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Messages - Javrak

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1
The Pit / Re: Three Word Game
« on: March 06, 2014, 07:48:40 pm »
when all was

2
The Pit / Re: The Description Game
« on: March 06, 2014, 07:47:44 pm »
"Blade of Nomeclair" is the pseudo-fan blade used in ship engines to achieve maximum thrust from propeller engines.

dunefilth

3
The Pit / Re: Five Word Story
« on: March 06, 2014, 07:40:19 pm »
so they continued to go

4
Definitely things and stuff, as long as both are shiny.

Edit: Just read Ram's post about trolls, and I asked for more shinies. I am in fear I may be a closet troll. In which case bridges should be safe.

5
The Pit / Re: The Misinformed Game
« on: March 06, 2014, 07:34:02 pm »
It only makes sense when viewed through a mirror, upside down, on days ending in Z.

Wait, what was I going on about?

6
The Pit / Re: Three Word Game
« on: March 06, 2014, 07:29:23 pm »
to count anew

7
The Pit / Re: If the ships were people
« on: March 06, 2014, 07:24:20 pm »
Galleon - Siegfried: Big, slow, packs a punch.
Squid - Taki: Small, maneuverable, tries to stay in your blindspot.
Pyramidion - Maxi: Two weapons constantly attacking you as it always moves forward, favored by the new.
Goldfish - Mitsurugi: Easy to pick up, hard to master, very powerful in the hands of the skilled, easy to counter by the skilled.
Mobula - Asteroth: Easy to take down if you have the drop on it, very powerful if left unchecked. In the right hands can one round you.
Spire - Yoshimitsu: Suicide ship, can kill you quickly, also dies quickly. Highly dangerous in the right hands, not suggested for new players.
Junker - Killik: Can keep you at a distance while killing you, equal parts offensive and defensive, OP in the right hands, still usable by new players.

8
Dev App Testing / Re: Goals and Ramifications of Matchmaking
« on: February 23, 2014, 11:07:23 am »
The most disconcerting issue I see is the inability to join a custom game in progress. A lot of times I hop on, and see what friends are on, if they are currently playing I will try and fill a role in that match, just to hang out and get something going afterwards, sometimes even just spectate(which is also a good way to see how other pilots fly and pickup some pro-tips). After reading the entirety of these postings I see that the idea is to get rid of Match List for performance reasons, I'm not happy about it, but I understand that this is what puts food on the table for Muse and they have crunched numbers to come out with a positive in player retention.

However, both losing Match List and the ability to join custom matches midgame in one shot is a tough pill to swallow. As Tropo stated, we had 6 people in the queue, 4 pilots and 2 engineers, in non-peak hours these people would have to start a custom match in order to play, yet there isn't a social system in place to facilitate this properly, and the match making system doesn't facilitate this either(at least not currently). I understand that this is an outlier situation when considering statistics, but it will still end up being a negative impact when people must sit in the queue for extended periods of time just to fight for the small number of slots available during non-peak hours.
 

9
The Pit / Re: A New Day for GOIO
« on: February 16, 2014, 04:27:29 pm »
Oh wow, my mind, blown.

10
General Discussion / Re: The 1000hr Club
« on: January 19, 2014, 10:38:16 am »
692 in steam, 311 in matches, still a ways off from the 1,000 club, especially since my playtime dropped off a lot recently. Nearly 2000 matches.

11
General Discussion / Re: The Steam Review System & You!
« on: November 26, 2013, 09:12:17 pm »
I wrote one and it defaulted to public.

12
General Discussion / Re: Kickstarter Physical Rewards
« on: November 25, 2013, 10:01:27 pm »
I'm like you, still eagerly awaiting.

13
Gameplay / Re: Idea for new Game type?
« on: November 15, 2013, 12:44:13 am »
The whole time I'm reading this I keep thinking of onslaught mode from UT. Where each side has a main base, with a core that has hitpoints. In order to attack the core you have to control a node connected to the core. Most maps there was more than one way to connect a node, so tactics were key. It was almost like a small game of chess. But once you linked up to their base with nodes, you could damage their core, however this usually led your node undefended, and instead of them pushing out attacks from the base it was usually faster tor recapture the node. Something similar to this in 3v3 or 4v4 could be tons of fun.

Perhaps change it so that there is an electromagnetic shield surrounding a galleon, in order to attack the galleon you need to control the power lines leading to it(perhaps to short it out, or to cut power to it). Once you link the lines and the shield comes down, you can attack the docked galleon, first team to lose their experimental shieldedocked galleon loses.

14
World / Re: Making the infantry of Arashi
« on: July 20, 2013, 03:21:14 am »
Explosive devices hidden in the sand. Sand makes one hell of a mess when it's used as shrapnel. Salt an oasis along the incoming path? Booby-trapped bottlenecks, perhaps boulders, explosives, steam devices? Night raids centered around damaging rations and water only. Cripple their resources for travel, and they will slowly starve. Something to the tune of puncturing water supplies. Greatest weapon in the desert is the desert.

15
The Lounge / Re: The Bragging Thread
« on: July 19, 2013, 10:27:39 pm »
Got the winning kill of a 4-4 match on a squid with a mine launcher. Also, the guys I usually fly with love giving me mortars to shoot, so I guess I'm pretty good on them...HAH! I'm damn good on them =P.

Edit: For clarity, we were on the squid, they were on a mobula, and it wasn't mines I had preset, I was firing in such a manner that they would detonate shortly after arming.

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