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Topics - N-Sunderland

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1
Feedback and Suggestions / MOVED: [Bug] Junker: Faulty UV mapping
« on: May 19, 2014, 03:39:16 pm »
This topic has been moved to Bugs and Game Issues.

https://gunsoficarus.com/community/forum/index.php?topic=4081.0

2
This topic has been moved to Bugs and Game Issues.

https://gunsoficarus.com/community/forum/index.php?topic=3968.0

3
The Lounge / That's it for me
« on: April 26, 2014, 06:11:26 pm »
Back in November I told Frogger that I wanted to finish with GoIO competitive after Cogs Season 3. As well all know, that didn't happen, so instead I chose the Sky League as my final event.

Anyways, after spending a year and a half playing this game and logging over 800 hours, it came to the point where constantly striving to improve and win tournaments was the only thing keeping me interested. That's in no way a criticism against the game. I've been playing since beta, I've seen Muse add two ships and four guns and raise all that money on their kickstarter, I've played in almost every single major tournament that's been held by the community... It had to end somewhere. So this is it I guess.

I'll still log on sporadically (maybe), and I'll definitely stick around to keep moderating the forums. But this is the end of the line for me as a regular GoIO player.

To all the people I've played with, thanks for the great memories. I'll see you in Adventure Mode.

4
The Pit / Forum Suggestion: Keyvias Lounge
« on: April 24, 2014, 05:52:47 pm »
A place to celebrate the badass that is Keyvias. It would contain topics such as this one:


5
Feedback and Suggestions / Nerf the Gunner
« on: April 01, 2014, 03:17:11 pm »
This has been bugging me for a while.

Let's start off by thinking about the most powerful guns in the game. The best heavy weapon is the lumberjack, no contest. The best light weapon is by far the Hades. The thing is, the main balancing factor of these guns is their limited effective range. A vanilla shot from either can't hit up close because of arming time, and it can't hit distant targets because of the slow projectile speed. If you have one extra ammo type, you can fix one of these (e.g. lesmok for long or loch for close), and the gun's balanced because there's still a certain range that it's useless in.

But what if you have three ammo types?

This is where the gunner gets silly. As an engi you need to pick between range extension, damage increase, or arming distance reduction. With the gunner, you get the whole package. Ever wonder why mercuries and gatlings have become less used in high-level play? It's because a Hades with lesmok can hit at 1500+ metres and still do crazy DPS, while a greased Hades can hit IN GAT RANGE without losing damage (in fact, its DPS increases!). What's the point of having these restrictions on a gun if they're just going to be nullified like that? Don't even get me started about how there's still an extra spot left over for a third ammo type. For the lumber that can mean the addition of charged, burst, or, scariest of all, heatsink.

Other guns are the same. Charged might seem like the only ammo type you need for the heavy flak, but lesmok is so, so much deadlier than people would have you think. Do you know how much damage an unbuffed, lesmok flak shot does to hull? 462. That's almost enough to kill a Junker. Throw in a couple of, say, Artemis shots, and you're killing Pyras and Mobs and Spires in seconds at over 1500 metres. If a gunner gets good enough at switching between lesmok and charged (and loch), there is not a single ship in the game that can survive the onslaught of pure explosive damage.

There is, in my mind, one other glaring issue with the gunner, which concerns general rather than mid to high level play. Let's take a look at the AI: there's an AI engi, and an AI gunner. The AI engi will make full use of their mallet, spanner, and fire tool. The gunner on the other hand will only really use one of its ammo types, and seems to have no idea when it should do so. The AI gunner is therefore entirely useless. What connection does that have to gunners being OP? Well, imagine you start a match with a pilot and an engineer. What AI does the game give you? An engineer and a gunner. You now have one member of the crew who is entirely useless. If you have a pilot and a gunner, on the other hand, the game will give you two AI engineers. Now none of your crew are useless. This strongly encourages people to bring gunners rather than engineers in pub matches with many AI.


Here's what I think should be done to nerf the gunner:

-Lower the gunner's capacity to two ammo types
-Force the gunner to use a clip of vanilla rounds between ammo switches. So for example if I want to switch from lesmok to charged, I'd have to fire the clip of lesmok, fire a clip of vanilla, and then I'd get to load charged in.
-When there are two AI and a gunner on the ship, force one AI to be a pilot. That should be enough to compel people to consider running engi instead.
-Apply a -20% modifier to the number of rounds in a clip loaded by a gunner, partly for the sake of realism. If you're carrying so many different types of heavy bullets around, you can't be expected to take an entire clip.
-As a small buff to go with the previous point, increase the gunner's running speed by 20%.

6
Community Events / Community Events Sub-Boards Cleanup
« on: March 11, 2014, 11:17:33 am »
Hey guys, due to a Keyvias's cleanup of Community Events boards that are no longer relevant (The Flotsam Dynasty Campaign, Training Days, and "The Cogs" Weekly Scrimmage), all threads from those boards have been moved to the main Community Events section. The sub-boards in question have been closed, but everything that was in them is still here.

7
Feedback and Suggestions / The Customization Complete Issue
« on: November 26, 2013, 10:42:31 pm »
I see this a lot among newer players- they're asked to switch their loadouts, they do so, but they don't realize that they need to hit customization complete. This can result in the start of a match being delayed by up to a few minutes while the captain has to help that crew member out.

To fix this, I think that a popup should appear when exiting the character/ship screen indicating that the changes won't be saved, and that they need to hit customization complete. Then there'd be an option to never display the popup again, and bam. Problem solved.

8
The Pit / GoI Meme: The FaceQwerty
« on: November 16, 2013, 10:58:13 am »
When something's shocking enough that even Qwerty needs to facepalm (that's a lot of things, actually).

9
General Discussion / Ship Scrambling and Other Upcoming Features
« on: November 15, 2013, 02:22:55 pm »
http://gunsoficarus.com/community/blog/november-at-muse/

I've got to say, a lot of these sound really, really exciting (player slot swap? Yes please!).

Based on what the post says about the ship-scrambling situation... I don't think it'll solve stacking. Here's what I expect to happen:

-Stacked team gets on win streak
-Stacked team is one win away from scrambling
-Stacked team surrenders the next match

Or, if they're doing it for bounty points or trying to get a long streak going:

-Stacked team gets on win streak
-Stacked team is one win away from scrambling
-Stacked team goes and makes another lobby

10
The Pit / The Shrine of the Chembeast
« on: November 06, 2013, 12:17:52 am »
Welcome to the Shrine of the Chembeast. Before you proceed to grovel in honour of It, please take the following into account:

1. The Chembeast frowns upon those who bring extinguishers into Its shrine.
2. The Chembeast gladly accepts any animal sacrifices.
3. The Chembeast laughs at your attempts to torch Its shrine.
4. The Chembeast does not appreciate reactive use of Its powers.
5. The Chembeast is to be carried at all times by those who understand Its abilities.
6. The Chembeast is not liable for any cases of asbestos poisoning.
7. The Chembeast will kill one hostage for every stack of fire that gets on a ship hull.
8. The Chembeast doesn't care that your hull is damaged and that there's no way It should be able to apply fire immunity right now.
9. The Chembeast does not view you as a user of It. It sees you simply as a slave.
10. The Chembeast has better things to do than think of a tenth point.


Now, fellow servants of the Chembeast, let us hail Its power and glory.

(yes, I will make an actual balance post when I'm not as tired)
 

11
Release Notes / Version 1.3.3 Release Notes
« on: October 28, 2013, 04:09:14 pm »
Content:
 


- Anniversary party!  Until 11/5/13, all ships are decorated with bunting and cakes in celebration of our 1-year anniversary.
 
  — Dev Hour takes place everyday this week at 1pm US eastern time.
 
  — We’ll be in game a lot this week, culminating in a marathon stream on Destructoid’s Friday Night Fights (Friday 7pm US eastern). Other stream hours are:  4:30-5pm US eastern M, W, F.  6:30pm US eastern Tu, Th.  And Dev Fireside is at the same time this week (Friday 3pm US eastern)
 
- Exclusive anniversary hats are now available for a limited time.  If you login from now til 11/5, you can unlock the hats for free!
 
- Halloween hats (male & female) are also available now through 11/5!
 


- Anniversary Sale.  All Store items 75% off!  Deal lasts through…?  You guessed it, 11/5.
 
- Hat dyes – You can now use the same dyes you have to dye your hats as well.  From the same menu that you were using to dye your costumes, you will now see an extra selection to dye your hats.
 
 
 
Features:
 
- Text display and voices for key command system
 
  – Voice commands!  Featuring the voice acting of Forrest Tollen, and Jacob Burgess, and Elspeth Eastman.  4 character voices (2 male 2 female) now available when you issue commands with the V key and the command tree in match.
 
- Hat dye.  You can now dye your hats along with your costumes using the same dyes.
 
- Latency indication in match list as well as match creation.  You can now see what your ping time is to each of the server regions, so you can join or create the matches that give you the smoothest experience.
 
- Expanded tutorials to cover skills, weapons vs components, mini-map, tab, scope, and types of repairs.  Note:  Gunner advanced tutorial needed more bug testing, so will be hotfixed in shortly.
 
- Voice chat volume priority:  Captain > Party > Crew.
 
- New competitive section on gunsoficarus.com
 
It is now live and ready for teams to set up scrimmages on the calendar, see where they stand, and win a spot in the end of season tournament! You can find it at http://gunsoficarus.com/competitive-scene/
 
- Display of currently loaded ammo in repair HUD
 
- New muzzle flash effects for each special ammo type
 
- Confirmation prompt when changing player name
 
- Clan tag clarity: Added a clan tag change button in addition to character name change in Social page.
 
- Shots from raycast weapons (Gatling and carronades) are no longer instantaneous (among other things, ensures Gatling effects timing lines up accurately with simulation and makes leading more intuitive.)
 
- New compass UI, generally clearer plus:
 
 – Shows control points labeled with letter and activity status
 
 – Ship icons are team-colored and change to indicated spotted or prioritized enemies
 
 – Indicates when spotted enemies are behind you
 
- Updated fire stack HUD, new icon when components takes more than 8 fire charges
 
- Timer for AFK rejoin – plugging AFK rejoin exploit
 
- AI now remains active until player finishes connecting or reconnecting mid-match
 
- In-match, ESC to clear typed chat / signal input rather than bring up menu
 
- In pre-game match lobby, ESC exits public profile / achievement checklist.
 
- Ability for GMs & Mods to close and rename matches to better enable us to troubleshoot in game as well as respond to your reports and concerns raised about match naming.
 
- More character locomotion animations
 
- Bounty indication colors in bounty board (black: claimed) and scoreboards (red class icon: bounty)
 
 
 
Balance:
 
- Carronade: Range reduced to 325m (from 400m), Direct Dmg reduced to 128 Flechette (from 160)
 
- Heavy Carronade: Ranged reduced to 425m (from 500m)
 
- Mortar: Jitter increased to 3 degrees (from 1.5 degrees), Yaw Speed decreased to 30 degrees/s (from 65 degrees/s), Max range reduced to 400m (from 600m), Clip size reduced to 12 (from 16)
 
- Light Flak: Reduced arming time to 0.643s for an arming range of 225m (from 0.85s), Scope power increased to 2.75x (from 2x), Rate of fire increased to 2.5 bullets/s (from 2b/s)
 
- Gatling Gun: Jitter decreased to 3 degrees (from 3.5), Muzzle speed increased to 500m/s (from 200m/s), Range decreased to 450m (from 700m), Clip size increased to 80 (from 60), Direct damage reduced to 7.5 Piercing (from 10 Piercing)
 
- Hades: Increased muzzle speed to 250m/s (from 200m/s, arming range and max range same as before), AoE damage increased to 45 Piercing (from 40 Piercing)
 
- Field Gun and Artemis: New projectile expansion mechanic that increases projectile size over the distance it travels (linearly).  All projectiles start with 0.02m radius.  The Field Gun’s projectile will grow 1.75x larger once it reaches 1000m.  Artemis projectile will grow 1.5x times larger once it reaches 1000m.  This is an important feature as we move towards Co-op Mode (shooting small airplanes)
 
- Hitboxes for guns and engines modified.  Small gun hitboxes are more rectangular so that some gun’s barrels actually fit in the hitbox now.  Engines and heavy guns modified to a lesser degree.  You will now be able to shoot the top guns on a Pyramidion more easily (on top of projectile expansion) as well as other components on ships.
 
- Spire: Balloon repair point moved to bottom deck, Hull repair point moved to middle deck, right-side gun angled towards the right 5 degrees, mid-deck left-side gun angled left 5 degrees, armor reduced to 400 (from 500)
 
- Extinguisher gains immunity to fire during its cooldown (3s).
 
 
 
Fixes and Optimizations:
 
- Characters should no longer get apparently random offsets on spawn
 
- Fixed a bug that could cause ammo skill switches to fail when made immediately after getting on a gun while it is reloading.
 
- If you get on a gun currently equipped with ammunition you do not have, it no longer starts reloading immediately (you can fire the current ammo until the next reload.)
 
- Fixed bug with vertical movement in spectator
 
- Fixed time played pie chart when only one class is displayed
 
- Fixed bug with buff causing health boost (10.18.13)
 
- Fixed missing mine balloon
 
- Fixed intermittent slow update in match lobbies (9.27.13)
 
- Fixed default key binding for signal commands not working/binding
 
- Fixed non-verbal commands menu calling up in chat if you press g (9.27.13)
 
- Fixed AI movement on Mobula
 
- Fixed AI gunner ammo skill usage

12
The Lounge / CAs in Pictures!
« on: October 14, 2013, 09:40:05 pm »


Here we are rockin' the shirts Muse sent us! Five of the pictures are pretty easy to identify (lol Spoon, did you seriously need to make it that obvious?), but I still can't figure out who's in the top right.

EDIT: For those who don't know...

Top left is Mark Abrams I think.
Left middle is Sgt. Spoon.
Bottom left is Raziel.
Top right I have no idea.
Right middle is Cul.
Bottom right is yours truly.

14
General Discussion / Co-Op Mode
« on: September 19, 2013, 04:21:15 pm »
http://steamcommunity.com/app/209080/discussions/0/846965056682490742/

Quote from: Keyvias
The other big thing we're doing is co-op mode. So the ability to fight bots bi-planes and boss ships that will feature it's own progression. This huge content DLC will be out before the end of the year and will be another way to bring players back and add new ones. Anyone who kickstarted the game or preordered from our site (Gunsoricarus.com/store) will recieve co-op mode for free.



15
Feedback and Suggestions / Heavy Harpoon
« on: September 09, 2013, 11:41:44 pm »
All right, so how about this:

The heavy harpoon latches onto the enemy ship and reels them in to some sort of launcher. Then it sends them flying.

It's late at night and I'm half asleep, so this is most certainly a terrible idea. But come on. You all know it'd be fun!

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