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.

Topics - Dementio

Pages: [1]
Ever wondered how us Ryders do scrims? Ever wanted to see a match from my perspective while I was piloting? No? Well, here it is anyway, for your enjoyment:
Includes profanity, from me, and me constantly talking, as per usual, so be warned.

The Lounge / Why Rydr lost
« on: October 17, 2015, 12:18:18 pm »

In case you are confused about the talking, Fynx' and my ship are in different channels, so not everything you hear from me is what what the other ship hears.

Feedback and Suggestions / Spawn invulnerability
« on: September 15, 2015, 05:15:44 am »
For like 5 or 10 seconds. Should it finally be a thing, after over two years?

The Pit / AI names or something
« on: August 28, 2015, 04:19:26 pm »
  • First place team will receive: ...and name an in-game AI.

What name would you give your AI/very advanced (steampunk) robo pet?

And I mean it in the sense of high level, "super try hard" (not necessarily competitive) matches and not that random pub game where you can't expect your crew to be on top of their game.

I am just interested in seeing if anybody actually thought that having had a gunner instead of a 3rd engineer cost them the game or was the right choice after all.

Since most of my ship loadouts are made to work best with gunners and thus make excessive use of as many ammo types as possible I can say I was glad that I had a gunner in most of my matches.

However, there are also ships like the Blenderfish or one particular Mobula setup (which I don't use anymore after the mechanic of the Flamerthrower got changed) were I could not make the most of it, but still won due to superior teamwork, where dps seems to matter less as long as a ship can fulfill its general purpose (e.g.: A gunner can still destroy a balloon in two shots with the Heavy Carronade and doesn't need a buff hammer to do so).

It would also be interesting to see a comparision between before and after Stamina got introduced, if anybody can do that. But it is probably a really rare and desperate situation since pilots on that level are usually able to keep their gun arcs on the enemy, faster reloading not all that fast is and since the 3rd engineers usually stays on the gun, like a gunner would and so doesn't use stamina.

The Signal Tower / Random matches
« on: June 20, 2015, 05:47:54 pm »
Because I am going to be gone for the whole of next week I wanted to have some fun time on saturday by playing random matches with some people that happened to be online. Streamed at Lueosi's request:

Some warnings:
- My voice is for some reason louder than other people's and if you lower your volume you might not hear the others
- I play with Post-Processing effect on and Film Grain!!!
- In Lobby, there is some possible voice chat cluttering. Mumble can also be heard and may add to it even when in-game.
- In the end it turns a little bit more serious

General Discussion / Top Pilot and Crew on one ship
« on: December 20, 2014, 12:11:01 pm »
We have a thread for the top pilots, a thread for the top crewmembers, but what about the entirety of a ship? What captain and crew excel(ed) not only in piloting, but gunnery and engineering as well, and on what ship are these the best at?

Top Pilot:,5117.0.html

Top Crew Member,5147.msg87167.html

General Discussion / The Meta, the Carronade and the Counter
« on: December 18, 2014, 04:21:48 am »
What counters what? When is victory considered hopeless when it comes to ship and their builds only?

Discuss and share! Assume 1v1 scenario, but adding counters to entire ship combination can't be too bad either.

Do the Meta-Builds counter anything or are they just to be countered?

If a team brings two of the same builds and its enemy team brings counter to that, which happens to be twice of the same ship again, does the counter still work?

I feel like Fish do not counter Mobulas that have Hades, double Artemis, Carronade and a Flamer very well.
People tend to say Fish always wins against Squids. Is that true though? There must be a build where the Squid will stand victorious. Looking at the lack of Squids in competitive and how everything works in pub matches, this might just be theoretical talk.

Goldfish in general seem like they counter very well. What's best to counter the fish of OP lion gun/Carronade?

General Discussion / What class is most OP?
« on: December 09, 2014, 02:33:52 pm »
Question in title.

Obviously Pilot is most op.

General Discussion / Hades and Artemis ships and Kill/Support ship general
« on: December 07, 2014, 09:28:55 pm »
Metamidions and Hades/Flak are kill ships. Fishes and Carro/Artemis Pyras are support ships.
Would a Hades/Artemis combination (on Pyra, Junker, Mobula, etc) make a ship a kill ship or a support ship? Does an extra side Banshee/Artemis change anything or not?
Or does the ally simply define what a kill ship and what a support ship is?

Feedback and Suggestions / Improve Lobby Timer
« on: October 21, 2014, 03:41:13 pm »
Currently the lobby timer starts when 2 people are on each ship, which is 50%, which means 50% full of AI, and it is in no way guaranteed that within 5 minutes the lobby will be full and ready before the new lobby timer force starts the match.
As it is now, the timer feels too short, because it starts too soon and does not add enough time when new crewmembers join, if it adds any time at all.

Suggestion to improve on this:
- Remove the lobby timer entirely. If matchmaking works as it should then there should not be a problem getting the lobby full and thus started sooner then the pre 1.3.8 lobbies.
- Start the lobby timer later. For example, when 3 people are on each ship or the entire lobby is full.
- Add more time for each person that joins the lobby, unless they join as a spectater, which would delay the lobby timer for no reason.

"Lobby Timer" is not to be confused with the "Match Start Timer", which starts only when enough captains have readied up.

Feedback and Suggestions / Remove force starting timer
« on: October 20, 2014, 12:08:49 pm »
Played 2 games and I was already getting stressed by the timer.
Left the pilot spot to spectate, new pilot joins -> 30 seconds left.
Stacked lobby, 2 ships ready up, game starts even though 2 didn't want to.

What's good about the timer again?

Adding 15 seconds with "Add Time" does nothing.

Gameplay / Spire Changes?
« on: June 30, 2014, 09:11:11 pm »
The Spire is the glass cannon in this game with the most firepower, but at the same time, the easiest to kill ship. It turns rather fast (even though phoenix claw seems to still be a must), but moves very slowly forward and backwards. It's vertical speed seems to be a joke considering how tall that ship is. This tall-ness makes sure that close range ship can just hammer on it without the Spire having any means of escape vertically. And it at times it even dies before it gets its own guns in arc even though the enemy is just in front of it, just a little bit too high or low.
Although IF the spire gets its guns on something, it can, technically, shredd this something in mid-air. Technically, because even when the spire gets the chance, things can go horribly wrong and in close range a simple Gat/Mortar combination seems to be enough for even a Galleon.

My question to the community is wether the Spire is balanced or not. If not then how to balance it?

Feedback and Suggestions / Burning Projectiles
« on: May 27, 2014, 04:00:53 pm »
I once heard and witnessed that when flamerthrower hits a projectile, you can see a hitbox. What would be if the projectile(s) that are hit by a flamerthrower gain a higher chance to set fire (like maybe 100%)?

Feedback and Suggestions / Bright Buffs
« on: April 22, 2014, 06:05:29 pm »
Basic idea: Buffs creating a glow inside clouds, after clouds are fixed. And with glow I mean just enough to know that there is something in these clouds. Buff glow is weak however and thus of course cannot be seen through clouds. Might not be as easy to see inside tar or dust storms, because buffs glow is so weak.

There are way too many buffs nowadays, gotta fix that somehow...

Pages: [1]