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Messages - Roderick Archer

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1
General Discussion / Re: Create a weapon or ship
« on: March 29, 2013, 09:42:10 am »
A ship called the Dust Skipper.

Instead of being tethered to a balloon, the balloon supports the main deck from below.

It's got two heavy guns, on the left and right side, and a light gun at the front.

Its main strength is its ability to rise and fall very quickly and turn fast, but it's weak in the fact that its slow and the balloon is an easy target.

2
The Docks / Re: The Steamos Union: Mercenary Engineers for Hire
« on: March 29, 2013, 07:46:01 am »
Will do mate!

3
The Docks / Re: The Steamos Union: Mercenary Engineers for Hire
« on: March 28, 2013, 02:03:50 pm »
A part of me likes the idea of the union keeping a black list of players who have treated union members poorly, so every one in the union knows not to serve on their ship. Sort of like how union members will not cross a picket line so when one department goes on strike, every service and contractor boycotts the target company until the dispute is resolved.

Unfortunately Muse and the CA's don't want us publicly naming players who are in need of disciplinary action, so keeping a union black list on this forum is a no no.

Mm, aye. I made sure to read the forum rules carefully before starting this, so that's why I didn't include that "Black list" part.

But it only includes /this/ forum, correct? As I already said, I do plan on getting a steam community forum up and running.

4
The Docks / Re: The Steamos Union: Mercenary Engineers for Hire
« on: March 28, 2013, 12:33:10 pm »
is this a union for Engineers? Like a workers union? Does that mean on my ship I have to offer fair pay and paternity leave, or else you'll strike?

XD

I admit, I had second thoughts about the name at first since well, yeah, that's what a Union does, but I felt like the name was still apt. All its meant to be is organized Engineers who are for hire.

But hey, even if we did go on strike, it wouldn't be the first time an Engineer has refused to repair something. :P

5
Will do. Just working on a few things first.

I'll post them as soon as I have the time.

6
The Docks / The Steamos Union: Mercenary Engineers for Hire
« on: March 28, 2013, 11:52:10 am »
THE STEAMOS UNION
Picture is not mine, will take down if asked by owner

A good Engineer is like a good gun. You don't feel safe taking off without one and you'll definitely notice when they're not doing their job properly.

That's where the Steamos come in.

Preface: I've had this idea for a while now, since I first became a beta tester for Guns of Icarus Online. A different kind of clan. A clan that wasn't out to prove they were the most dangerous; a clan out to prove that they are the best at what they do. Fixing things. The idea itself is simple. Engineers of all kinds who were part of the Steamos Union would register themselves as "Hireable", listing their expertise and a little bit about themselves. Then Captains in need of an Engineer, whether for just a few skirmishes or for a clan battle, can rest easy knowing that they have someone they can count on.

Benefits: The Steamos Union is meant to benefit everyone involved. Engineers get a steady line of work and Captains know who they're dealing with ahead of time without sifting through posts at the Docks, only to find that they are either offline or not interested anymore.

Structure: The Union is meant to be just that; a union. Everyone gets a say and everyone's voice is heard and everyone gets a say on what direction the Union should take.

I'm still trying to get everything set up, so if you're interested, let me know. I would like to get a seam forum all set up for the clan with the aforementioned roster list, but not before the Union gets the ball rolling a bit.

So if you're interested in joining, go right ahead and list your steam name and a little bit about yourself.

Quote
Current Goals:
1) Recruit new members for a decent sized roster
2) Start a steam community group with available Engineers

7
World / Re: What faction will you fight for?
« on: March 28, 2013, 10:12:04 am »
I'm a Technophile at heart, so I have to go with the Baronies.

8
Feedback and Suggestions / Re: Tesla Weapons
« on: March 28, 2013, 10:03:51 am »
Oooh, now that sounds fun... Wouldn't be that hard to do, actually. The line would need to be weaker than the actual Harpoon and can't pull at the ship, otherwise there would be no need to use the original harpoon anymore when that variant did everything the old Harpoon did, but better.

9
Okay, I think I know where I messed up now...

Thanks guys for straightening that out. After a few more games where I tried out the Mallet more (Again, haven't used it in a while since bad experiences with it)

So, I admit that I was wrong and I'll rewrite my guide where I think it needs to be changed.

10
The spanner DOES become useful if the component is missing less than 40 HP

So that's the reason why...

In my entire career as an Engineer, you would not believe how many times that has happened to me, when the hull is teetering on the edge of being junked and unjunked and I have kept it alive, using just the spanner. I remember when I first had this happen to me, it was like my second game.

So, alright. Let's just settle this right here:

I will admit now (after a little testing of my own), that the mallet does have its perks mid battle.

Where are you getting this idea that your teammate is not helping you by whacking a near-death component with a mallet, or that your spanner is managing to provide more uptime or less direct hull damage when it's constantly near death?  Are you talking about a Squid or Spire, with notoriously fragile hulls?

The first time this happened was on a Pyramidion I was flying with my friends, second game we ever played. We were under direct enemy fire and I was, I admit, panicking as our Hull Armor started to drop and our Hull Health was about 10%. I was beating on it with my spanner repeatedly, somehow keeping its health up as we were hit with Flak. I told my friend, a fellow Engineer, to get the engines while I get the hull. We were still getting shot when, after finishing the repair work on the engines, hit the hull with his mallet. My first reaction was "Oh good, now I can stop nursing this thing" and within a few seconds after that initial mallet strike, our armor was gone and we didn't have time to repair it before we blew up.

Since then, I've had this happen to me on six separate occasions on (mostly on Junkers, Pyramidions, and yes, the Squid), most of which resulted us in losing the game.

It's weird, mate.

11
Feedback and Suggestions / Re: Tesla Weapons
« on: March 27, 2013, 02:16:12 pm »
Well, aye, I figured as much that they were the end game stuff. They're bloody Tesla Cannons. :P

But that's why I was trying to put forth the idea /and/ find a way to balance it so that they can be an interesting addition without chucking the balance out the window.

12
Feedback and Suggestions / Tesla Weapons
« on: March 27, 2013, 12:42:19 pm »
Okay, so this is something that's been bugging me for a while...

I /remember/ the Muse team talking about Electrical Weapons, but I don't think I've heard anything about them for a while. So, I might as well take a crack at designing a few of my own so I can at least get these ideas out of my skull.

Preface:

Two Things:

1) I have no idea how these numbers will work. I was looking at the damage table and was making an educated guess. If these feel unbalanced, please, say something.

2) Adding a new damage type might cause a hiccup in the damage system that GoIO had developed, so instead of that, I'm going to go out onto a limb and interpret "Fire" as "Electricity".

So, let's move onto the pros and cons of Tesla Weapons. Pro: You can cause shots to arc from one system to another (small chance of it happening), potentially knocking out multiple systems with just one shot. Con: You can't load special ammunition into weapons that fire /just/ electricity. Like the Arc Projector, for example. The Coil Gun, however, uses an actual bullet, along with electricity, so you can load special ammunition into it.

Weapon 1:

Arc Projector (Light Weapon)

First we have the Arc Projector, a gun able to project a deadly line of electricity 

Damage Type 1: Fire
Damage 1: 20
Damage Type 2: Shatter
Damage 2: 10
AoE: 2
Range: 500
Ammo: 5
Reload: 3

Coil Gun (Light Weapon)

Next, the Coil Gun. Another gun meant for snipers. While lacking the range and damage of the Mercury Field Gun, the Coil Gun makes up for it with a bigger clip. Great for Gunners who like to aim for specific components.

Damage Type 1: Impact
Damage 1: 70
Damage Type 2: Fire
Damage 2: 30
AoE: 1
Range: 1300
Clip: 10

Mag Launcher (Heavy Weapon)

A beast of a weapon, the Mag Launcher is like putting the enemy ship right into the middle of a thunder cloud. It's only downside is the long reload and one shot.

Damage Type 1: Fire
Damage 1: 100
Damage Type 2: Explosive
Damage 2: 125
AoE: 10
Range: 300
Clip: 1

Let me know what you all think and feel free to throw whatever against the wall and see what sticks.

13
Oooh, I like the Tangleshot. But for speed, do you mean firing speed or turning speed?

As for heating up the Balloon... Hrm.

Pilot Tool:

Methane: A flammable gas that causes the ship to rise very rapidly.

Sulfur Hex(afloride): A super heavy gas that causes the ship to sink slowly.

Two more gases the Pilot can release that, if flown into, mess up the enemy ship's balloon. Both would be able to be removed by an Engineer, especially the Sulfur Hex, but they should be hard to remove. But, the base idea is that they both can really mess with a pilot's strategy when they have no control over where their ships is going.

14
These loadouts require a LOT of crisscrossing which is lost time, so there needs to be a huge benefit to compensate.  Why is the pipe wrench being used with the spanner?  Surely the slightly shorter cooldown isn't worth the extra time it'll take to bring something back to full health?  If you're worried about cooldown, wouldn't whacking with the spanner be a better idea?

The basic buffing combo I see is Mallet/Spanner/Chemspray and Pipe Wrench/Buffhammer/Chemspray OR Mallet/Spanner/Buffhammer.  The engineers don't need to run from one end of the ship to another except in circumstances where one part NEEDS to go up now, so there's less time wasted in transit.  If the buff engineer is sacrificing an extinguisher, the main should probably go regular extinguisher just so he can run around and put out fires quickly.

How are your suggested loadouts (specifically the one that has a pipe wrench with a spanner) better than the widely used setup?  That pipe wrench is just driving me nuts.

Okay, I concede that Mallet/Spanner works better than Pipewrench/Spanner, but to me and from my experience, the Mallet just isn't the right tool for me and I've seen way too many games lost from just one hit of the Mallet on a key component I was keeping in a state of limbo between junked and unjunked using the Pipe Wrench or the Spanner. To me, the Mallet is better used just right before or right after a battle when you have some time to prepare, not during. It's damn near infuriating when I'm nursing a component with a spanner or wrench and I have someone run up with a Mallet and say something along the lines of "It's more HP in the long run!" only to have the component wrecked in just one shot, while I was managing to keep the entire thing up without it.

And I know these loadouts may look weird, but I wouldn't have put them here if I didn't think that they had some merit to them.

15
Hey man, no biggie. I can understand your frustration. No need to delete your posts. Maybe it'll serve as a cautionary tale to people reading this guide about how the Spanner, Mallet, Buff is ridiculous loadout. :P

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