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Messages - Erheller

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1
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 06, 2014, 03:34:27 pm »
The Dev App spreadheet is actually inaccurate. Awkm said a couple weeks ago that it wasn't accurate and I haven't had the time (read: too lazy) to look into possible issues. I've changed the file name to indicate that it's inaccurate and may lead to incorrect conclusions.

That being said, I don't think Mercury damage got changed.

2
Gameplay / Re: Rebuild Behavior
« on: June 07, 2014, 11:21:30 pm »
I remember awkm saying once that rebuild times for components can be changed independently of each other. This gives me the impression that there is no formula, and component x can be rebuilt in y hits because Muse says so.

I can't find that post, but if I do I'll link it here. It was in the dev app forum for 1.3.3, maybe.

3
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 14, 2014, 10:02:57 pm »
I'm not sure if anyone has discovered this before, but I haven't seen it mentioned here or in N-Sunderland's guide.

You can jump on the Junker's main engine on the bottom deck, then jump on top of the lower port gun, then jump again to phase through the floor onto the middle deck between the front and top port guns. It also works on the starboard side, but you have to jump outside of the boiler thingy hitbox to be able to phase through.

https://www.dropbox.com/s/r9j8bf4vvaxd6ez/Junker%20shenanigans.mp4

Credit goes to Col. Dierone for discovering this yesterday (unless someone else has before).

Edit: Probably not useful enough to be seen too often, but could have its situational uses.

4
Who said I was even arguing?

I'd like to point out that you included the first (contentious) sentence because you wanted to "get a jump start on the ruffling [of feathers]." In spite of what the rest of your last post implies, I highly doubt you're the victim here.

5
Gameplay / Re: Realism has had it's fun...
« on: April 03, 2014, 08:09:07 pm »
this is not a brawler vs sniper thread.  e.g.  I think an increase in speed could make sniping more fun also.  get with the program;  more agile flying is more fun flying in our opinion.  this opinion is of course supported with our correlating the lack of player retention with the lack of fun/speed

I'd just like to pop in and say that correlation does not imply causation.

Early in the game's life when the ships were more responsive, much of the playerbase had spent quite a bit of money on Guns of Icarus (Kickstarter, buying full price, buying for 10 dollars). It was around the April 30th patch when GoI started going for about 5 dollars. Of course, if you pay more money for a game, you're going want to keep playing it to get your money's worth. If you pay less money, you're more likely to just throw it away after playing a couple of hours. Concluding that player retention went down because of lower ship movement is just....silly.

tl;dr: Ship speed and player retention are not necessarily correlated. Personally, I don't think they're correlated at all.

I'm not as experienced as other people in this thread. But faster ships doesn't necessarily mean that everyone is going to be happy. Some captains might like the speed boost, but what about everyone else on the ship? What about the hades gunner that can't hit enemy ships at all because they keep juking the shots? What about mid-range combat? Ships will be able to close distance faster, giving mid-range guns a smaller window of effectiveness. Pilots aren't the only people playing this game. Engineers and gunners exist, and increasing ship speed won't necessarily make the game more fun for them.

The game is in a good spot right now in terms of balance and funness. Increasing ship speed can ruin it.

6
Guides / Re: Quick Rreference for Rebuilding Components with a Spanner
« on: March 26, 2014, 03:20:40 pm »
awkm made a table like this in the Post Release 1.3.3 Balance Testing thread in the Dev App forum, albeit without the buff values. Not sure if I'm allowed to link the google doc itself.

Thanks for the list, though. It's a little strange that a buffed mobula hull would take the same number of spanner hits to rebuild as a buffed pyra hull - that's probably just due to rounding, though.

7
Feedback and Suggestions / Re: Zenith (concept for a new ship)
« on: March 13, 2014, 06:22:29 pm »
750 is very clearly on the LOW end of that scale.

Three ships have more health than your proposed ship.
Three ships have less health than your proposed ship.
One ship has the same amount of health as your proposed ship.

750 health is clearly not a small amount of permahull - it's obviously around average. And I would argue that it's a high average, at that - the median ship health is 700.

And considering that the three ships that have higher permahull have very clear drawbacks to them (galleon can't maneuver very well, goldfish and squid the second least and least amount of armor in the game), your proposed ship doesn't seem to be balanced at all.

Mass doesn't matter for enough for me to give a crap about it at this point, as it has no major impact in a theoretical environment where it can't be tested.
It matters, because if nothing else, it determines how easily your guns can get rammed off arc.

8
Guides / Re: Gunnery for Dummies v1.3.5
« on: February 25, 2014, 09:00:04 pm »
Whoops, yeah. I got damage and speed mixed up. Neeeever mind.

Still, they have equal projectile speed.

Thanks, updated the comparison post.

9
Guides / Re: Gunnery for Dummies v1.3.5
« on: February 25, 2014, 08:50:38 pm »
Oh, I completely missed that heatsink got changed a couple patches ago.

Right now the tooltip says that it's -17% damage, -20% projectile speed (and some other stats that haven't changed). Assuming that's right, light flak will have 697.2 damage per clip with heatsink versus 588 for greased. But greased can empty its clip much faster than heatsink. Range and arming time *should* be the same between the two.

...I used the wiki as the source of the projectile speed decrease information... Someone needs to update the wiki.

Yeah, the wiki has some really inconsistent information. Wilson's Notes apparently take their stats from the game files themselves and are self-updating, according to awkm.

10
Guides / Re: Gunnery for Dummies v1.3.5
« on: February 25, 2014, 08:33:02 pm »
Heatsink on light flak vs. greased on light flak

Heatsink: More damage per clip (697.2 damage per clip with heatsink versus 588 for greased)

Greased: Much faster rate of fire (1.5 seconds to empty greased clip, 2.8 seconds to empty heatsink clip

My calculated theoretical rates of fire don't seem to coincide with actual rates of fire (at 16.67 rounds per second, the flamer should take 18 seconds to empty a clip, but it's actually closer to 20 seconds), but greased still has a distinct advantage over heatsink in this regard.

11
Feedback and Suggestions / Re: Enviroment is way to Over powered
« on: February 20, 2014, 08:50:49 pm »
I'm pretty sure hull and balloon take damage. Try taking a squid in sandbox and flying into a dust cloud - you'll see that the hull is visually damaged if you wait for a couple of seconds, and the balloon also takes damage (it takes quite a bit longer for the damage to be visually visible). In both cases you can hit the component with a tool and get a repair cooldown, which confirms that yes, sandstorms do damage to the armor and balloon (albeit greatly reduced damage in comparison to components).

That being said, the damage to armor/balloon is so small that it hardly matters (on most ships it won't even show up visibly if you get out of the cloud quickly).

12
Feedback and Suggestions / Re: Lobbys of Icarus Has Ideas
« on: February 20, 2014, 12:31:01 pm »
- Isn't hull rebuild time tied to its armor value? I don't see increasing the rebuild time to add much to the goldfish's survivability.

awkm said that they are actually independent of each other.

Repair time can be altered independently of gun health, which is what I did.


13
Guides / Re: Gunnery for Dummies v1.3.5
« on: February 18, 2014, 02:17:08 am »
Mostly it was just the firing rate of guns that was incorrect. About half were correct, of the rest, most errors were pretty minor. The hwacha was off by a factor of 10, though.

14
Q&A / Re: Light guns health
« on: February 17, 2014, 02:06:55 am »
I did some testing in practice mode and it looks like it's 200 health.

Used fire to get the gun down to almost no health


Hit it with a spanner 4 times:


The fifth spanner hit fully repaired the gun:



Since each spanner hit repairs 40 damage, I repaired 200 damage total, which was enough to fully repair the gun. Therefore, light gun health cannot be 250.

Visually, each square looks like it represents 40 health. 40*5=200.

15
Guides / Re: Gunnery for Dummies v1.3.5
« on: February 16, 2014, 07:25:23 pm »
That didn't take as long as I thought. New version is up now. DPS calculations should be correct.

Stable links
https://www.dropbox.com/sh/nren7iup46pn38f/Hq1BTC1AAs
https://drive.google.com/folderview?id=0B6mzwhxzgaIEVjRpQ3FOVXVEdzQ&usp=sharing

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