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Messages - Captain Rico

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1
Feedback and Suggestions / Re: Toggle-able aim asist
« on: November 29, 2013, 05:30:35 am »
i prefer gunners over engis for the guns because gunners know how the guns work... @_@

2
Feedback and Suggestions / Re: Huddle mode for voice chat in game lobbies.
« on: November 29, 2013, 05:23:22 am »
*cough* invite to party *cough*

3
for me it was absolutely unplayable as my mouse kept leaving the game to my left screen...only one click and you get thrown to the desktop.
I use the minitool "swapscreen.exe" where I can lock via shortcut my mouse to one of my screens.
Helped me alot but still sucks i need a third party tool for something like this

4
Feedback and Suggestions / Re: Captain Chat
« on: November 29, 2013, 05:17:46 am »
When captaining a ship i love it if my crew starts to chat. Once the people start talking they are used to talk while playing and give more calls.
"enemy below us!"
"spot cloud four o'clock high"

Flying with a mute crew sucks. And 3 guys talking is okay...but 6 or 9 is too much.

5
Feedback and Suggestions / Re: New Game Mode - 2v2v2/1v1v1
« on: November 29, 2013, 05:02:11 am »
every triangle war ends in fighting two teams the weakest one for the kills.
the only competitive part about this is racing who can kill the weak ones faster...boooring
keep the symmetrical fights.

6
Gameplay / Re: I have such a weird Junker... Questions and Discussion
« on: October 08, 2013, 09:21:01 am »
But you forget one thing about the mortar: the pilot who's steering the vessel getting hit.

You dont have to make much damage if you want the enemy captain make mistakes. They just see aoe hits everywhere.

Yesterday I tried playing with the gats on the lower deck and my KD-ratio fell significantly. I dont know why.
Sometimes you just have to try something and forget the numbers on the background.
In my honest opinion it's more important to to fit your ship suiting your playstyle than changing your playstyle by hook or by crook so you can pilot a "perfectly fitted" ship :)

I'm guessing by his levels he's relatively new but seems to have figured out things that far more experienced players are still working on.

And thank you  :P

7
Gameplay / Re: I have such a weird Junker... Questions and Discussion
« on: October 03, 2013, 09:06:13 am »
well...I dont read guides so I didnt know it was standard :)
i fitted my ship by testing infight :)

As long as the balloon is my weakest spot i try to be on a higher level, then the enemy vessel.
As i'm not on my guns i trust the recommendations of my first mate who said Whirlwinds on the upper deck do more fit to our playstyle than being on the battery deck.

8
Gameplay / Re: I have such a weird Junker... Questions and Discussion
« on: October 03, 2013, 07:27:26 am »
Piloting and commanding the glorious Hohernzollern.
58 Matches played, 55 won (3 lost mostly because I was not piloting my Junker xD)
Kill/Death 179:38


upper deck:
portside and starboard Whirlwind Light Gatling Guns

foreship deck:
depends on the enemy but NEVER a harpoon. It's poison for my tactics.

battery deck:
portside and starboard Scylla Double-barelled Mortars


Crewmen:
Pilot (Captain)
Gunner (Premade and my first mate)
Engineer
Engineer/Gunner

At first I'm glad I have such a good first mate like my friend. He's sitting on the battery deck, mans the Scyllas and does the needed repairs for the main engine und the Scyllas themselves. Also he scouts what's below us because you often can't see enemy ships while standing on the quarterdeck.

The random gunner is taking the upper deck and mans the Whirlwinds.

The random engineer mans the foreship weapon and does the repairs.


Tactics and why I take this symmetrical weaponry

The Junker is a damn fast ship, heavy armed and got a nice maneuverability. It's weaknesses are his really long nacelle which needs a detailed briefing of your crew, and it's balloon.
You got mortars and a weak balloon, so take a Hydrogen Canister as pilot and  most of your problems are gone.

I dont run a classic hitn'n'run tactic and I dont snipe. I harass, I annoy, I destroy. Know the enemy's weaknesses. A galleon for example. Why should I try to fight it broadside? I go up, fly straight to him, stay above his batterydeck's weapon's angle and then I'm free to do whatever I want. Pop the balloon, take out the engines, whatever.

As pilot you have a hard job piloting a Junker. You have to take paths no normal pilot would take, you dont only have to think in 3 dimensions (many pilots are only thinking in 2). Time is also your friend.
Your weapons are broken? Tell all your gunners to repair and get the hell out of the fight. You're faster. If there's something faster than you it's no threat. Prepare your fights, think of the possible ways the enemy vessel can take. That's why I take a symmetrical weaponry. You have to be flexible. "starboard weaponry destroyed? All men, arm the portside weaponry!" Turn your ship and fire. All weapons destroyed? Flee.

The Whirlwinds penetrate your enemy's modules and armor, the Scyllas do the rest. That's your tactic. Tell your crewmen.
That's my secret. A detailed briefing. Tell your crewmen about your tactics, your weapons and your thoughts. It's no democracy, but it's transparent. Let them know you want to turn right, tell them to man the left side, even if there aren't any vessels. Talk, always talk, but dont talk rubbish. Give instructions, give an intel, motivate them.

Do you want to use Kerosene or Moonshine? Tell your crew "I'm going to boost. Engineer to the engines!"
Your engineer can run up to the quarterdeck and your gunners know the engineer has something to do and they have to repair their stuff by themselves.
"I'm going into the fog on a low altitude. Man the Whirlwinds and repair the ship." You dont need to man the mortars if any threat only can come from above.

Anymore questions? Just ask :)

---

"Crewmen, there are no better or worse ships out there, only better or worse crews and ships with different roles. Our Junker's role is to provide enough firepower to make the opponent think twice before turning into our direction...and to smash him if he does.
The Galleon's role is to look pretty and have a glorious death. And, by the Gods, mates...at that role it really shines!"

9
Feedback and Suggestions / Re: First mate feature
« on: August 12, 2013, 02:53:07 am »
Actually I'm playing most of the time as captain and pilot and my friend plays a gunner. We work perfectly together as he sits in the belly of my junker and overviews the guns there and the main engine. I'd call myself a pretty good Pilot and a strategist but I come very unhandy in spotting and aiming. That's what my friend does very well.

Always when starting a match he takes the Crew-Slot right under mine (the captain-slot) and ingame I brief the crew:

I tell them my and the ship's name
         (so they can identify my voice and the ship's name in the upper left corner),
'cause my ship got a german name i tell them what it means in english
         (socialize and let the crew get used to my voice, because i talk pretty much and give many orders),
tell them what weapons are fitted and what they're best used for
         (newbies learn something about the weapons, new crew-members dont have to explore the ship, it also tells something about the tactics),
I introduce my "deck officer" (my friend).
Then I finish it with a joke
         ("we don't have any parachutes or life jackets, so keep fighting")
Welcome on board, good luck and have fun.

Sometimes it happens I have to steer the ship out of the heat of the battle, my fellow captains are vomiting through the captains-chat into my ears, my crew falls into panic and all I can just say in that moment is "Keep calm and repair the ship"...I'm glad I have a first mate who takes control of the crew and gives clear repair orders or tells them which place they have to take. I'm communicating with him over TeamSpeak or Party chat (If there's no one else).

What I want to say is: Let there be an official first mate. It makes everyone's life easier and many people in GOIO seriously dont want to be the boss.

10
Feedback and Suggestions / Re: The Barracuda Sky Torpedo
« on: August 12, 2013, 02:07:04 am »
stay with the armorpiercing thing.
give it impact
reduce the the explosion damage drastically but give it a big explosion radius. Hitting all modules at once, but not strong enough to destroy them.

11
Feedback and Suggestions / Re: Bigger Ship For Bigger Groups
« on: August 12, 2013, 01:59:17 am »
Two words: Crimson Skies

Okay, now let me clear that up.
Two teams with airplanes and one big zeppelin that's also the mobile spawn point and the target that needs to be destroyed by the other team.

That really really big ship is damn slow, got two balloons (i love that idea ^^), 2-3 main engines, 4-6 secondary engines (in pairs), 3 broadside weapons on both sides und two light guns on top.
The guns the big airship uses are really big, really slow and dont do any damage to the normal ships. They're only made for damaging the other "command ship".
The modules would take longer to get repaired/rebuilt and the crew is bigger (6?). The command ship's captain is the commodore/admiral who got the command of the fleet.
(Or: The commodre is the 7th crew member with an alternated UI. he does not see broken modules but damaged ships and their locations. Standing on the deck with his spyglass, giving commands...that would be so epic >_< )

12
When the captain is talking to his crew automute the other crewmembers :x
Let the normal Talk-Icon stay. And if the captain is talking to his fellow captains, make it a big circle with a "C" in it.

Do you know if you can talk in two channels simultaneously? Sometimes I feel stupid because I say two times in a row the same thing but with my finger on the other button.

13
Feedback and Suggestions / Re: Do NOT force reload
« on: August 12, 2013, 01:23:50 am »
It just would be great to see next to the Cannonsymbol a smaller one which indicates the loaded ammo...
As Captain sometimes I would also like to know with which ammo my crew is firing with :)

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