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Messages - c-ponter

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1
General Discussion / Re: Was GOIO A Fluke?
« on: May 06, 2015, 03:06:51 am »
Bit off topic but seeing all the stats about how long a player stays made me think. Of the 4 friends I either bought the game with or convinced to buy it, they all stayed roughly 10 hrs total game time, and they all give the exact same reason for leaving. Its not that they kept losing to higher PvP players or found a long time to get into a game. Every single one of them said "the game is great fun at first, but gets repetitive extremely quickly. As an engineer you just run around hitting the same old components. As a gunner it is almost a point-and-click game. The pilot is the only class that stays fun." Obviously 4 out of how every many thousands is next to nothing, mu point is that the game, from my experience at least is fun at first, then gets a bit boring, then is fun again once you understand it more. The question is how to make that slightly repetitive middle stage more diverse?

2
Community Events / Re: The Teaching Tournament!
« on: April 24, 2015, 03:45:12 am »
You mentioned having the teacher in the captain slot, is that a must?
I would be interested but really don't enjoy piloting so if I could step in somewhere else I would consider signing up

3
Has anyone tried mentioning having say a limit on specific ammo types? Say I dunno 300-400 rounds per ammo slot. Gunners would clearly have the bigger advantage here.
You could also limit the ship but give it more along the lines of 600 or so per gun on board.

Metamidion ran out of gat? Guess you can start doing broadsides from the portside. Mobulas would work interestingly. I think the Squids and Goldfish would suffer most with this suggestion.

Sounds pretty basic but it could help flesh out gunners more and provide more opportunities to learn how different ammo works for newer players.
interesting idea but I don't think it would work because you would need different ammo amounts for different guns eg flamethrower carries 350 rounds per mag, and 2 flamethrower mags won't get you anywhere, whereas 600 rounds on a heavy flak will easily last the whole game.
Then like you said a pyra relies heavily on its front guns, take away one of those and it is practically useless.
overall I think it would require a lot more effort than the final pay out would be worth.

4
Guides / Re: [N2] Nano's Noobs 103 - Crewing a metajunker
« on: April 18, 2015, 11:03:39 am »
BTW to the dude asking about armor. Get it buffed. Junker armor is very central and a great candidate for buffing.

Yeah, but 1 clip of buff gat can strip any armor, even buff gally.
True assuming you hit every single shot, which realistically isn't going to happen, you will miss a few and even if you don't on a junker especially you will hit at least a few shots into components not the hull

5
Q&A / Re: Chem loop
« on: April 13, 2015, 01:25:44 pm »
We are veering off topic a bit but with regard to double teaming hull repairs. When I captain, I insist that my top deck engineer keep shooting even if the hull drops. Instead I ghost fly the ship and help double team the repair myself.

A good lower deck engineer will announce the hull will drop 3 seconds before it does. This gives the captain or top deck engineer a chance to get to position as the hull drop happens. Given rate of damage, time since last enemy reload, and cool down time an observant engineer can predict hull drop with reasonable accuracy.
Personally I can think of more situations where a pilot out-manoeuvring and avoiding perma-hull damage that way rather than helping repairs would be more beneficial. That way there is no risk of ending up in a bad situation because the auto-pilot broke XD
And it depends a lot on exactly who is on your crew but with a good situationaly aware crew you could argue they will all see the hull break in advance.
A good example of this was  our ship on the mad hatters, ZanC, Schwer, Tutu and myself. I think every time I ever had to call to tank the gungineer was always already on their way and the pilot was  already dodging. It seems kinda ridiculous thinking about it but our ship was practically silent other than calling gun arcs and parts we have destroyed on the enemy ship.
As stupid as it sounds, it works, obviously you wouldn't be able to do that in a pub match but if you have a crew you play with regularly its quite easy to just see what is happening and learn how your crew will react and where you are needed

6
Feedback and Suggestions / Re: New guns
« on: April 10, 2015, 03:28:27 pm »
Bombs! I want bombs that drop straight down without stopping and detonate on contact. Like mines without a balloon.

You could fly over somebody and do a bombing run oldschool style.
I actually did that once Last week!
We had a blender with side mines, all mine mobula and munker as teammates and we had an enemy mobula pinned on the floor, but grinding him out would be boring right? Nah that's no fun, so we mined above him and I shot the mines balloon dropping it on our poor unsuspecting mobula for quite possibly the most satisfying kill ever, makes me tear up just thinking about it :')

7
The Lounge / Re: spanner-mallet
« on: March 30, 2015, 09:03:40 am »
This past SCS we saw something I'm sure we can all agree on. Spanner-buff-mallet is wrong. :(
WHAT? WHO? HOW? WHY? how does one even create so much wrong in 3 words

8
I am a bit lost at that as well, a match J would mean that a team is rewarded for winning all of their matches with a safety net so to speak, whereas without it they are almost being punished as they only have to lose once while everyone else would have to lose twice.
Is there a reason behind no match J or just time/manpower restraints?

9
The Lounge / Re: spanner-mallet
« on: March 27, 2015, 04:32:45 am »
We proved to you yesterday that mallet-spanner was indeed correct, now you run to the forums to gather new followers after we defeated your last band of mad men?!?! HA, MALLET SPANNER MASTER RACE!!!

10
One argument I see a lot for buffgineer on pyra is the bottom deck buffs, but if you pre-buff at the start of the match it only takes say 10secs to quickly run a buff run of the bottom deck and 99% of the time you will have that 10s warning before close range (or at least you would on most maps I would consider bringing a Hades front  pyra)
Obviously this won't be AS efficient as having 2 buff hammers, but you will still have the duration of the buffs tor that engagement, and how often does an engagement go on so long buffs run out AND you have time to re-buff instead of rebuilding anyway?

11
The Pit / Re: w1ll 9UN2 0f 1CAru2 0nL1N3 pr0 haX0r3R 5p0r72 5?
« on: March 25, 2015, 02:18:03 pm »
Translation:

We need you again
It's my  time to shine:
close enough, bit off though.
Also didn't know you were that new to the forums Sapphire. You should get on more.

12
Feedback and Suggestions / Re: [Weapon idea] Light Howitzer
« on: March 25, 2015, 04:47:20 am »
Cool idea but you mentioned using incendiary over long range, would that not make it  incredibly hard to hit (or easy to dodge) Because of the lowered projectile speed?

13
The Gallery / Re: GOI - Screenshot Gallery!
« on: March 22, 2015, 02:15:41 pm »
thx for the help guys, here is  glitch I found in 3 separate matches today, when using chem I saw this:

Aayra keeps having this problem. She has it every once in a while.

...have logs been sent in for this one?  I'd love for our engineers to check it out.
I didn't even think about it at the time, I just figured 'ha, that's a funny little glitch' and carried on.
but I will be sure to do so if I ever see it again

14
The Gallery / Re: GOI - Screenshot Gallery!
« on: March 21, 2015, 07:50:30 pm »
thx for the help guys, here is  glitch I found in 3 separate matches today, when using chem I saw this:

And for the spanner I got this:

all other tools were completely invisible XD

15
The Gallery / Re: GOI - Screenshot Gallery!
« on: March 21, 2015, 05:51:26 pm »
To upload a pic. here would I have to upload it somewhere else first and link it? I cant seem to attach a screenshot, or am I just missing the button XD?


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