the long game has total dominance. Though this brings me back to my original agreement with disabling now being completely viable - let's get some support weapon tweaks and have something really engaging to fly once more! :)

9
General Discussion / Re: On Board Cakes
« on: October 28, 2013, 04:51:11 pm »
I figured we could just have a lovely party featuring Gents and Cakes as we usually do. *sips* A fine day to both our teams, gentlemen.

10
Feedback and Suggestions / Re: Entering a game in countdown
« on: September 08, 2013, 10:18:13 am »
Well, since blocking games in low countdown would likely be a pain to program (and if not cool, let's get on it!), what about a different approach to joining games as a whole?

Just like joining a game in progress, make players have to select their position and role before included in the game? This way you make sure to bring the right class, loadout, and know what you're getting into regardless of any countdown. My twopence on the subject.

11
Gameplay / Re: Rapid Fire - Left Click
« on: September 08, 2013, 10:09:36 am »
If the tools and guns didn't have their own internal cooldowns, I'd call it cheating. Really though, this is just saving your mouse's lifespan. No issue with me here considering you can manually click far faster than the cooldowns of said tools and guns.

12
Gameplay / Re: Ships with the power to kill
« on: September 01, 2013, 03:28:16 pm »
I have to make mention that the cascading effects are quite large to any tweak in weapon specialty and strength, however there's an acceptable medium that we should be making an effort to correct here. Simply throwing perfect case scenarios will provide counter arguments to any idea. What I'd like to see are some proposed ideas to field in a test server and check the effects they actually carry into the game. Some maths or at least an idea of what exact adjustment seems to work well with the game rather than some basic generalizations.

We've already proven health buffs to be ineffective at what they need, why not try some adjustments to piercing and explosive weapons as well as some boosts to the secondary power of disabling weapons to see how both pan out. Really both sides here are targeting the same idea with a different approach. Maybe something new will come to light.

Another proposal I would like to see is the possibility of expanding the light weapon hitboxes to some degree to make them easier to hit (I cant tell you how many times I've fired a merc through a gatling and received no weapon kill), which in turn can make disabling weapons more powerful in the same method you mentioned, Thaago: by extending the engage time for the kill ship by dropping a vital part of the ships loadout and keeping it down.

Anyhow, thought I'd chime in here and try to introduce a different approach to the issue as well. You all have a good day/evening/night, I'll be around tomorrow to check the thread again.

13
The Lounge / Re: Introducing the new CAs!
« on: August 12, 2013, 05:34:43 pm »
Last post in July.. awesome :P

Well, I'm Chrinus if you didn't notice by now. I've met most if not all of you in game already and look forward to continuing my service to the grand community of Guns of Icarus Online. Some of the best people I've ever known have been found here and I intend to uphold our traditions and nurturing nature of this community till the last Whale falls.

I play on and off at various hours of the day and often through long periods. I work with the US training group already and do one on one training with many new players; often bringing them aboard with other experienced players to steer them the right direction. The way I see it, if they're willing to learn, I'm willing to teach. So, without further delay, here goes that pledge to our overlords.

I Chrinus, before the presence of the Holy Whale of the skies, do hereby declare my unwavering faith, fealty and service to the community of Icarus.
I pledge to follow the orders of all Muse staff appointed over me, and field all the questions, great and small, difficult or annoying, addressed to me be they by the person, or the mob.
I will keep myself mentally sane, reasonably sober and regularly available as is necessitated by the Community Ambassador agreements and forms to which I have pledged my unconditional adherence. 
So say we all.

I will see you gentlemen in the skies! o7

14
Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 31, 2013, 10:13:54 am »
I think that's where the issue lies Zenark. It's not the single Merc but the multi-merc loadouts, especially over two ships, that cause these issues with the gun. A single merc on you is quite manageable though you may take some hull damage here and there, it's often negligible. However, due to there being no mainstream alternatives due to competitive viability, this gun usually appears in pairs and sometimes across two ships.

You'll see some people here and there run Merc/Arty but usually realize they benefit more by bringing their 2nd merc, and that should not be the case - where a piercing weapon outclasses a weapon with explosive on the hull.. even if it's the secondary damage. If we want to balance this gun up, I would suggest looking more towards finding a way to make this gun need a complimenting pair the same as brawling needs a gat/flak or gat/mortar. Merc/Merc should be classified the same as Gat/Gat, etc. Knocking its permahull damage down a notch is absolutely a step in the right direction to help push explosive compliments on the merc side of a ship.

15
Community Events / Re: Training Day
« on: July 23, 2013, 12:23:25 pm »
If my application for exemption cleared, I should be around to help out Kyren.

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