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Messages - nhbearit

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General Discussion / Re: How would you balance/change the game?
« on: March 20, 2016, 01:10:30 am »
No it doesn't. You seem to be under the impression that a thermobaric explosion is easy to make. This is false.

And let's make something perfectly clear. If the concussive force of the warhead is what sets off the fuel in this imaginary world, the warhead has already done it's job. The explosion it's caused has already come and gone. The "damage" has already been done. Hell, the explosion might even PREVENT the fuel from creating a fireball.

Fire damage is silly because weapons in Goio have a 100% success rate. They never fail. Perhaps you didn't think that through all the way. Those examples you're drawing inspiration from were failures. Duds. Duds that managed to do something because an engineer decided to put in a redundant system.

and no I wasn't going to bring that last point up, but now I'm here, and not asleep so blah.

General Discussion / Re: How would you balance/change the game?
« on: March 20, 2016, 12:30:47 am »
Rockets have fuel. They have less fuel the further they go. Fuel contributes to the explosion.

Sorry, was heading to bed when I saw this, just wanted to chime in real quick. So, this isn't really a thing.

So rocket fuel isn't an explosive. That's kinda the core issue here. It'll burn really really hot, and really fast, but it's not what you use for a warhead. Dedicated explosives tend to be a bit more powerful than a molotov cocktail (which is essentially what that extra fuel is.) What I mean when I say that is that an explosion tends to have more energy and to happen quicker than the fireball the fuel causes. Which is good. What you generally need an explosive to do is TEAR. You need to put a hole in something. High-Velocity, High-Energy sound waves are pretty good at that. (That's the kind of explosion the warhead causes*)

Kindof a key component of an explosive is that once it's triggered, it goes off as immediately as possible**.

Fuel doesn't really do that. If it did, it wouldn't be that useful as, well, fuel. Fuel needs to be relatively*** slow burning, that's how you can control it. If it all went off immediately then it couldn't do it's job of pushing the warhead. Missiles that set their left-over fuel to explode tend to do so as a redundancy. e.g. the warhead didn't go off, so you might as well do something****.

Right, well physics isn't quite as simple as that, but I think I'll leave it there for tonight. So I'll see everyone around.

*Depending on what you want to put a hole in, you might want to do something weird; like shooting molten copper at it.

**Unless you want it to do something weird (see above)

***Relatively is a fun term to use when you're comparing super-sonic speeds to sub-sonic speeds. It's still pretty gosh-darn fast, just not as... instant.

****Someone spent alot of money and time making that thing, you know. (also, I'm exempting thermobaric weapons because they're complicated and it's 12:30 am)

TL;DR  Fuel is great for making a fireball that'll singe your eyebrows; not so great at blowing something apart.

General Discussion / Re: How would YOU nerf the Mobula?
« on: March 18, 2016, 05:13:18 pm »
I have no intention of proving him wrong, because I don't care...

What a glorious example of why the Mob is fine as it is.

Meanie-Butt, if you don't read someone's post simply because you don't agree with their position, then why the hell should anyone read any of yours?

Addendum: I'm aware Meanie-Butt doesn't speak for everyone who shares a position similar to his.

General Discussion / Re: How would YOU nerf the Mobula?
« on: March 16, 2016, 08:15:58 pm »

You do realize that the mobula can back up almost as quickly as some ships can go forward right?

Oh, and once you do close, the vertical acceleration and speed of the mobula let it run circles around any other ship in the game. Squid included. You shouldn't be turning much in a close range engagement, mobulas simply don't need to.

Hull isn't that important in a mob actually, the balloon is life tho. Speaking of which:

Balloon Blocking!

The mobula is the only ship in the game that can effectively balloon block AND fire all guns at the same time. That I don't like.

TL;DR reduce both the vertical acceleration and speed. The Mobula has alot of inherent advantages. It doesn't need the vertical mobility it has.

Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: March 01, 2016, 07:30:10 pm »
Still, I'm not sure that's a good solution to the problem.

Why not?

Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: March 01, 2016, 07:16:09 pm »
I think you're misunderstanding me.. Ammos would take up tool slots. So if you wanted 2 ammos, and to be able to buff your gun you would bring: Wrench, Buff, Ammo, Ammo. This way if you need someone to have alot of repair-power, they would have to sacrifice firepower. or vice-versa. Sidenote: "Crew" stamina would be the current Engi stamina. If we decided we needed those extra arcs on guns, we could add a tool (similar to the buff hammer) or an ammo, that increased the angles guns could face. (which would also take up 1 of those 4 tool slots)

Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: March 01, 2016, 06:50:53 pm »
If I'm counting correctly everyone gets 5 tools. Gunner has 1 pilot, 1 engineer, and 3 gunner tools.. right? so just combine the engineer and gunner tools. "Crew" would have one pilot tool, and their choice of 4 crew tools. (and yes, ammos are tools)

Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: March 01, 2016, 06:23:59 pm »
Just get rid of gunner entirely. Make a single, unified "Crew" class. People who want to call themselves "gunners" still can. It would open up new combinations for crew (and consequently ship) loadouts. We might even start to see something new. Some of the tools might need re-balanced. We'll deal with that when we come to it though.

Feedback and Suggestions / Re: Suggestion: Increasing Playerbase
« on: February 19, 2016, 06:26:35 pm »
*Rolls eyes*

Then come up with another word for it.

The biggest issue with new players is that alot of them don't end up actually learning the game. I'm sure this community has missed out on plenty of great players. Part of the issue is that, while WE know everyone's level, a newb might not understand that's a thing. They might just see that they're a "novice". Part of the solution could very well be making Novice/Non-novice (or Vet/not-Vet) visible. If it gives even one player a chance to get on the correct ship, the ship that will show them what Goio's about, I think we can all agree that will have been worth the effort (or for that matter calling someone a "vet")

Sidenote to Schwalbe: You should read Don Quixote. Buried in it is a rather interesting point about something you put in your post.

Feedback and Suggestions / Re: Suggestion: Increasing Playerbase
« on: February 19, 2016, 04:41:22 pm »
What if we dropped the "Novice" tag and instead gave people a "Veteran" tag? That way new players wouldn't feel as noob-ish, and who knows, they might actually listen to someone labeled "Veteran". Same basic idea in the background (players without a Vet tag have all the distinctions of a current "Novice") but we use positive reinforcement instead of negative. You gain something by playing, instead of being stuck in a probation mode. There'd need to be some way to show that someone was a Vet, maybe a new color for names?

Community Events / BTB 2.3 Signups!!
« on: February 18, 2016, 11:05:43 pm »
Back to Basics 2.3 Sign-Ups!!

Time: Sunday February 21st at 12:00 pm EST (Muse Time)(5:00pm UTC)
Sign-ups close: Saturday February 20th at 11:59pm EST (4:59am UTC)

This event is for teams of all sizes and compilations. 8-player teams, 4-player teams, a team made of clan members, a team made of just friends, a team made from mix clans, new or are all welcome to join. This event is truly for practice!

Casting this supernacular event will be (TBA)!

For the extended rules and more information: Look Here!

To Sign-up please post the following information
  • Team Name
  • Point of Contact: In-game name and Steam name
  • Logo (if you have one)
  • If your team is a 4 or 8 player team
  • If your team is requesting a certain team to be paired with (maybe you Cronus League Partner for the week)
  • If your team is participating in the SCS, so need to have all your matches done before SCS starts.

Points of Contact for Back to Basics!! are:
nhbearit and KitKatKitty

Feedback and Suggestions / Re: Suggestion: Increasing Playerbase
« on: February 18, 2016, 10:35:19 pm »
I wager 5 peanuts!!

But seriously, I think I remember someone saying that the average player stuck around for 4-5 days in a dev chat.. I'd have to double check that but given how long goio's been around, if they'd wanted to actually do something about it they've had plenty of opportunity.

Feedback and Suggestions / Re: Hwatcha Nerf
« on: February 15, 2016, 12:25:20 am »
The trick with Artemis is how many you can bring to bear. There are definitely better weapons to outright kill. The Artemis shines because its reliable (its so easy to hit you can expect to get close to max dps, dpc, dpb etc..) and because it's easy to get into arc. And once you get three or four of them on a target, the enemy ship is so disabled you have all the time you need to kill them. That's why hades/double Artemis is such a scary combination.

Feedback and Suggestions / Re: Some sort of feedback
« on: February 11, 2016, 03:00:28 am »
As someone who recently upgraded from a baked potato, I can say that I've never encountered performance issues with GOIO that weren't flare or flamer related. My old comp was 5ish years old and pretty low end even then, I picked it up for $325 I believe. The graphics options for goio are actually pretty extensive, which was really nice. If your friends were having performance issues then my advice would be to learn what all the graphics settings do. Even for the ones that have upgraded, I got alot of mileage out of that potato by knowing what I could live without.

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