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.

Messages - Echoez

Pages: [1] 2 3 ... 43
General Discussion / Re: Alliance medium weapons?
« on: November 21, 2016, 08:58:41 pm »
There was a mention somewhere that they wanted to add some kind of heavy gun for Alliance only. I just hope that they don't make too many weapons that are too broken by design to be rebalanced for Skirmish. E.g. tar mortar. I really want them to be able to repurpose assets for Skirmish in the long run, as that is what I come back to this game for.

Skirmish can't get many more guns without ruining the balance. There's not much left you can do with it and it's why there haven't been almost any new heavy guns for it. I remember ever since I started playing the game years ago there was only 4 heavy guns.. and it was 3 before.. and the only gun we got was the Minotaur, which at least in my opinion anyway, is the single most underwhelming thing.. Maybe it's a good good I wouldn't know, I stopped playing the game around that time after I got to test it a bit, but I was not impressed with it.

The whole way Skirmish works is very restrictive on Heavy guns for it. IMO the Minotaur kinda indicated that Muse is out of ideas on what to do with heavy guns for PvP and we got a weird thing that.. pushes things around and does some piercing damage. I dunno.

I'd like to see guns for ALLIANCE only, without any reservation to actually see them in Skirmish ever, because this gives Muse a lot more freedom on what they do and how they work.

Gameplay / Re: Competitive Ship Tier List 2016 (1.4.5)
« on: November 21, 2016, 11:16:21 am »
The probably biggest argument against the Goldfish was, and I quote a few too many people to name, "Why disable, when you can just kill them instead?" #DoubleJunkers (Ducks), #DoublePyra (Ryders) #SpirePyra (Thralls, but I admit, I am sure they flew other stuff too, but as far as I am aware, this was their primary ship combination back at that time; And their Pyra/Blenderfish failed against the Mandarian's double Junker). So the Goldfish was essentially thought to be quite useless.

Old thread is old, but eh still on the front page and I'm bored at class so I would like to mention something in relation to what Dementio says here.

Back in le ole days of Gat/Flak patches and even in the earlier-mid Gat/Mortar metas, the Heavy carronade was an amazingly powerful gun. The problem with most people was that they used the gun primarily just to pop balloons.

Being a big advocate for the thing back then (you can ask Eric kek) I did a lot of calculations on it and with some good crew coordination (which back then I also had), this weapon with 450-500m range could do a hilarious, almost 700-armor damage burst faster than a Gatling (Buffed with Heavy/Loch alternation to keep maximum DPM). Most of the time, especially if you got the jump on someone, shooting the balloon would be a ridiculous mistake. Old Blender was an armor stripper and insta-weapon disabler, popping the balloon was in all terms, a secondary function and only to be preferred if you're trying to stall someone in an 1v1 waiting for your ally or preventing them from getting away.

when you mention the Thralls Pyra/Blend losing to the Mandarins I assume you're talking about the Sky-League, I was on Frogger's ship during that and they did the same mistake of focusing the balloon. There was trouble dealing with it at first, but a quick realisation that you can just bring drogue and forget about the balloon while you finish em instantly aleviated that (especially on a ship where the captain can fix the balloon without even moving). If they had focused the armor from the get go there would be no hope of repairing it. With proper excecution you can instantly burst it before the engi can even get a single mallet hit on it.

Anyway, sorry for the necro I guess? If a front page thread is considered necro anyway.

General Discussion / Re: Alliance medium weapons?
« on: November 21, 2016, 10:47:51 am »
We do need more PvE specific heavy guns. IMO it's time Muse finally introduced some sort of AA-battery heavy gun, especially since it won't be available in PvP anyway so it wouldn't ruin their heavy gun balance.


General Discussion / Re: Alliance art style
« on: November 16, 2016, 12:28:56 pm »
I personally enjoy the variety in the art style, despite some of the more outrageous designs (the Shrike is a bit too feather covered..)

The contrast between the PvP mercenary ships and actual faction ships is very visible and proper if you ask me. It wouldn't make sense for the Barony ships to look rusty and put together from scraps, just like it wouldn't make sense for an Arashi ship to look pretty and solid with vibrant red paint on it. It all depents on how they go forward with them from now on.

Nailing the distinction between the various factions is the most important bit for me and I think they did it so far. I kinda wish we would get faction-styled regular ships as well. We got a lot of big warships, hoping to see some smaller faction ships as well, probably similarly designed to the PvE enemies.

Also I want that Maxim-machinegun Gatling the bots have, can I has?

General Discussion / Re: Skirmish war mode
« on: November 16, 2016, 12:14:45 pm »
Maybe if they implemented it as a special event and we could actually get faction-stylized PvP ships.. otherwise the main focus on Alliance should be on PvE. It's what this game needed from the get go to maybe retain more players due to how steep the learning curve is for PvP.

General Discussion / Heavy frame rate drop spikes.
« on: November 09, 2016, 07:25:04 pm »
First off congrats on the Alliance beta you guys, it's been a while since I've been back here trying GoI again!

Now to the point, I've been experiencing some ridiculously heavy frame rate drops, especially on the new maps and ships. Trying to get off and on the helm, weapons etc, trying to climb a ladder would litteraly make the game freeze for a moment and completely tank the frame rate (especially on a ship like the Corsair). Clouds etc would also cause some significant drop in frames.

I run on an i5-6500 and a GTX970 with 8GB of DDR4 RAM, so I'm quite baffled I get these drops, considering I'm able to run much more demanding stuff without issues on a constant 60FPS.

General Discussion / Re: Top pilots
« on: May 18, 2015, 09:01:25 pm »
Smollet, Frogger, Captain Roy and FeastonThrones are the most memorable people that come to mind when it comes to good pilots I've flown under, otherwise I mostly piloted myself.

I haven't played this game since forever but I still lurk. Hue. >w>

Am I the only person who doesn't want a Tesla coil? I'd find it really immersion breaking - I've only just managed to get over the hades.

This is not a steampunk world, despite what the devs say, this is more of a dieselpunk setting since they have combustion engines that work with fuel, so tesla coils and elecricity are more than acceptable and believable weapons.

I would love a tesla gun too, but I think I heard somewhere that, lore-wise, that kind of technology doesn't exist in the game's timeline.

Well, the original game had em so I don't see any reason not to have them here, Muse even has pre-made models for them that they never released.

They don't realy need to do some sort of electric damage either, electricity is a form of energy, aka heat, so such a gun could just go with Fire/Shatter.

Gameplay / Re: It's The Clawwwwwww!
« on: August 01, 2014, 02:17:24 pm »
It skews ship balance.  And if everyone is always using it, why does it need to be there at all?  Just give every ship a buff in turning and get rid of it.

Well, it does burn engines quite a bit if you leave it on, buffing all ships to turn like they do with Phoenix wouldn't exactly burn their engines for it, but you do, undeniably, have a point with that argument, I'm all for faster ship battles.

Can we totally have a giant tesla coil as a heavy gun so I can shoot thunder off my Goldfish's bow?

Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: July 28, 2014, 02:41:56 am »
Ammo that does what some people think heatsink does. Increase arcs (maybe at the cost of damage)

Give me something that can mend the carronade's horrible gun depression and I don't care if you even halve my damage :P

Also, yes I think that Explosive/Fire or Fire/Explosive seems to be the most interesting and not likely to be overpowered combination. Plus, it fits in with the alternate reality timeline because firebombs were definitely available in WW1/WW2.

Heavy Napalm Launcher!

Gameplay / Re: Balance ideas for Pyramidion and Junker
« on: July 25, 2014, 02:07:53 pm »
And Mobula, I am going to say this once and I hope I don't have to repeat myself, because it is annoying that so many people call it a "squishy" ship

Just to clarify, at least regarding my post about people getting squished in Spires and Mobulas, I was talking about why people pick what ships they do in Pubs with randoms and it's mostly true most people get asolutely wrecked in said ships.

Gameplay / Re: Balance ideas for Pyramidion and Junker
« on: July 25, 2014, 06:11:23 am »
I could do without the massive tree trunk behind me on a Galleon tbh, not sure how to remove that realistically tho xD

Also people should stop trying to nerf whatever they see others use the most realy, even if you nerf the Pyra (which realy doesn't need any nerfing now that Gat/Mortar ain't as ridiculously powerful as it used to be) people will pick an other ship and then you will see people using it a lot, what will you do then, nerf the next ship?

Truth be told, Pyras are overused cause they are just simple to run in a public match as well as still relatively effective in competitive, Galleons reaquire a highly skilled crew to run properly, Junkers as well. Thanks to the way damage types work in this game the Goldfish will not always be preferred since it can't reliably kill a ship by itself and when it does, it's usually not within a reasonable ammount of time. Spires are still too squishy and most people will probably give up on them after 1-2 tries of getting instagibbed, same goes with most people that try the Mobula.

eh.. I guess I should admit that the Pyra is a bit too easy, but what can you even do to make it slightly harder to run without hurting the ship a lot realy? The ship is not outstanding by any margin.. it's just easier for newbies to run than other ships so most people end up using it later as well.

Pages: [1] 2 3 ... 43