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 - Seamus S

Pages: [1] 2 3
1
Feedback and Suggestions / Re: stomping pub matches
« on: August 01, 2013, 11:34:28 am »
One Mercury in decent hands is enough to shut down a Goldfish completely.  At this time, I can see no reason whatever to ever fly a Goldfish.

The best way to counter this is to not fix the main gun completely until it's in range to fire. Fix it most of the way and then wait. Once you're in range and they get their Merc shots off whack the gun. Hop on, and flay them. 

2
Feedback and Suggestions / Re: Badges
« on: July 25, 2013, 12:32:33 pm »
Obligatory "We don't need no stinking badges" reference.

3
Gameplay / Re: Damage modifier normalization
« on: July 22, 2013, 01:57:49 pm »
I think I'd still rather see ammo type determine damage. It would help address this issue while also giving gunners more of a purpose. Still, I'm willing to give anything a try!

4
Agreed, This latest downtime was not well published. Muse knew about it well before hand. I would  hope that the first page of any and all GOI sites, be they steam, or the web, or whatever, would cary a heads up to the community about such an occurrence. Another suggestion would be to use Steam's 'event' functionality. I've often seen GOI events pop up on steam for fight the dev matches and so forth. If muse made the downtime an event then it would pop up on steam and anyone would immediately know  what was going on.

5
Gameplay / Re: Lumber jack nerf or terrain damage nerf
« on: July 17, 2013, 07:53:32 pm »
Also, have your captain bring a drag chute so you don't fall fast when your balloon is down. It can help a lot.

6
Feedback and Suggestions / Re: Badges. So. Many. Badges.
« on: July 11, 2013, 04:12:50 pm »
My Favorite is the one about Raspberries.  Bonus points to whoever knows what I'm talking about (hint it's a semi recent engineering achievement).

My first thought after seeing the new visual cue for armor destroyed was "aww.. Smollett doesn't have to shout 'Raspberries' any more"  ;)

7
Feedback and Suggestions / Re: Capture the Flag
« on: July 11, 2013, 04:07:15 pm »
On a less silly note, CTF would be possible even without harpooned targets (even though that would be undeniably neat). You could do a CTF type map by making a ship 'dock' under a capture point long enough for the countdown to complete. Once it has done so,  that ship would be considered to be carrying the 'valuable cargo'. It would then have to move that cargo to a different CP to score. If a ship with the 'valuable cargo' gets destroyed, a new CP would spawn at the death location. Any other ship could swoop in to capture it. Then that ship would have the cargo and would have to return to the correct CP to score.

Imagine a desert scrap game where the object is not simply to sit in the middle all the time. A ship would swoop in. Salvage cargo. Then, it would try to get back out to a starting location to score. This would be a super fun game mode IMO.

8
Feedback and Suggestions / Re: Capture the Flag
« on: July 11, 2013, 04:01:43 pm »
What we need, obviously, is GOIO soccer (aka football, before our euro friends get all huffy), that way there's no need for harpooning!

Now THAT would be funny! (Especially if you could shoot the target balloon to move it around the sky)  =)

9
News and Announcements / Re: Come test the new build!
« on: July 08, 2013, 10:39:43 am »
I think that it might be confusing some people when they go to Steam to get the activation code and they see "You have to me a member of this steam group to... blah blah blah"  It's an easy thing to join the Steam group from right there in Steam, but getting there from this thread might be misleading some people into thinking that they need to request to be added to that group by posting here first.

I know this was my first impulse before realizing the steps I was supposed to take.   ::)

10
News and Announcements / Re: Come test the new build!
« on: July 05, 2013, 12:34:50 am »
I would like to help, please!

11
Gameplay / Re: The Mine Launcher
« on: July 02, 2013, 03:13:20 pm »
Does a tar cloud or sandstorm damage/detonate mines?

12
If the best argument against doing something simple and logical is "Because, um...balance" Then there are larger problems in play.
Sorry, but if you're unable to accept game balance as something that needs to happen in said games because it's not how you would do thing in real life, then you should probably re-examine your point of view on games in general.

Please go back and read my post cause you missed the point. The point isn't what would I do in real life. It's what would I do in the guns of Icarus world, operating under the constraints of that world's accepted behaviors. For all the discussion I've seen here, I haven't seen a single reason given why an even marginally clever crew wouldn't try to make something like a double gat happen IN THIS GAME WORLD.

Aside from that, I think the arguments that it would be OP are overstated. Sure, it would be dangerous, but would a double gat on the front of a goldfish be any more dangerous than two front gats on a pyramidon? Which is worse on a spire, a gat, heavy flak combo, or a double gat, light flak combo? Personally, I'd still have to give it to a well timed gat heavy flak combo. More time to destroy the armor, but less chance of fixing it before the armor comes back up. Yes, a double gat and heavy flak combo on a galleon would be terrifying, but anyone who stands at medium to close range on a galleon's broadside has a death wish already. Of course, the only way to know would be to try he guns and see how they work in the game. Personally, I'd love he chance to play wit hem and see.

13
Feedback and Suggestions / Re: Ingame display of ship status
« on: June 24, 2013, 09:41:09 pm »
Honestly, I think by the time you run to a dashboard to look you could much more quickly look around the standard display.

The situation you are trying to fix might be addressed in other ways. Having an option to move the parts destroyed messages to a more prominent location might help. There might be other ways to tweak the UI to draw attention to damage as well. Here are just a few ideas off the top of my head:

Maybe the regular damage icons could appear at the bottom middle or top middle part of the screen and then slide to their correct place on the side. Most people focus on the middle of the screen, so this woud call more attention to the icons when they first appear. They might even come in a bit larger or flash once or twice for emphasis before moving to their assigned location.

When the hull is almost dead the screen changes to reflect the ships failing health. Usually by this time the entire crew is well aware of their ship's precarious position. Having some sort of screen flash when the armor starts taking hits might help too. I know there are already visual cues engineers can watch for, but when your on a gun or otherwise busy they're very easy to miss.

Sound effects would be a big help. Auditory cues are great. I always know to look to the baloon when I hear that unmistakable sound of carronade fire. New audio cues have also made knowing when the pilot is stressing the engines much simpler. Unique, recognizable cues for when armor, weapons or engines are taking hits would be great.


14
Again, kinda making my point about the game having larger issues. I mean, why wouldn't you shift the arc of those goldfish side mounts? If a ship builder wants to sacrifice side and rear coverage for a stronger forward punch, let them. You can get a medium and two light guns to bear on a spire. You can get two mediums and a light on a galleon. How come the goldfish gets the short end?

I guess if I can't answer the question "why would a person who was in this world be or not be able to do something." then it makes it difficult for me to believe in the world. These sorts of believability issues will become more and more important as Muse moves towards adventure mode.

Oh, also, a dual gat would very likely have a longer reload time. It would take twice as long to reload, as you're basically reloading two weapons. This is an example of something that would aid balance while still being totally plausable within the game universe.

15
Kind of making my point for me.. this isn't ~Authentic~ It DOES NOT make sense given what we are being asked to assume about the world. Ask me to believe in huge, flying, steampunk airships? Fine. Ask me to accept that they use gasbags dozens of times too small for their mass? Fine.  Gats exist in the world. Their properties are well known and used by IG people every day.  Ask me to believe that a person who uses these Gatlings every day would NOT try to stick two of them onto one of his larger gun mounts? Not Fine. Further, ask me to believe that he wouldn't take one of those useless light weapons on a different ship and shift it's firing arc to something that actually makes sense? Not fine. Ask me to believe that any sane engineer on a squid wouldn't rip up those stupid left and right engine catwalks and turn them so they are attached up near the rear gun port for ease of engine access? Not fine.

If the best argument against doing something simple and logical is "Because, um...balance" Then there are larger problems in play.

Pages: [1] 2 3