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Messages - The Cunning Linquist

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We would be interested in playing.  Contact me in game or through the forums.

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Community Events / Re: Cake's Unbirthday Tournament
« on: April 19, 2016, 04:06:49 pm »
Ship crew are NOT to repair any component or maintain an active buff

Just a minor thought - should teams be aloud to put out fires during a pause?  It would be silly to have things break during a pause because of a fire, especially balloon/armor. 

Should they also be aloud to repair their balloon if it breaks and then a pause is called while it's still broken?  I know most of the time if a balloon is broken it would still count as combat, but I can imagine a situation where someone could get a popped by a lumberjack and then duck behind cover and qualify for pause.  Just a thought.

Overall though, very excited for the tournament.  Thanks for organizing it!

-Cunning

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Gameplay / Re: Gunner vs. Buff Engi on Heavy Carronade
« on: April 01, 2016, 03:40:53 pm »
This thread again; it's been a while though. Gonna keep it short this time.

With the recent loch changes I thought this topic was worth discussing again.

Use stamina for reloads at range and when you don't need it for arcs.

Could you explain a little more of what you mean with this thought?

If you're confident about arcs then buff engi is the best choice. Spanner mallet buff gives you max repair on the front and hull... you could have an engi bring heavy clip to preload at longer range and have the gungi switch to their charged for close

This is definitely the way I'm leaning right now.  If nothing else it's always good to force the crew to practice higher levels of coordination, but I really like the versatility it offers.  Unlike Doc, I still have a reason to run blenderfish - it's hella fun.  ;)

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Gameplay / Gunner vs. Buff Engi on Heavy Carronade
« on: April 01, 2016, 01:02:08 am »
Is a gunner still necessary on a blenderfish, or is the heavy carronade now just another buff-engi gun?

Before the 1.4.5 patch, lochnagar was almost necessary on a heavy carronade so a gunner was a must.  With loch now nonviable on the carronade though, is taking a gunner really that helpful?  With a gunner, you obviously gain access to the two additional ammo types past charged and gunner stamina.  So therein lies two questions:

          1.  Are the additional ammo types helpful? 

          2.  Is gunner stamina helpful?

For the first question, I can see situations where heavy, incendiary, and heatsink all have their uses, but I'm not sure the advantages justify taking a gunner over an engi with charged.  For the second, I believe only the effects of stamina on vertical arcs are relevant (reload speed and horizontal arcs probably don't matter much).  However, if I'm understanding the wiki correctly, stamina adds +40% to vertical arcs, which is only an additional 4 degrees down and 8 degrees up (arcs are 10 down and 20 up initially).  These could be relevant for sure - rising into the face of a hwachafish for example - but how relevant?

As for taking a buff engi, there are two additional questions about benefits:

          3.  Is the effect of buffing the carronade relevant?

          4.  Do the added repair tools make a difference?

Charged already breaks a balloon in one clip, so does applying a buff to it really make that much of a difference?  It will obviously contribute towards armor break, but so does the ground so maybe that's not relevant.  Repair tools may or may not make a noticeable difference, that's past my predictive abilities.

Anyways, I'm caught somewhere in the middle of these two alternatives so I would really appreciate some community input.  Thanks in advance,

 - Cunning

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Community Events / Re: Cronus League Week 8!
« on: February 22, 2016, 08:20:51 pm »
Since the rules aren't specific on what happens when a team is subbed for, I've chosen to go with extremely lenient.

Well, when we were subbed for, we lost 5% of our points every game, moving us from 1000 points to 858.  Wouldn't this be the precedent?  That was a situation where we a team asked for a break and a sub WAS found.  I'm looking at rule 18.b:

"If no substitute team can be arranged, the matches will count as a loss. No points will be deducted from the ally team and only 5% points will be deducted from the team on break"

It seems like in our case you treated this rule as what happens to a team on break regardless of whether or not a sub is found.  I realize that's not quite how the rule reads, but that's what the precedent is.  I don't believe GSR should be awarded points for not playing and I believe there should be a 5% penalty (as was applied to us) to discourage teams from taking a break.

As to your second point, I believe in that same case you let the winning teams still keep their points, so I would let SkBo keep their winnings from the week.  It doesn't seem necessary to nullify the match.  Give points to SkBo and deduct points from the losing teams as normal and track the points that the sub team got.  If they ever enter the tournament they can enter with their current score based on their winnings this weekend.  Again, I believe this is what you did in week 1.

To your third point, we should not award Kajiggrs points. Rule 16:

"If a team is a no-show, the match will count as a loss for their pair. All points lost will come from the team that did not show (20%). The winning pair will receive points as if they had won 10% from each team."

In one of the weeks we had No Hug Me I'm Scared not show and I don't believe their partner team was awarded any points.  When we didn't play 6th week because NHMIS dropped out, we weren't awarded any points.  I believe the precedent would be to keep Kajiggrs at the score with which they entered week 7.

TL;DR
1) GSR should lose 5% of their week 7 score per game
2) The matches should not be nullified and SkBo and all other involved teams should have their scores adjusted accordingly
3) Kajiggrs score should not change.

I hope none of these teams take any of these statements personally.  I promise that everything here was said in a spirit of openness and fairness and I certainly don't mean to offend.

-Cunning

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Community Events / Re: Cronus League Week 8!
« on: February 22, 2016, 12:39:13 pm »
Ya that must be a mistake.  That wasn't how it worked for us when we were subbed in week 1.  We came in at 858 in week 2.

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Community Events / Re: Guns of Icarus VODs
« on: February 18, 2016, 03:31:37 pm »
Are Cronus League VODs available anywhere?  Besides on the twitch replays.  I think week 1 of Cronus is buried in the SCS videos on CommunityeSports but I was wondering if anyone had compiled any of the others.

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Community Events / Re: Cronus League Week 7!
« on: February 14, 2016, 01:37:31 pm »
Yes, according to the post Thomas just put up, we removed that rule (see option B).

Also, Thomas, could you check the scores on Pastry Timepiece and Kajiggrs?  Either their scores are swapped or Kajiggrs should be above Timepiece.

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Community Events / Re: Cronus League Week 7!
« on: February 14, 2016, 01:26:37 pm »
So, just to clarify, we will go with option B IFF the teams vote for it AND we find two teams to fill the spots.  If we vote for B and we don't find teams, we just go with A.  There's no way that a team will miss an opportunity to play like what happened this week.

In that case, we vote B.

S/O to clans to fill those spots!  I know Rydr and SkBo have had teams express interest in playing.

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Community Events / Re: Cronus League Week 6!
« on: February 11, 2016, 12:46:21 am »
Would we rather drop 3 teams than allow 1 clan to have a 3rd team in the league? 

And we're not talking about a sub here, we're talking about the remainder of the tournament.  We're only half way through!  That's 5 more weeks where someone doesn't get to play.  And remember - it's not like it's just 1 team that isn't getting to play.  There will be 6 other teams every week who only play twice instead of 3 times like everyone else.  It seems unfair that some teams may only play 8-10 games over the remainder of the season where as others may play the full 15.  That's a pretty big difference in terms of opportunities to gain points.  Filling the spot seems much more important than the diversity initiative to me.

I understand your concerns about being fair to the teams that were eliminated and I think that is valid.  Maybe a suitable compromise would be to allow those teams to sign up with the priority that they would have had based on when they originally signed up/volunteered to sub?  So if the team that volunteered during week 5 signed up, but then the team that was eliminated before week 1 because of the 10-man rule (was it Helfyre's team? I'll call them that) signed up, then "Helfyre" would get it.  If you want, you could also add that if a third, independent team signed up then they would get priority over "Helfyre" because they don't break the rule.

I guess I'm just trying to say that this isn't a trivial matter and I think it's worth discussing to find a compromise.  I feel that strictly enforcing the 10-man rule over filling the league does more damage than good.  I'd love to hear input from other captains and community leaders on this.

Thanks for hearing me out,

-Cunning

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Community Events / Re: Cronus League Week 6!
« on: February 10, 2016, 03:43:29 pm »
Would we be open to relaxing the 10-man rule if it means filling the league back to 20 teams?  I don't have a team ready and waiting or anything, but I feel as though filling the league is important.  More important than diversity, if it comes right down to it.  I like the rule, personally, but I'm more than willing to give it up if needed.

And yes, I recognize my vested interest since this spot determines our partner for the week  ;D

- Cunning

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Community Events / Re: Cronus League Week 3!
« on: January 23, 2016, 01:17:35 pm »
Anyone know James T. Kirk's twitch stream?

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Community Events / Re: Cronus League Week 2!
« on: January 15, 2016, 01:34:00 pm »
How do we find out what times our matches start?  Or, if not that, do we know what times the rounds will start?  Or what time the first round starts?  I'm just trying to figure out the time-frame when I should be online.

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Community Events / Re: Cronus League Signups!
« on: January 03, 2016, 09:31:13 pm »
A Fine Night's Curse, signing up!

Contact: The Cunning Linquist

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Community Events / Re: Cronus League - Single Ship Teams
« on: December 15, 2015, 07:01:53 pm »
Sorry for hopping on to this thread so late!  My friends and I just heard about this idea and we're really excited about it.  I have just a couple of clarifying questions (sorry if it was listed somewhere and I didn't see it!  I looked, I promise):

1.  When does a team find out who they are paired with?  Will it be at the beginning of the week (Monday-ish) or the day of?  Somewhere in between?  I believe that the earlier the teams find out who their pair is, the more competitive it will be (since they will have the week to prepare).  I don't know if this is a good thing or a bad one, but it's something to consider. Also, when they receive this information, will they also get info on their opponents for the upcoming match?

2.  How are signups handled?  If they aren't open now, how do I find out when they will open?  I only ask since timing is important.

Thanks for putting this together.  I think it's a fantastic idea and I look forward to participating.  For what it's worth, I'm glad we're sticking with the spirit of the concept in keeping teams random through the competition.  I don't know which way is "better," or "more competitive," but I certainly think this way will be more fun ;)

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