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Messages - HelFyre

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Community Events / Re: Sunday Community Skirmish #260 (18th of August)
« on: August 18, 2019, 01:45:54 pm »
Pomelos signing up!

(Sundstrom and HelFyre as POC)

Community Events / Re: Sunday Community Skirmish #243 (14th of April)
« on: April 13, 2019, 07:56:26 pm »

The Pomelos signing up!
Contacts: Sundstrom, Helfyre

Community Events / Re: Sunday Community Skirmish #239 (17th March)
« on: March 15, 2019, 02:29:34 pm »
The Pomelos signing up!
POC: Sundstrom, HelFyre

Community Events / Re: Sunday Community Skirmish #237 (3rd March)
« on: March 02, 2019, 07:48:02 pm »
Romeo and Casanova signing up!
Contacts: SlyCrossFox, HelFyre, Sundstrom, Kira Wa Nai, FadedSilhouette, (not Hadush)

Community Events / Re: Big Brass Revival Sign up
« on: November 27, 2016, 07:40:41 pm »
As there's no LFG thread...

Is anyone at all looking for a ship to partner with?

Or is anyone looking for a crew member with an impeccable record in competitive GoI?


  • This is a 3 week long tournament starting on Saturday, December 3rd.
  • Matches will begin promptly at 7:00pm UTC/2:00pm EST.
  • Sign Ups Start Monday, November 7th.
  • Sign Ups End Friday November 30th.

Friday November 30th.

You mean Wednesday, right?

Community Events / Re: SCS rules discussions
« on: September 09, 2016, 08:17:56 pm »
Regarding ship swapping prior to the lock, I'll try to explain clearly:

What generally happens in lobby is teams swap ships and weapons back and forth till they're satisfied that they at least have a decent chance, they might settle for something slightly out of their favour, this all depends on the 'meta', and also how their opponents compare.
Then selecting prior to the lock (say 10 seconds before, or some time period that doesn't allow a decently thought out response by the opposition), is the cause of our (your) concern. There are four main cases where this may occur.
  • The pilot that changes realises that they in fact don't have as good a chance as they originally expected resulting in a late change
  • The teams keep changing their ships/weapons in turn, both teams not satisfied after each pass of changes
  • The team that changes doesn't realise that it's not polite to do so at such a late point, and changes, since they've forgotten about the existence of the enemy team
  • A team intends to use this as a 'sly' tactic to counter the enemy and attempt to vastly improve their chances (in theory, if they're doing this, they're probably bad at the game, but that's relative, I suppose)
The problem you'll encounter with discussing this issue is that any solution would need to appropriately deal with all 4 of these cases, and although there are many solutions in this class, many are unsatisfactory for other reasons. Should we perhaps not consider one of these cases to increase the elements in our solution space? That depends on how important or frequently occurring the case is (Or more precisely, how frequent it will be. If everyone stops playing this game, it won't occur at all, and we won't have any problems here.) Whether or not we should consider cases is another matter, and whilst people will have their opinions on this (as with most things, apparently- so long as they're reminded that its something to consider), for simplicity I'll provide a solution where we prevent all 4 of these cases.

One might notice that a sufficient condition for preventing them, is making a change that always allows the enemy team to respond to a change. I referred to a 'time period that doesn't allow a decently thought out response by the opposition'- this will have a maximum, call it 20 seconds. So we'll use that, and say that if a team changes, the opposition will always have 20 seconds to respond (this can be negotiated via party chat or something). The problem with this is that it allows an infinite lobby time (well, till one of the pilots falls asleep, but that's close enough to infinity).

I believe you're old enough to come to sensible conclusions on the other topics, I just thought I'd give some notion of form to the approach to such concerns.

TL;Dr: Don't bother reading it

Release Notes / Re: Version 1.4.6 Release Notes
« on: May 23, 2016, 11:00:29 am »
Also "ships fall faster."

forced tutorial. very counterproductice useful for some but a massive turn off for others. i can figure out from gamplay and the keybinds menu what i need to do. i don't need an overbearing over long mandatory tutorial to get back into the game.

And plenty of people can't. Suggest ways (with precision) to make this more fun for people who pick these things up easily, and teach more advanced concepts to people who can. Then you progress.

Release Notes / Re: Version 1.4.6 Release Notes
« on: May 23, 2016, 09:32:34 am »
VIP mode seems very fun.

I played the pilot tutorial and noticed that the keys for changing throttle/assigning AI etc aren't indicated. Furthermore it's a bad example to have the gatling/mortar this way round in the pilot tutorial.

In the engineer tutorial, the chef spray run test is bugged, if you fail the test, it doesn't properly reset.
I like the positional audio and Brian leaning against the pyramidion wall. I feel like there should be some clearer indication to the correlation between engine thrust (or speed) and health- when damaged the ship changes direction and moves slower. It's worth mentioning that the balloon takes significantly more fire damage. A simulation (or test) to show the advantage of using them spray would have been nice, but is probably more than you want to offer.

In the gunner tutorial, the gunner should be given a pipe wrench. We're told to examine the description of ammo to try and see what they're useful for, a suggestion that more experienced players will be able to offer good advice is ideal here, for obvious reasons. We didn't see how stamina can be used to turn guns further. We didn't see the idea of arming range, either, so i can't find any place where it's explained clearly. That's ok. Again the gatling and mortar are on the wrong sides, though I see why this is done, it's rather unfortunate.

I wasn't able to review these tutorials beforehand due to personal constraints

Finally, for now, upon finishing a game, I wasn't able to navigate to the stats/score tabs as before (in the postgame analysis).

Nice costumes

The Lounge / Re: A fond farewell.
« on: May 19, 2016, 06:48:37 pm »
Bye-bye, keep in touch (with someone, not necessarily me).  ;)

Community Events / Re: Tournament: 7 Deadly Ships! (Information)
« on: May 01, 2016, 09:50:45 pm »
"The organizers hold the right to decrease a ship’s tier if it is deemed necessary."

This should be restricted so that changes can't be made on match days. At the very least, teams should be given ample time to choose another weapon permutation in the event that this occurs.

Community Events / Re: Sunday Community Skirmish #100 Alliance
« on: May 01, 2016, 04:39:23 pm »
I seriously think the entire tournament/competitive scene needs to make better strides to actually include more of the actual community.  The elitism is off the charts.

This is a singular event, whilst your remarks seem generalised. Care to expand in order to assist with your narrative?
When was the last time an exclusive event was organised? Is there a lack of access to the community for competitive events? (The answer is no: look at the rules of participation, sign ups advertised with hyperlink in the launcher).

So the issue at hand should only be this event. Sure.

The Pomelos signing up!


PoC: HelFyre & Sundstrom

Community Events / Re: SCS gets 100 and a new name!
« on: April 01, 2016, 06:32:01 pm »
Why is it called Ryder cup if there's no cup?!

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