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Messages - LazerusKI

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1
Gameplay / Re: Shooting down the Galleon
« on: May 15, 2013, 06:01:50 pm »
ok, we know why^^
our gatling gunner and our fourth player (normally engineer or pilot) told me, that they cant hit with the flak.
now that we have our old setup with me on the flak and the regular gatling gunner (yes we run pyra with two gunner, most of the time without problems), it works again.

2
Gameplay / Re: Shooting down the Galleon
« on: May 15, 2013, 03:30:45 pm »
we have equipped our pyra now with gatling and flak with heavy rounds.
a few days ago it worked like a beast, even the galleon was no problem.

but yesterday and today...nothing.
it feels like there is no damage anymore, we can shoot magazine after magazine into them, but nothing...and yes we hit the hull.
was there a broken patch or something?

3
2 engineers 1 gunner...pffff
you can win even if you have a completely weird team.
we won a game yesterday with 2 pilots and 2 gunners, and we got 4 of 5 kills, without loosing a component.

if you have a team that will play all the time together, you wont need a gunner or a pilot.
gunners abilitys are useless if you mount only one gun, and pilots abilitys will only destroy you.
our pilot brings us into position and then he runs around to repair small damages.
i like to play the gunner just because...guns. it can be usefull in random games, but not if you know your crew.
the engineer is just OP right now.

4
so far it worked.
but as i said, i was thinking about a change and hope for some additional passive-advantages for the classes.

5
Feedback and Suggestions / Lock Mouse to the Screen
« on: May 13, 2013, 06:53:26 am »
I have the problem with two monitors.
sometimes if my mouse reaches the corner of my primary monitor while im shooting, the game will minimize and tab to my other screen.
Would be very nice to have the option to lock the mouse to the game-screen.
(if it is there i have not seen it, sry)

6
i think its also situational and ship based.
on our pyra we like to have 2 gunners and 1 engi
while our spire has 2 engi and 1 gunner.

with our pyra i like to switch between longrange (lesmok, heavy) and closerange (burst) ammo.
also with the gunner i can use different guns without disadvantages. if our pyra is loaded with long-range guns on the front and close-range guns on the side, i dont need to use lesmok for the side weapons. i want something to bash the enemy there. with an engineer im fixed to one ammo type. the same goes for random-teams. some ships have a colorfull mix of weapons, if you cant communicate with them, you are forced to adapt to different situations.

but: i have also thought that there should be a passive bonus, engineer should have a better repair skill, gunner should have more damage and the pilot should have more movement, if they are in their specific roles.
i have also thought of switching my gunner to engineer because if our main-tactic goes well, i only need to use one gun with one ammo. Only if the situation changes a second ammo can be nice.

with a passive bonus you can still play a different position with your class (gungineer), but a gunner would be always better in dealing damage. a gunner could repair his own gun (and maybe a system next to him), but the engineer would be better for this.

7
Gameplay / Re: Shooting down the Galleon
« on: May 13, 2013, 02:50:29 am »
our pilot is pretty good in keeping distance^^
what should we take at the lower left slot (next to the flak), something for closerange?

8
Gameplay / Re: Shooting down the Galleon
« on: May 13, 2013, 01:54:33 am »
i think the differnece between Mercury/Artemis and Gatling/Flak is the range.
with our setup we can shoot at a very long distance, thats what we wanted. with Gatling/Flak we are forced into midrange.

Heavy Clip?
in the descriction it says "reduce recoil"
so, recoil = spread?

maybe we should try the spire with heavy flak and mercury later

9
Gameplay / Re: Shooting down the Galleon
« on: May 13, 2013, 01:23:06 am »
what should we use to destroy the hull then?
our ships was meant to sniper, so we took the "HMS This is So Broken" and modified it slightly (it has two mercurys in front)

we tried the flak, but the spread is way to high at distance,
banshees damage is to low if you cant hit with each shot in my opinion.

what would be, if i take the explosive rounds with me, do they count as explosive damage, or is it only increased radius?

10
Gameplay / Shooting down the Galleon
« on: May 13, 2013, 01:04:19 am »
We have a serious problem doing this.
We use the Pyramedion with Mercury (strip Armor) and Artemis (strip Hull) on the front for long range fighting.
but everytime we manage to strip the armor, it takes them only like 2 seconds to repair it...i dont know of this is intended.
we followed a Galleon in one game like 15 or 20 minutes, constantly shooting it.
I dont know exactly how many times i (Artemis) have destroyed his Modules...it was between 50 and 100 times, not to mention my mate on the Mercury. We have have not managed to take it down.

so...a few questions...
is there a list with Hitpoints for the ships?
how does the secondary damage on weapons work, it is always there, or only at a specific range?
Artemis and Mercury both have Shatter as secondary, if the primary damage wont function at long range, this would explain why we can not destroy the galleon...but not why we have no problems with other ships.

11
Gameplay / Re: Heavy piercing weapon
« on: May 12, 2013, 03:35:13 am »
Some sort of dieselpunk rail gun would be awesome.
that one sounds interesting.

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