Show Posts

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.


Messages - Pickle

Pages: [1] 2 3 ... 39
1
Gameplay / Re: How do these airships fly?
« on: April 07, 2015, 01:05:30 pm »
The magic of aether.
  • Used within the manufacture of a steel alloy it produces fantastical increase in the strength of the material, reducing the required mass of structural components.  Likewise, cultured wood from trees grown in an aether enriched atmosphere is both stronger and lighter than normal wood.
  • Intermixed with Hydrogen it reduces flammability and increases the lift.  It's also easily blended into or extracted from the lift gas by means of an aetheric pump with the correct membrane, allowing full control of rise or descent without ballast and compensating for damage to the gas cells.  It also explains the otherwise unexplainable balloon engine mechanic.

2
After ships? Well, some kind of boarding action would be pretty cool.

Never.  Ever.  See the FAQ.

Customisation has been requested before and would be a very popular addition with players.

3
Website and Forum Issues / Re: not able to reach you by email.
« on: August 22, 2013, 03:59:20 pm »
You've got the email address wrong.  Compare with the one Kyren has posted, you're missing an "s".


Edit, missed that you'd tagged that on the end.

4
Community Guide / Re: Pictures for the guides. (Opinions Needed)
« on: August 22, 2013, 02:46:05 pm »
Light grey (10-15%) non-textured background with black text in an easy reading font.  Up the font size by 2 or 4 points, use a plain font like Calibri or Gill Sans.  Keep the underscore and the pointer line in the blue/green you're using for the component highlight.

5
The Lounge / Re: Silly Ideas That Would Break the Game
« on: August 22, 2013, 02:36:30 pm »
Porting it to consoles.

6
Community Guide / Re: Pictures for the guides. (Opinions Needed)
« on: August 22, 2013, 02:35:44 pm »
+1, the text colours and fonts have very poor legibility against that background.

7
Community Events / Re: Dev Fireside Chat and a call for questions!
« on: August 22, 2013, 02:33:18 pm »
Quick-Joining never puts players in a running match. Anybody who's coming in midway through and ruining it for you did so manually.

Based on conversations with players that have joined mid-game this is not the way things are working - no matter who says it's been fixed.  I'm being told that Quick Join is still dropping people into running matches - and not just by the chancers but people I'm trusting to answer honestly when I ask them what they think they're doing joining as a second gunner, etc.

I'm also seeing L1/1/1 players dropped into unrestricted match lobbies from Quick Join - telling me it's only their third match and they're using Quick Join because they don't understand the lobby system.  But I'm also finding that the AI is also playing up and occasionally doubling up an AI gunner with a player gunner, and giving an AI engineer when there's already two player engineers - and even before Quick Join was supposed to have had it's teeth pulled we were told the QJ balancing was the same as the AI balancing.

Frankly, I no longer believe that any change that's claimed to have been made is working as stated.  Even with the last big patch, which was presumably project planned as a major milestone in the development of the game, there was the "I know it says this, but it's working like this" comments over the next few days.  It doesn't inspire confidence in the competence of the team.

8
Community Events / Re: Dev Fireside Chat and a call for questions!
« on: August 22, 2013, 02:09:44 pm »
Ask Howard what happened about the fixes to Quick Join and better mechanisms to counter inappropriate mid-game joiners spoiling the player experience?

And why in the thread "Quick Join Sabotage" he ignored the popular request to close the match lobbies before the countdown expired so that everyone has time to adjust their loadout before being catapulted into the match.

Both of the above are six month old issues.



Are the Adventure Mode Kickstarter funds ring-fenced for the development and delivery of AM, and can we be assured that they are not being used to fund the port of the game to the PS4 Unity platform?

9
Feedback and Suggestions / Re: Vote to Balance Levels in Matches
« on: August 22, 2013, 01:57:37 pm »
Where's the poll/vote?

Balancing generally happens anyway if the stacking starts to result in stomps - at least with sensible players.  But I will chip in with one observation, noting that someone is a L4 pilot is only part of their level.  I'd argue that the sum of all their levels is a better measure.  So I'd peg you as L13 (1+5+7) - although I might not count any level below 3 as L3 is the basic level for someone to know what needs to be known about a role.

10
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: August 22, 2013, 09:29:49 am »
Three engie builds really aren't that common in the game, they're extremely rare.  So the problem isn't really that great.  The thread can be closed as low priority.

(ignoring the irrelevance that is "competitive play")

11
Feedback and Suggestions / Re: A strafing ship?
« on: August 22, 2013, 06:31:04 am »
When did the default definition of "strafing" become "moving sideways"?  You can strafe in a straight line using the side mounts on any 'ship, some have more side mounts than others, some are faster and better suited for this tactic from others - it's really only applicable to a very fast ship attacking a slow ship (Squid vs. Galleon).

Drifting/sliding in an airship has inherent problems, the shape of the balloon and the empennage is designed to weathercock the 'ship.  This is essential for moving through a fluid medium (such as air) because if you could slip sideways too easily it would be next-to impossible to steer or make any forward movement except with the prevailing wind direction.  This is why sailing craft use a keel or weatherboard, and why small powered surface ships find it easier to hold the weather in heavy seas with a sail rigged from the mizzen mast.

12
The Lounge / Re: What did you name your ship and why?
« on: August 22, 2013, 06:17:41 am »
My ship roster has changed a bit since I first/last posted it up..


Junker - Congenital Optimist

Goldfish - Gunboat Diplomat

Pyramidion - Grey Area, aka M***F***** (players that understand the theme will know what this is)

Squid - Problem Child

Galleon - Ultimate Ship II

Spire - Only Slightly Bent

Mobula - Sleeper Service

13
The Docks / Re: Padding out the friends list
« on: August 22, 2013, 06:07:39 am »
+1 on what Jack has said.

After a while you'll get a good Social tab going, with Friends that play well and the idiots on your block list (they're also highlighted in match rosters so you can spot them).  If you play well yourself, you'll soon spot those who have friended you, because they'll keep popping up in your lobbies.

Friending the Forum Names is a good start, but they will expect you to know the basics - including having read and understood guides posted on the forum.  Please feel free to join me for a match, but do read Kyren's Junker guide thread first.. ;)

14
General Discussion / Re: I played with X
« on: August 22, 2013, 06:02:47 am »
A big shout-out to a couple of mid-game joiners from a couple of nights ago.. ******* for thinking it was a good idea to join mid-game as second gunner on a Junker, and ***** for joining mid-game as a buffing engineer (to complement my two Gunners).

On a positive note, after they left we fought back from 4-2 down to gain a close 5-4 victory.  For which I'd like to thank evodoc and Sir Hemming, who later joined and held it together magnificently.  Unfortunately my original Gunner left just before the midgame joiners did, which was a shame as I can't remember who he was and he was doing a good job.



Edited by Kyren with the full permission of Pickle.

15
Feedback and Suggestions / Re: Toolkit Suggestions for Gunners
« on: August 22, 2013, 05:56:30 am »
Coolant System (a.k.a. bucket of water)
For a Gunner, fire kinda sucks. You almost certainly won't have an extinguisher to take care of it, and that periodic damage will sap away at your precious DPS. How about if you could make your gun immune to fire damage? Basically, when the Coolant System is active your gun can't be set on fire. It won't remove fire after the fact- you need too're likely to face Flamethrowers.

Heatsink ammunition?

But I like your first idea, a version if impact bumpers for guns.

Pages: [1] 2 3 ... 39