1
The Docks / Re: The Falconeers
« on: June 15, 2013, 10:25:14 pm »
Good to have you! Thanks for joining us for the tourney
Log in using the email address and password you selected when registering in-game. Forgot your password?
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.
Well, hoping I'm not stepping on any toes here, but I've started a rudimentary tournament results page. It's very basic right now and I'll try to make it prettier in the upcoming days, but hopefully we can keep it updated
http://gunsoficarusonline.wikia.com/wiki/Tournaments_and_Results
With six shots and a reasonably decent reload speed, it doesn't matter if you miss a few. You'll get it eventually. And when you do... Oh man, the other team is screwed!@ Belcard I do like those changes, but the LJ would still be capable of dumping 1000 more damage on someones head from a mile away. Just pointing that outPlus, it isn't hard to snipe with an LJ.
But it's quite a bit harder to hit the target from that far away, and you're not guaranteed the hit unlike how the weapon is currently being used. Which is barely beyond arming range. Keeping a ship bouncing on the ground so both, if not all, the ship's Engineers are instantly put into damage control mode and the ship is, by any means, worthless.
@ Belcard I do like those changes, but the LJ would still be capable of dumping 1000 more damage on someones head from a mile away. Just pointing that outPlus, it isn't hard to snipe with an LJ.
Once again, I have to ask for you to give better reasoning as to why flammable smoke from the tar barrel should be included. Tar is put into the engines and it makes smog. The simple reasoning that the cloud it is flammable is incorrect, because it is smoky fog. Give an reason why the tar needs to be buffed to include flammability. Everything that I pointed out in that first post, you ignored and gave me the same exact answer that you gave to Zill.
And it seems like you want the fire to spread simply as a punishment for people who don't understand the importance of extinguishing flames... i.e. newer players. From a realistic perspective, since it seems like you enjoy that side of things, the balloon component is a metalic pump sitting on a metal grate suspended away from all other systems- how it could spread is beyond me- unless it spreads via the actual balloon. If it did, then that would mean it ignites everything, because the balloon is directly connected to all edges of the ship, which is where the engines, guns, and hull all touch.
Through all of this discussion, I don't think that I know why you want fire to spread. Why is that?
The OP's reasoning for why tar should be flammable was simply that -Tar is flammable-, so I'm not sure what else to say. When Zill said that tar was strong enough right now, OP replied that 'It'll remove tar effects, but light the thing on fire anyway. That's not really a counterpoint to the argument, in my opinion. Its really strong right now. Making it even more strong would make it an almost uncounterable full disable.
My only other problem off the top of my head is that every system is reachable within a few seconds of running, so... lighting one thing on fire would just light everything else on fire after that X seconds. Engines are all grouped together, same with guns.
The language filter was designed so users could adjust the filtering level or shut it off entirely. Unfortunately, we never got to implement that feature, so we ended up shipping with the one-size-fits-all filter, and the client-side options kept getting pushed to the backburner. We're working on chat systems in general right now, though, and working to get this bumped up in priority. So we hope to have it in soon.Thanks for the reply!
DEAR GOD NO!Well why not? Can you give an explanation as to why not?
The tar in the air is not tar, per-se. Tar is fed with the fuel into the engine, combusted, and ejected, like what happens when your car burns oil and you get that nasty blue cloud. The tar wouldn't just suddenly ignite even if you shot flames into it. It's all already been ignited. So now we can move on from that 'realism' bit about the tar.Ah.. Now that that's mentioned, I understand.
I have one problem with the spreading tbh... How do they decide where it spreads to next? Because if fire spreads the closest things will ALWAYS be the hull. Meaning engineers will have to prioritize extinguishing... Say a rear turret that's on fire because it'll ruin the hull even if the balloon is downI was thinking maybe program it to start a new fire in a vicinity of X amount of meters.
Well don't take it to heart. When we don't suggest anything, it's safe to assume that we are of the opinion that the proposed suggestion isn't ideal.
No offense really, but tar is strong enough already. I do wish it caught fire, but only as a visual effect honestly.
Spreading fire is interesting, and could offset the high number of stacks it takes to disable a gun, but if you give it a higher priority, you lose the effectiveness some by making engies know they can't leave that fire there else it'll spread. And that timer would need some good balancing, else you risk some OP potential with never ending fires hopping to new components.
Why does charging into your own tar cloud to use the shortest range weapon in the game to get a couple extra stacks of fire sound less than ideal to me... >_>I don't know, could you give me more insight? Seriously. I'm tired of the one liners to down everything. I'm getting more constructive criticism in the in-game chats than mods.