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Messages - Jamini

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1
Feedback and Suggestions / Re: New Ammo Type - Hybrid Rounds
« on: April 07, 2016, 10:19:28 am »
Lobbies of Icarus 2: The Matchmakening?

2
Feedback and Suggestions / Re: New Ammo Type - Hybrid Rounds
« on: April 06, 2016, 12:25:33 pm »
I want to compile all these outlandish ideas and just put it on a separate Guns of Icarus 2 GDD

That sounds fun!

3
General Discussion / Re: Quotes to live by?
« on: April 04, 2016, 04:26:10 pm »
1.

Most matches are won even before you queue. Be that winner. Up your game, learn from every loss, and you can't go wrong.

2.

Everyone was a novice once.

3.

No tactic works unless it is first tried.

4
Feedback and Suggestions / Re: New Ammo Type - Hybrid Rounds
« on: April 01, 2016, 03:43:03 pm »
It would only work if you averaged the two.

Heavy+anything would give you -35% recoil, not -70%.

Also, your second post was made at
Quote
« Reply #2 on: Today at 01:01:01 pm »

on April 1. My local time.

Nope. The idea was to directly combine the benefits, not average them. While averaging the benefits might be a potential solution, I feel it would dilute the effect too much. Remember, part of the point of this is to give us a concrete and viable reason to take a gunner over an engineer.

5
Feedback and Suggestions / Re: New Ammo Type - Hybrid Rounds
« on: April 01, 2016, 01:09:29 pm »
Very cool idea, but mathematically difficult to balance and probably overpowered. Greased Loch anyone?

Be mindful, you are trading a potential third engineer/buffgineer for a gunner with this. I did state it would be difficult to balance in the original post.

One thing to take from it of note: If multiple hybrid rounds prove to be problematic that share a similar ammo type in them, it might indicate that a particular ammo type is overbalanced.

6
Feedback and Suggestions / Re: New Ammo Type - Hybrid Rounds
« on: April 01, 2016, 01:01:01 pm »
Some example hybrid rounds (Be mindful, the gunner would only get these with both applied ammo types equipped)

Greased Charged Rounds

+10% Damage
+35% Rate of Fire
-20% Projectile Speed
-15% Rotation Speed

Incendiary Burst Rounds

-5% Clip size
+20 Ignition Chance
+50% AoE Radius
-45% Rate of Fire
-30% Projectile Speed

Heavy Burst Rounds
Clip Size:    -5%
Jitter:    -70%
AoE Radius:    +50%
Rate of Fire:    -15%

Be mindful, the gunner needs to have the listed ammo in his inventory to get these. So a Hybrid of Heavy and Burst would need both equipped (Probably ideal for a Hwacha, that one)

7
Feedback and Suggestions / New Ammo Type - Hybrid Rounds
« on: April 01, 2016, 12:52:36 pm »
I am certain that this will be mocked to oblivion, and I'm fully aware that this idea is a balancing nightmare. That said.

Quote
Ammo Type: Hybrid Rounds
-Effect: Combines the bonuses and penalties of all other ammunition the user has equipped

Gunners are still considered weak and limited by many people. Unlike engineers (who have almost exclusive use of most of their tools) and pilots (who are now mechanically limited to one per ship, and can use more than one tool at a time), their niche is fairly easily covered by engineers and occasionally surpassed by buff-engineers on single-ammo guns. While gunner stamina is a step in the right direction (a very good step), gunner viability is still fairly low.

This ammo type would be ammunition that is solely useful to gunners.  Similar to how most engineer tools (mallet/hammer/spanner/fire tools) and pilot tools (everything but the rangefinder and spyglass) are not generally not useful outside of the class that gets them.

Certain combinations could be very interesting, some would probably be a little powerful, while others would be totally useless. It is without a doubt that some combinations would become a must-have (Charged+Greased comes to mind, as it would be +35ROF and +10% damage). This is a feature, not a bug, as this ammo would cement gunners into a must-have class for all ships without in any way diminishing engineers or changing the buff hammer.

8
Gameplay / Re: Gunner vs. Buff Engi on Heavy Carronade
« on: April 01, 2016, 11:15:33 am »
Gunner stamina alone normally makes it worthwhile to have them on heavy guns, due to reload times. The ability to bring incendiary (to help keep the bloon down) and Heatsink (to go for extra disables per clip) is also useful. The third engineer's use varies depending on what the situation is.

The main advantage of a three-engineer crew is that you can have two repair engineers and a buff engineer.

-In a purely tanking scenario, two spanner-mallet engineerscan keep a ship from going down a little longer.
-In a scenario with a lot of fire, a third person who can suppress fires is very useful

-In a normal scenario, or one where you have an advantage, the gunner can reload much faster and still get a buff from your buff engie.
-The gunner is more versatile in what he can fire and how he can fire (So even when both engineers are repairing, he can use a secondary gun at optimum, assuming he has one or more viable ammo types for it)
-Gunners can give better arcs, including a bifecta on the goldfish.

So really, if you are doing well a gunner is a better choice. In a close or losing match, the extra repairs can save you.

9
World / Re: Faction tactics and strategies and preferred loadouts
« on: April 01, 2016, 11:03:45 am »
Debilitating diseases tend to have population impacts for generations, and it's outright stated that the MG were hit the hardest by the grey wasting. The primary guild territory is called "The Vastness" even to this day, explicitly implying that much of the land they hold is empty and sparsely populated.

Compared to the other heavy ships from alliance, stating that the Managate is designed for "Overwhelming firepower" is a bit disingenuous. Most ships, except the goldfish, featuring a heavy weapon have at least one light weapon they can bring to bear alongside it. I wouldn't say it has disproportionate firepower compared to them, if anything it's a lighter "heavy" ship.

That said, you are right. The MG sees to prefer to frontload their damage potential at the expense of durability. The Mobula (was) fairly fragile and slow in close quarters, but very dangerous if it could bring it's forward facing guns to play. The Magnate seems the same with high damage primary arcs, but with a relatively fragile hull.

Quote
my theory is that the MG hope that their flamboyant golden-yellow heraldry and their powerful first strike capabilities would disincentivise attacking any trade convoy protected under the aegis of the MG.

That would make sense for caravan guards/escort ships. I suspect MG-supported mercs would act differently however.

10
Feedback and Suggestions / Re: Option to toggle auto vote rematch
« on: March 30, 2016, 01:04:41 pm »
Chances are they had won a few matches (which boosts your ships MM rank) and were queued together (which boosts your ship's MM rank). That ups your matchmaker weighting by a great deal. You didn't include the number of players online at the time in the pic, so it's hard to say how many games were probably running.

Either way, why does it matter? Losing a game as an underdog means nothing. Your streak and W/L ratio aren't impacted by underdog games, and you get progress towards a set of pretty nice rewards if you win them reliably.

I can say, from the middle of the pack, that I tend to get queued with either newbies or vet games depending on who I have running with me. (Random novice crews tend to get me into novice games, the 40-45 friends I have tend to get me into high-end games, and my friends tend to get crews that are average in the low-mid 20's, with occasional 30's).

We also would need to ask them if they joined through MM or by the custom game tab. Otherwise we have no info about it.

11
General Discussion / Re: Ai matchmaker value
« on: March 29, 2016, 04:52:01 pm »
Saw this happen last night with a lower level lobby.

12
Feedback and Suggestions / Re: Option to toggle auto vote rematch
« on: March 29, 2016, 04:41:50 pm »
Muse can have their crappy default that no one wants to make use of the match maker no one wants to use.

So long as we have the option to set it to ignorable.

You know, it's really hard to agree with you even when I agree with you. I have no idea how you managed to make yourself that caustic of a person.

Anyway yes, you are right in this instance. Allowing people to pick to auto-rematch (or not) would be ideal. (With the default set to auto-rematch.)

Honestly I like the matchmaker. It's one of the better ones I've seen.

13
World / Re: Faction tactics and strategies and preferred loadouts
« on: March 29, 2016, 02:41:58 pm »
Quote from: Mercantile Guild Page
The Great war caused an upheaval of climate change where the world entered a period of disorder. No only were nations stripped to ruins but the environment was also brought to its knees. As living standards dropped, disease became common and struck hardest in the pocket of land now called The Vastness, current home of the Mercantile Guild.

A merchant of the guild is always a composed individual, adorned in the richest but simple cuts of fabric with only some jewelry--like a single shining star in an otherwise black night. A guild merchant moves carefully, speaks meticulously, and is never boisterous like their local town market counterparts. This is because a guild merchant never forgets how he came to be, how his ancestors afforded him this life of abundance. The Blight struck The Vastness the hardest and many thousands died. The early merchants realized they needed to look towards the outside world for help, a cure that constantly slips between their fingers and is carried by the winds. The same wind that carries the dust is thought to have brought the Blight to their people.

The Guild has much to offer, but is never satisfied. There is always more to gain and there is always someone who has it.

Nothing will slip through their grasp

Looking at the Mercantile Guild, they are foremost Merchants and Entrepreneurs.

Of any other faction, they are the most likely to have massive caravans bound for other countries from which they need to protect from raiders (especially the Arashi, who border them). Guild lands are large, empty, and mostly flat, which leads to the development of the predominantly long-range sniper platform Mobula.

The Guild is likely one of the factions least interested in waging outright offensive wars. Their diminished population and reliance on other factions for trade and survival would disincline them to direct conflict, and their true enemy (the Arashi) do not have a standing army. Much of their military assets would be caravan guards, arms distribution, and mercenaries units that sell their goods and services to other factions.

Guild Mercenaries would act much like their signature ship in a conflict, hanging around the edge of a conflict to disable and pick off enemies at long range and evading close range encounters. This not only would allow them to be a very effective compliment to the groups that hire them should they run heavier ships with more maneuverability (and thus, ability to protect flanks) but allow Guild Mercs to more easily disengage if a battle turns sour.

The Guild also very likely incorporates ships from other factions into their own fleets. Particularly for setting up fortified trade posts or defending their own land from large-scale assaults. Their standing fleet would likely be one of the weaker fleets(Outgunned by the Yeshan, Barony, and Angelean fleets), but their logistics would be unmatched and no matter who they faced they would almost certainly have an third player as a military ally to supplement their fleet.(Willing or coerced, depending on the exact situation).

TL:DR
-Army of mostly Caravan guards and Mercenaries loyal to the guild, few enemies outside of the Arashi
-Prefer long range ships/sniping due to terrain, favored gunship, and supporting role in conflicts
-Most likely faction to incorporate ships from other factions
-Weak military, but lots of hooks/favors to pull unrelated allies in to protect their assets. Plenty of money for bribery.
-Unmatched Logistics, world-wide trade network.

14
Feedback and Suggestions / Re: Option to toggle auto vote rematch
« on: March 28, 2016, 03:45:18 pm »
+1

Having rematch as the default option would be nice. If people have a bad match, they will leave or uncheck it anyway.

15
Feedback and Suggestions / Re: Harpoon damage
« on: March 28, 2016, 03:43:00 pm »
Hrm, really? From the few times I've used a harpoon, it always pulls your ship into the arc of the harpoon (as well as pulling them). How did it pull you out of arc?

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