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 - Kieran Kindree

Pages: [1]
Gameplay / Re: 1.4 Squid
« on: August 08, 2016, 12:30:24 am »
I am a dedicated Squid pilot and always have been, and while I like the Squid getting some love, the hull buff was unnecessary, and actually serves to reward pilots who do't know what they're doing/use it wrong.

Before, if you didn't know what you were doing with a Squid, it was a guaranteed shitshow. Now, een scrublords can be successful with it.

I would not mind seeing the buffs stay...except the hull buff, which should be returned to what it was - or at the very least only slightly improved from that level.

Guides / Re: How to run away
« on: February 06, 2015, 12:43:47 pm »
Great guide. As a Squid pilot I do all of this often, but it's good for others to know too!

The Lounge / Re: Introductions!
« on: December 29, 2014, 01:09:58 pm »
Hi everyone. I see a few familiar faces. I am back to the game after a bit of an absence.

I am Kieran Kindree. I fly all of the ships, but if I am ever recognized, it is probably as the pilot of the crazy pop, flame and sit squid, Zephyr.

I occasionally gun and even more rarely engineer, but I probably spend 90-95% of my game time as a pilot and 85-90% of that time as a squid pilot. I just love that little ship (strangely, my next favorite ship is probably the spire followed closely by the Junker. I dislike Galleons and Pyramidions for the most part).

Anyway, I have some pretty great crews, but am always willing and happy to fly with new people. I fly aggressive and talk a lot, but even when I bark orders, I am not trying to be mean - it's just most efficient in the moment of combat. If you're new, I'm totally happy to teach you what little I know. I won't assume people know exactly what to do on my ship, so likewise, if you're experienced and feel I am telling you something you know, just tell me and I'll skip the basics :)

Anyway, I hope to see you all among the clouds and steam.

Guides / Re: Aboard a Squid
« on: December 29, 2014, 01:01:02 pm »
This is absolutely my go to ship.

To me, flown right, with a good and coordinated crew, there is little it can't go against and come out on top.

My typical loadout is Barking Dog Carronade up front, Flamethrower starboard and Hades, Flak or mortar rear (rarely used).

My style is typically ambush or full rush attack (I prefer the former but the ship is capable of the latter).

Either way, the liberal use of kerosene, hydrogen and phoenix claw is a must - which puts a lot of stress on the main engineer, who is the most critical member of the crew IMO.

The Kerosene is used to close distance fast (in ambush, to get close before you're spotted, in bull rush, to close the distance to effective gun range as fast as possible). I tend to start low so that I can get under the arcs of most guns and blast right past. That's where Hydrogen and Phoenix claw come into play. With Hydrogen, I pop up behind and the claw lets me spin around to get the two guns on target before the enemy can even start turning.

At this point, the carronade blasts their balloon and the flamer does what it does. I keep both on target and sit slightly above (or slightly below a Mobula). I ride them all the way to the ground and sit on them.

It takes a while, but they always go down if I am not driven off by another ship.

When in multiple ship combat, I drive them to the ground and dart away with kerosene and hydrogen if an unengaged enemy moves toward us. I call out the disabled ship's location to teammates with more finishing firepower or take pot shots with a hull damaging rear gun on my escape.

It's biggest challenge are gat/mortar Pyras that locate me quickly and maximize the time it takes me to close as well as other well crewed and flown squids - especially gat/rocket squids as they do more immediate damage.

Like most, the biggest keys to this ship's success is the crew.

Most like to have three Engies on a Squid.

I don't, and here's why. The front gun needs to me manned CONSTANTLY. the window of opportunity for shots is often very narrow, so we have to make it count. If someone is off repairing when we swing around for a slashing pass, they won't get to the gun in time to do so.

Having them be a gunner usually ties them to the gun. If your crew is well-versed in their jobs it's okay to have them be an engineer, as long as they know that they only come off the carronade if we are disengaged an in full repair mode. A carronade gunner on a squid MUST be patient and realize that while he will not always have a shot, his shots are CRITICAL to the ship's success and the captain will always be working to ensure those shots are available even while staying out of heavy gun range/arcs.

The gungineer on this build needs to be offensively focused. The flamer carro combo is key. Both need to be operating to lock down an enemy. Also, the flamer has a better vertical range of motion and as the squid needs to stay above most enemies, it will actually have a shot more often than the carronade. Keep their balloons and engines on fire all the time and it will decrease firepower coming back at you. Also, the flamer takes down the armor pretty well itself, making the hull damage caused by bouncing off the ground/objects, more critical. When not flaming, the gungineer should help with the hull, but should not leave the flamer unless the main engineer is stuck on balloon or engines.

The main engineer of a squid like this is an extremely challenging job. He or she is tasked with keeping the ship alive as the gunners and gungineer are focused on dealing damage and the pilot is slashing and dashing at breakneck speeds, often crashing into things in the process.

The most important thing to remember is that the Squid is the only ship with four engines, and every one of them is critically important. With even one out, the Squid loses its primary advantages - speed and maneuverability.

With a pilot using Phoenix Claw and Kerosene liberally, these engines will ALWAYS be damaged. A main engineer will wear a path in the deckplates running between all four (don't forget the lower port engine behind the pilot!).

In addition to that, he will also have to watch the balloon - especially when the pilot uses hydrogen to attack or escape.

He may need to ask for assistance on balloon or engine and should not hesitate to do so as both are critical. The captain can override, but usually won't. If the main engineer is asking for help, he or she usually needs it.

In addition to these already daunting responsibilities, when the flamer is active, the main engineer also must watch the hull.

There's no question that a main engineer able to immediately and flexibly prioritize on the fly is every bit as important (if not moreso) than a pilot able to get the ship into position and out of trouble.

An engineer who can do all this is effectively doing the job of two men on any other ship and is therefore allowing the Squid to punch above her weight-class. This is key to her success in an environment where everything is bigger and hits harder.

Luckily, I have some truly spectacular crews, so I can get away with this system and make the Zephyr soar.


Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 19, 2014, 05:19:12 pm »
I know we don't really want damaging/killing players to ever take precedence over damaging ships, but I've always thought there culd be something like "grapeshot ammo" that slows the movement of actual players for a time as they are "injured" on board.

Might be far more annoying than effective though. 

Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 19, 2014, 05:13:22 pm »
Extremely close range tar-based ammo that, if it hits the engines, renders them virtually useless...unless a specific engineering "cleaning tool" is used to dissolve it.

Or ammo that works similarly for the harpoon (advantage: longer range. disadvantage: only works for the harpoon) - The "fouling line" to snag and tangle props.

Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: May 19, 2014, 05:08:30 pm »
MOST of all, I wish each ship had actual modeled interior spaces beyond the minimal "hull" and "balloon" and "weapons" stations. Things like small staterooms, galleys, heads, and ballast/storage bays would be great, and most of the ships (even the squid) have areas that could be developed like this.

Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: May 19, 2014, 05:06:35 pm »
I know it's probably a little thing to most and would likely take a lot of effort, but it really bugs me that the lamps and decorations hanging from the ship (especially in the Royal decoration package) do not ever move.

When the ship makes maneuvers, they should swing and sway a little bit. When they just remain static, they look silly and more cartoonish than the rest of the ship and detract from the overall look.

Additionally, I'd like to see more items like astrolabes or steampunk gear like barometers and maybe working windchimes.

I think it could all go a long way in taking the game beyond simple zerge-fest skirmish mode.

Gameplay / Re: Squid Love
« on: May 08, 2014, 02:42:33 pm »
Do we need every ship to be effective in competitive play?


Now THIS was the reason I made this thread.

Thanks Richard :)

Gameplay / Re: 1.3.6 Flamethrower Changes
« on: April 28, 2014, 01:30:17 pm »
Honestly, this is just unplayable.

Absolute garbage at the moment.

Making it so players on several ships are simply unable to fight back is ridiculous.

Double flamers seem to have the power of a gat+mortar AND double hwachas.

Return this to what it was or at least make somewhat playable and balanced.

World / A couple of questions regarding the nature of this universe...
« on: April 25, 2014, 03:44:29 pm »
Sorry if this has been mentioned before, but I have a couple of in universe questions.

First, let me state unequivocally that whatever issues I might have regarding "realism" I do not believe that game-play should be radically adjusted to better reflect that idea.

But, my questions are pretty basic.

1) Given that the balloons are clearly too small (or the crafts too big) to maintain any positive buoyancy, given current Earth gravity and atmospheric density, is there an in universe explanation for this? If so, what is it?

2) Given that balloons are notoriously vulnerable, is there an in universe reason for the astounding toughness of GoI balloons. Similarly, is there an explanation for how easy they are to repair?

3) Given the small size of most of the craft and the seeming lack of any real living space on most, will there be remodels of the ships for the persistent universe that make long journies somewhat more "realistic"?

Again. I get Rule of Cool > realism in most cases here. I am just posing some questions in case this has been thought out any for potential story-lines be they in game or out of game titles.


World / Re: The World?
« on: April 25, 2014, 03:36:32 pm »
It won't take place in any real-world location. I mean, we have glaciers a few kilometres away from deserts.

Hey, I'll have you know that North Dakota is consistently ranked one out of the top two Dakotas.

Pages: [1]