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Topics - Puggerugger

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Website and Forum Issues / Anyone else think threads are too dark?
« on: June 25, 2013, 06:11:44 pm »
Whenever I scroll deep into a thread (away from the index), I have to highlight the text to stop my computer from dimming the backlight because the only colours are murky brown (background), greyish white (text) and murky brown with a rust tint (text.) Does anybody else have this issue. It would just be nice to see more colour here

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Q&A / Best ammo for certain guns
« on: June 22, 2013, 01:32:41 pm »
What is best ammo for a light carronade, an artimes and a gatling gun. Preferably only one ammo per gun.

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Feedback and Suggestions / View player loadouts
« on: June 22, 2013, 01:28:29 pm »
You know how when In a lobby you can click on a ship's name and view it's loadout? I think there should be something like that for player loadouts. Basically below every players name in the lobby and TAB menu in game it has all the symbols of the piloting, engineering and ammo they have equipped. It would be a lot easier to work out the strategy of the pilot, your (co) engineer(s) and your gunner(s) especially when they don't communicate. The amount of times I've said "Hey <Other engie> do you have a a buff hammer" to find out if I will need a buff hammer and to be met with no response is countless. Especially annoying when people confuse the mallet with the hammer. And it would be easier to help out inexperienced players who are too shy to ask for help.

As for who's loadout you can see, I think you should be able to see your enemies as well as your teams. I appreciate it may sound unfair and ruin surprising tactics but half the time people on a full ship would quickly switch to another ship to see what loadout their team is using then change back. Giving the latter team a disadvantage. Knowing the system would be abused like that if you couldn't see your enemies loadout it seems fairest to make it possible to see our enemies loadout.

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Feedback and Suggestions / Chose what class AI team mates will be
« on: June 12, 2013, 01:04:42 pm »
Simple enough, if you are a captain of a ship in a lobby with a less than full ship, chose whether your AI crewmen will be gunners or engineers. This is mainly for ease in practise matches but it would also be good to ensure you don't get 3 gunners when you can't get more people to join your game.

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Q&A / Rate my goldfish stratergy
« on: June 12, 2013, 12:55:48 pm »
Hello everybody. I am new to the main goi community and can't wait to start. Whenever I join a forum for a multi player game I play my favourite thing to for my first post is to throw out my tactics and ideas and see how everybody reacts. I am still low ranking right now but me and my crew have got our strategy.

We tried out all the ships, if we liked them in practise we went into a game with them. If the game went awfully we reconsidered our strategy. We have finally found a way too recover from our permanent losing spree with this battle plan and haven't lost a game since apart from that one time our pilot had to go and we got some stupid engineer who wouldn't let our gunner go on the manticore. So please, no questions till the end then bombard me with constructive criticisms and have a good laugh at this likely terrible strategy.

Ship

The fairy cake is, as I said, a goldfish. Our gun arrangement. sound quite odd but please, as I said, no questions till the end. Our front gun, manticore. Both our side guns, flamethrowers (hands down.)

Crew

Pilot & Captain, Mojo. Loadout: Tar, Kerosene, impact bumpers, spanner, charged rounds.

Mojo stays on the wheel the whole time. He uses Tar for when we pass right by them to leave them choking in it, Kerosene to get us moving when damaged and to close distances when we are exposed to heavy weaponry and bumpers for ramming and being rammed. The spanner is there just in case worst comes worst and all engies are busy and he has to just quickly rebuild the balloon also he however gets on a gun but just for whatever reason he needs to go on the flamethrower for a sec he has charged rounds. As I said though, he always stays on the wheel.

Gunner (me,) Pugg. Loadout: Spyglass, wrench, burst rounds, incendiary rounds, low-recoil rounds.

I stay on the manticore pretty much the whole time but I use the spyglass to help mark targets when my gun is reloading. I have the wrench because it’s a good all rounder for rebuilding and repairing meaning I can help out decently in an emergency or smack my gun if it’s damaged when it’s reloading. I mainly use the burst rounds when bombarding enemy ships so that no matter where I hit the entire vessel takes a lot of damage. I use the incendiary rounds on the balloon to mix things up every once in a while if the enemy are taking a lot of damage. The low recoil rounds turn the spread from “if it’s past mid range cross your fingers” to basically none at all. This means I can attack from long range if I predict my target well.

Engie A, Ash. Loadout: Spyglass, Mallet, Spanner, Extinguisher, charged rounds.

Ash spends most of his time on deck keeping things ship shape, jumping on the flamethrower from now to then when a target is in range. We use the charged rounds with the flamethrower in order to maximize the damage we can perform in the window of time he has to attack the target. Like me, he has the spyglass to spot a target if he sees one. He uses a spanner for rebuilding and a mallet for repairing and in the event of a fire he runs to put it out. As for how he works with pineapple, they spread out in an emergency. Usually pineapple gets the guns and hull and ash gets the engines and balloon.

Engie B, Pineapple. Loadout: Spyglass, Mallet, Spanner, Hammer, charged rounds.

Same as above but when he isn’t fixing things or setting things on fire he keeps the manticore and hull armour buffed.

Battle plan

When we spawn, or we are just out of the action and ship shape, engineer A loads up the flame-throwers with charged rounds engineer B starts buffing the main engine and I Start loading up the manticore with low recoil rounds. Ash then stays on the main deck on standby, pineapple continues with buffing several components and I head the roof to go on lookout duty. We then head towards the battle. If any of us spot a target we mark them and go into our battle formation. I will get on the manticore and as soon as I am pointing at the target I open fire. I will keep on firing the low recoil rounds until we get to mid range. Mojo will get us behind them (if we are in front of our target when we get near he will drop some tar for them to go head first into.) It's at this point that I will keep bombarding them with burst rounds. Eventually I will have destroyed there engines, hopefully some guns and at least badly damaged their hull armour (If they are taking a while or we are in the rinse and repeat phase of our attack I will throw in some incendiary rounds at the balloon to mix things up). Due to their destroyed engines they will come to a rapid halt. We don't. Mojo goes full speed ahead and rams them with impact bumpers on. They then unpredictably (why we need two flamethrowers) slide to either our port or our starboard. Either I or Mojo will call which side they will be at. We then slow down to maximize the time they are stuck next to us and one of the engineers gets them with the corresponding flamethrower. This will severely damage, if not destroy the balloon causing them to fall and take damage and does lots of damage to their hull. When they are out of flamethrower range we turn around and I hit them with the manticore burst rounds again. The situation for them just keeps getting worse and worse until they are destroyed.

In the event that…

We are being circled

Drop tar for them to fly into and then turn around to attack or stall them to give us time to turn round to attack. Once I hit them once with the manticore they lose their engines and there all ours.

At the broadside of a galleon

Go low until out of range. Get in front of them then ascend until level with them. Drop tar. Keep ascending until on top on target. Then go behind them, turn around and begin the chase.

Being chased

Ironically we are also very weak from behind. If we are being chased we go around a dust cloud, we might use kerosene to get closer. Our pursuers either go through it in which case we turn and attack their engines so that they are stuck in there. Or if they follow us round we drop tar for them to go into then we turn and attack or if they go around that tar we usually have enough time to turn before they can attack again.

We are in a dust/tar cloud

Unless we’d rather be in there than outside and facing our enemies, we just kerosene out of there.

So please tell me what you think but don’t be too mean.
It can't be too bad, after all we've won at beginner level using this tactic.

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