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Messages - SapphireSage

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1
General Discussion / Re: Yes, I would like to have names pls.
« on: April 17, 2017, 11:49:37 am »
The bombers are the Albatross class.

The faction ship are in the format of the close range then long range ship classes(ie. For Chaladonian ships the Axil class are short ranged while the sentinels are long ranged).:

Mercantile: Collector class and Interceptor class

Chaladon: Axil class and Sentinel class

Baronies: Cruiser class and Dreadnought class

Anglea: Corvette class and Frigate class

2
Community Events / Re: Back to Basics!! 3.2
« on: March 13, 2016, 10:49:09 am »
My apologies Edalor, but I believe that the sign-ups for Back to Basics!! close at 11:59 PM EST of Saturday leading up to the event.

If you're interested however, there will most likely be another sign-up posted for next week that you may enter.

I hope you have a good day!

3
I think this is already the case except for the spire and pyramidion.

thats my opinion though.

And mobula, notice that he has mobula vertical listed as a 2, matching the capability of the galleon making it a low maneuverability weapons platform.

4
Community Events / Re: Cronus League Finals!
« on: March 09, 2016, 05:58:44 pm »
My apologies, however I then submit this post: https://gunsoficarus.com/community/forum/index.php/topic,6952.msg119535.html#msg119535

As stated at the very last line week 10 will involve 4 teams in a double round robin in a post last modified 18 November 2016.

I would also like to submit: https://gunsoficarus.com/community/forum/index.php/topic,6823.msg117357.html#msg117357

At the end of the list of numbers its talked about that the 4 teams will fight in the finals. Here he states that Team A as an example has 6 wins. While not quite conclusive of anything it does imply at least 6 matches played, which ties into a double round robin.

Lastly, I would like to make a note that I am taking forum posts far too seriously. I hope you have a good day though!

5
Gameplay / Re: Competitive Ship Tier List 2016 (1.4.5)
« on: March 09, 2016, 05:43:36 pm »
In response to Daniel's post, The banshee before the buff did only explosive and had less fire chance then it has now I believe. The banshee also only did as much damage as the direct damage of the light flak keeping it very weak, though I believe its arcs were unaltered.

About the squid in competitive, the only times of note that I can remember the squid being taken in competitive before the acceleration buff that came before the second acceleration buff/stamina patch were Puppy Fur and Thomas. Puppy Fur and Redria used the squid and the carro/flamer pyra respectively against the Mandarins and were notable in being the only team to score a victory against them in the Sky League if I recall correctly. I believe in those matches, Puppy Fur used the squid mostly for tar and rear mine disables against one junker while Redria rammed and pinned down the other junker. It should also be noted that OVW was willing to bring control/disable builds at a time where the kill mentality was at the forefront.

Thomas alongside Jub Jub used the Squid and Galleon combo against the Storm Ryders in the 3rd finals match of the SCS(though I cannot remember which one unfortunately) at the time when Ryders were frequently bringing along double Galleons. I would say that the match set involved would most definitely be one of the closest match sets in GOIO history considering it went down to even the very last few seconds. After that match set, Thomas did take the squid a few more times into competitive matches with varying degrees of success.

Also, I would venture a guess that the reason Goldfishes were not strong was due to the prevalence of Pyramidions, mostly the gat/mortar pyra, as the blender could not easily take balloon and the hwacha would likely only affect the 2 front guns which were manned and quickly repaired.

Edit: Omniraptor beat me to why goldfish weren't as well-received.

6
Novice didn't exist when I started playing, but I remember some of the events of that match.

I was a level 9 engineer in the lobby waiting around, but no one was willing to take the helm so I decided I would give it a shot. I flew a fairly standard Hwachafish with gatling right/flare left. The people who happened to join my ship were Yukimuri(level 10 gunner) and Taxed(level 8 engineer). They were pretty good and very nice people that were able to handle the situations we were in while giving general advice. At the end they even complimented me, saying that I flew like a level 10 and it was one of the happiest days of my beginning captain experience.

My first crewing games were less than exciting since none of the guides written at the time went into clans and notable people. My first bunches of games consisted of going into lobbies labeled "Ryders in the Storm" or "Duck Pond" and being on ships of people who neither communicated or also had an idea of what they needed to do since everyone who has played the game for a while knew what the lobby names meant and either didn't join or left when they weren't on the stacked side. That went on until I almost quit.

7
Community Events / Re: Cronus League Finals!
« on: March 09, 2016, 05:04:33 pm »

Weren't the finals initially intended to be a best of 5?

According to this:
https://docs.google.com/document/d/19_Zpqhe3qrwz1t5Rmxe4depJl8a0VBsP4A2eNMB98HA/edit

It was always intended to be a double round robin from the start.

8
Community Events / Re: Back To Basics 2.1 Sign-ups!!
« on: February 06, 2016, 03:23:55 pm »
Hello everyone! I am signing a team up in this house!

Team name: Jube Jube chan's Little Legionaires

POC: SapphireSage



4 players

9
Feedback and Suggestions / Re: High alpha strike piercing brawling gun
« on: January 29, 2016, 07:04:53 pm »
Ah, my apologies about the long topic name of jumbled words; I was trying to have a title that quickly described what I was going for with this.

Disclaimer: My numbers are not updated recently, so they may be off. I'm also not very good with crunching numbers like this so if there's a mistake please let me know.

From the numbers I got involving the mine launcher(charged) and Hades(normal) the damages will seem to work out as posted below with the following information(assuming ideal, perfect conditions of course).
Hades(normal) Damage per shot(armor): 91.5, shots per second: 1.25, Clip size: 8, Reload time: 5.5 secs
Mine Launcher(charged): Damage per shot(armor)(Piercing): 243.8 (Impact): 104, Clip Size: 1, Reload Time: 4 secs

secs.     damage(piercing mine)     damage(Hades)
  0                      243.8                           91.5
  1                      243.8                           183
  2                      243.8                           274.5
  3                      243.8                           366
  4                      487.6                           549 (2 shots due to 1.25 fire rate)
  5                      487.6                           640.5
  6                      487.6                           732 (begins reload)
  7                      487.6                           732
  8                      731.4                           732

From then on it is as you suggest where they become much more similar in numbers. However, the only time where the mine launcher has an advantage in this case is in the first 2 secs where it outputs its 243 damage instantly and afterwards the hades takes over. Although I am unsure of how the buff is calculated alongside charged bonus using this formula:
Damage * (charged bonus + buff bonus) * (damage modifier) = total damage results in 281.3 and
Damage * charged bonus * buff bonus * (damage modifier) = total damage results in 292.5

which isn't enough to come close to stripping a goldfish unfortunately, making its use as an alpha armor remover with charged dubious at best.

In terms of lochnagar though, I will not deny its power; I will however say that it is situational at best due to the mine deploying directly in front of you.

I do thank you though for taking the time out and considering the potential of a new weapon niche.

In response to the idea of changing the weapon from a slug weapon into a shotgun type certainly sounds interesting. It could commit to a moderate amount of damage at standard engagement range or you could try to wait to see if you'll survive long enough to close and deal the maximum amount of damage you can on the enemy due to its long reload. It could also be extremely beneficial for a ship that managed to perform a successful flank and close to point blank distance before the enemy was able to spot them or open fire at the cost of reliability in a traditional engagement that you can get with the more consistent gatling gun.

Many thanks to those of you that take the time to read these walls of texts.

In summary: lochnagar mines are situational(low range), direct charged mines are outperformed by hades in the beginning, and a shotgun type weapon could provide interesting changes to the concept.

10
Feedback and Suggestions / High alpha strike piercing brawling gun
« on: January 28, 2016, 11:10:58 pm »
Good day to those of you reading this!

I've been playing Starsector pretty recently, and I was thinking about some of the different roles for the weapons that were mountable on the ships. Some guns would have similar functions to other guns much like in Icarus (i.e. Anti-shield, Anti-armor) but performed their roles in different ways (i.e. consistent damage vs. high alpha strike, high range/accuracy, low range/high damage) and I thought about a missing weapon role that existed in the game.

In terms of weapons that perform piercing damage we have the minotaur, the gatling, the mercury, the hades, and the harpoon. Of these guns the only one that can be said to do a large amount of burst is the mercury field gun. Although the minotaur also does decent piercing damage, its also used mainly for pushing enemy ships around and its shatter damage as well. The harpoon isn't really expected to break armor on its own, and the two main guns are the gatling and the hades which do very good consistent damage.

The idea I had then was to have a close range piercing/fire gun that focused on performing high alpha striking damage instead. It would look much like a sawed-off mercury with the scope removed to make room for the turret gyros to enable it to have greater arcs that are required in melee distance and modified to fire off super-heated rounds, but at the cost of much of the range and especially the accuracy of the original.

It would have a high power, capable of stripping a goldfish or spire and getting close against the pyra and mobula in its 2 shot clip if the engineer was remiss to repair it after the first, but would have a long reload time to counteract that. This would mean that the weapon would rely on its initial high damage to strip the enemy armor (or get close enough for pre-firing) much faster than a gatling could, but would be disadvantaged in a long-term engagement. It would also do a good amount of fire damage since the gatling already does good shatter, and artemis are used for precision disables in brawls already. Fire damage has good modifiers against most things so while it won't be hammering components anytime soon it would be an important decision to either use the gun on the armor as before or deal a non-negligible amount of damage to the hull instead and potentially have to wait out the reload after armor comes up (as many people fire Hades into hull since fire does good hull damage).

It would be possible to mount two of these on a Spire for instance to try to create a ship with a greater close range alpha capability or on a squid for quick attrition damage against weaker armored ships. This way, captains who intend to brawl with a close range gun and want to do piercing damage have more choice with pros and cons than just picking the gatling gun and can allow for different attempts at builds and strategies featuring a focus on a high alpha strike capability rather than a focus on consistent output.

Thank you for your time in reading this, I hope you have a good day!

In summary: A new close range focused piercing/fire weapon that is based around a large amount of alpha strike damage toward armor with a long reload time.

11
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 25, 2015, 03:29:20 pm »
You may or may not already be aware, but the effectiveness of the mino on a target is not only dependent on location of the hit, but also on what tool, if any, the captain of the target happens to be using at that time. (ie. ships with claw on will turn a lot, but ships with kerosene or moonshine will be mostly unaffected). I am unsure about the hades bit though personally.

12
The Lounge / Re: Name your faction for alliance mode
« on: September 12, 2015, 06:51:18 pm »
Lore or no lore, I will still side with Chaladon if given the chance. After all, I'm definitely a fan of one of their ships.

13
Feedback and Suggestions / Re: Some suggestions
« on: May 31, 2015, 09:54:36 pm »
Whenever I captain I strive to tell my crew the tools they need to bring and their positions and let them know their roles on my ships. The main reason I do this though is so that if they dc from the game and rejoin I can be confident that they have the tools I asked of them since recommended loadouts disappear when you dc from the servers or logoff. Though I think it might also help them to learn about the tools I'm telling them to bring as I talk them through the tools and why they need it for their assigned task. In my experience, I've rarely had any problems with getting someone to bring the tools I ask of them in the 60 seconds given when someone joins. Typically, I've only really had trouble with the "only plays gunner" type of pubs that refuse to listen what I ask of them, but they typically refuse recommended loadouts anyway. My recommended loadouts are only really used in an emergency afk player type situation.

14
Q&A / Re: Abbreviations
« on: May 25, 2015, 10:52:01 am »
A list of commonly used builds,

Goldfish:
- Hwachafish: Hwacha front gun
- Blenderfish/Hellfish: Carro front gun
- Lumberfish: Lumberjack (LJ) front gun
- Minofish: Minotaur front gun
- Flakfish: Flak front gun

Pyramidion:
- Metamidion: Gat/Mortar front guns. Typically mortars are on the balloon side.
- Holymidion/OVW pyra: Gat/carro front guns. Can have carro on either side.
- Carrot: Carronade/artemis front. Typically has artemis on engi side.
- Minemidion: Pyra using at least 1 mine launcher on front.

Junker:
- Triple art: One side has gat bottom with mortar top and the other side has double artemis with the front having another artemis.
- Meta Junker/ Ducker: Same as above except with a Hades on the bottom of the artemis side. Typically has Gat/mortar on the right side.
- Munker: Junker using mine launchers as main weaponry.

Squid:
- Kill squid: Squid using gat front with banshee/flak/mortar side.
- Disable squid: Typically a carro front with a flamer side. The two guns might also be swapped.

Galleon:
- Meta Galleon: Left side has Hades, Heavy flak rear, and LJ front. Right side has Hwacha rear with Carro front. Rear gun is typically flare for clouds.
- All Hwacha galleon/ Quadcha Galleon: Every heavy gun is a Hwacha.

Mobula:
- Meta Mobula: Mobula with top Merc/Hades and wing artemis. Lower deck is some combination of close range guns (ie. carro/flamer or gat/mortar)
- Balloon/Hull focus Mobula: Similar to above with one of the artemis being swapped to lower deck depending on if you want the engi to focus on repairing balloon or hull.

Spire:
- Brawler Spire: Spire with close ranged guns.

That's most of the more common terms as far as I know. Though by no means a perfect list of every slang term in game.

15
Although it might seem like you're not really progressing at all due to the lack of a talent tree or some similar type thing. In reality, the improvements in the game comes from player skill and experience rather then the level in the game. I personally prefer this system as this means a novice is technically on equal terms with a higher level player, and the only real difference between the two is expected performance on a ship. Currently, I am able to command anybody on my ship or give other people advice so that they may perform on par with someone of more experience. It might also be said that since skills are based on performance that a few things come from this such as a more experienced gunner inherently causing more damage since more of their shots are able to hit their mark or hitting key components at the right time, and how a more alert engineer can keep a ship better afloat by being able to predict what they need to do based on the battle.

It also seems that there are some people that think very highly of themselves and prefer to only hang out with other people that are also high level and refuse to play with newer players. If there were a system in place where people could receive passive bonuses on level up then this would only encourage them to continue "newb bashing" as now the higher level players not only have greater experience with the game, but also mechanically better abilities as well.

The final point I have is that because the game is so player skill focused it kinda relates itself to having a special type of mastery focused on the players themselves. In this small community its not very uncommon for people to gain a reputation for what they're good at. For example, I know from prior experience fighting against Sparklerfish that if the enemy ship is in a clutch situation with mine launchers, then I can expect those mines to hit reliably and cause damage if I don't find a way to disable that. Or how Gilder and Fynx specialize in ships that favor maneuverability while people like Crafeksterty and Dementio (Daniel) are Wizards with the Fancy firepower focused ships. Even engineers can be better in certain roles than others, for instance Allison or Bones are much more focused on repairs and better at keeping components maintained while someone like myself or Frogger, from my experience, would focus more on firepower making it more difficult to pin the engis on repair rather than fighting back.

In short, A lack of a passive talent tree allows people relatively new to the game to play on an equal level as someone more experienced. When combined with a player focused skill system it allows the players to develop their own sort of masteries in parts of the game without having it stated that its due to bonus percentages rather than their personal skill.

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