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Topics - Audie Murphy

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Gameplay / The Rocket Carousel in 1.2.1
« on: June 14, 2013, 09:37:25 am »
So the rocket carousel got a not-so-little buff in 1.2.1 to its ignition chance.

So where does this weapon fit into the strategy of GOIO? It doesn't seem to be completely unviable, but I've never seen anyone use it, and I'm not sure what role it's supposed to play. It doesn't do enough damage to function as a finisher weapon to a ship with its armor down...and with its range it seems to be a long range potshot weapon, but its damage type doesn't make it useful for that.

What do you guys think of this weapon? What purpose does it have, and how would one use it? Also, why doesn't it see much use, even after its ignition chance got a big boost?

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According to the e-mail that I got with the code for my skyrider costume (for being a backer of Adventure Mode), I supposedly also have codes for dustrider 1.0 costume, the skirmish mode soundtrack, and the skirmish mode costume pack. Here is a copy paste of the e-mail's bottom section:

Quote
A
nd here are your previous keys if you did not get them or lost them:
Skirmish Mode Game Key(s) (to be redeemed in Steam)



Skirmish Mode Soundtrack (to be redeemed in Steam)



Located in your Steam install directory
Skirmish Mode Costume Pack (to be redeemed in Steam)



Dust Rider 1.0 (to be redeemed in-game)

So...it seems that there's a file somewhere in my steam folder with the codes for this stuff, but I don't know exactly where the file is. It should be in the default location. Where is it?

3
Feedback and Suggestions / Voice Chat Toggle Option
« on: June 11, 2013, 05:42:31 pm »
This is a logistical suggestion concerning voice chat. I know Muse uses Steam's voice chat, so I don't know whether this is a thing they can do, but...

Can there be an option to eliminate the need to hold down a keyboard button in order to voice chat, and make it so you just have to press it once to turn it on, and press it again to turn it off?

This would help me stay immersed in the game by not making me feel a bit like I'm fighting the controls, and it would be handy to have.

I know there's also guys who's keyboards can only register 4 keys being pressed simultaneously, and I'm sure they would love it too.

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General Discussion / Gen Con Indy
« on: June 07, 2013, 12:38:03 am »
Hey guys, I was wondering if you will get involved with Gen Con in Indiana this year at all. Could be a great way to market your game, and then I could get a chance to see you! XD

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Q&A / Flare Gun: viable?
« on: May 22, 2013, 01:19:33 pm »
I'm a new player, and the flare gun came up in a discussion about flame weapons, but the reaction wasn't, "it's a shitty weapon, no reason to use it," which is what I expected from reading the description and looking at the weapon's stats.

What does the flare gun actually do to a ship if you nail one with it?

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Q&A / The mechanics of the flamethrower/fire damage
« on: May 18, 2013, 11:27:14 am »
So, can someone explain the detailed mechanics of how the flamethrower/fire damage in general works?

I mean, does a component get a fire charge every time a flamethrower shot hits it? That doesn't sound right. Is there a chance of ignition, and what chance is there?

7
So, I've been playing for a little while now, and while I'm still pretty green, I have noticed something about being a crew member on a ship.

It's always the same. Fun. REALLY, REALLY FUN...but it's always the same. Piloting has lots of variety, because the variance in the different ship hulls, how big they are, how fast they are, where their guns are mounted, and what those guns are, influences how you fly in a fundamental way.

But on the crew, you have your three roles: Main Engineer, Secondary Engineer/Gunner, Main Gunner, and no matter what ship you're on, those roles stay the same. More over, the experience of performing them stays essentially the same, too. So, while piloting a Squid is a really different experience from piloting a Spire, being an engineer on either of those ships is pretty much the same.

Now, like I said, doing those jobs is FUN. REALLY RUN. But there's no variety like there is for pilots. Every ship has the same set of vital components which need to be repaired in the same order of priority.

Now, as to what causes this, and what could be done to help increase variety among the crew roles, I don't really know. What I do know is that I don't seem to be the only one who's noticed this.

Someone in an earlier thread suggested ship-specific subsystems, which would be one way to add much more variety to crewing. My idea was to add ships that had bigger or smaller crews than the 4-man standard. Or perhaps instead just modify existing hulls. The squid could very much be crewed by 3 ppl and the galleon is more than large enough that a 5 man crew would still have its hands full. What if loading heavy guns with ammo required a bit more micro-management from the crew? That could be really fun, because the engineer and the gunner would have to work together to bring the weapon to bear.

Of course, I understand that implementing something like those ideas and balancing it would be really hard and that Muse already has its hands full with Adventure Mode (WHICH I AM SO LOOKING FORWARD TO), but I think that GOIO would gain a lot of replayability by offering more variety when it comes to playing an engineer or a gunner.

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Q&A / When does ammo reset?
« on: May 15, 2013, 12:30:15 am »
So...sometimes, when I'm gunning and I have to leave my gun to do something else (man a different gun, emergency repairs, etc...), I come back to my gun and the same alternate ammo that I had loaded in it is still there. However, other times, I come back and it has reset to regular ammo.

What are the mechanics behind this?

9
Feedback and Suggestions / Crew-only voice chat in pre-game lobby
« on: May 13, 2013, 09:38:38 pm »
Can we have this feature, please? It would be incredibly useful for captains to give their crew a quick introduction to the ship of choice so that the crew has a chance to modify their kits. It would promote communication, preparation, and teamwork.

I'm a new player, but I've had plenty of games where I was like, "Oh, you have THIS gun? I really wish I had THAT other ammo kit..."

And it's important that it's at least team-only, if not crew-only chat, because you can't have the other team hearing you say, "ok guys this is my ship's loadout, strategy, etc...."

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