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Messages - Fynx

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The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: April 27, 2018, 09:13:09 pm »
Huh, I'll share some old ones since I found them stashed in a file.

Aayra: Congratulations about the 12000 games Lue. And condolences to every single other aspect of your life.

Dementio: Your name is making my mumble crumble.

Ayetach: They swag and we potate.

Fynx: I ran out of cookies.
Tanya: I can help you!
Fynx: No you can't. You're too far away.
Tanya: Lets make it a guided cookie synthesis.

Lvl 7 minofish against a lvl 13 brawling junker.
Minofish wins.

Lvl 13 pilot: Now I hate pushcannons with a passion
Areus: Annoyance launcher 1, junker 0

Two pilots disconnected, crews request a pause.
Lueosi: We don't pause for these guys. They insulted my mother.

Castus Crios: I think it's an enemy junker there, spot it.
Castus Crios: Yeah.
Castus Crios: "Junker"
Castus Crios: Aptly named.

Lueosi: I need to pee. That's a good sign guys. I always need to pee before a good match.

Daniel: HELLO! How do you feel this BEAUTIFUL... SUNNY... night...?

Waiting endlessly for the match to start...
Lueosi: Christmas is at 24th of December.
Lueosi: Any wishes?
Fynx: I'd like a pony
Dementio: Death to humanity
Silent Marauder: Catgirl harem

corpsehatch: I'm a designated rydr punch bag.

Fynx: Who wants the hades?
Fynx: First one to take...
Indomitus: not me
corpsehatch: not me
Fynx: Seriously, you're awful
Indomitus: fine
corpsehatch: fine, I'll take it
Fynx: Akagin hades

Fynx: I need to pee.
Extirminator: Do you live in a house or a flat?
Fynx: In a house.
Extirminator: Use the window.
Fynx: But it's too far away.
Extirminator: Put lesmok in it.

Feedback and Suggestions / Re: MK 2 weapons
« on: April 02, 2017, 04:22:09 pm »
I would say, if you're going to do a Mk.II of any kind of weaponry, it should be rare..

I like the idea of making this feel... unique.
Heavy flak got the 2 shot version, because players were complaining and in game it's another gun people don't complain about, so it's a good thing.
I wouldn't like other mk2 version guns though. It would make the hflak feel less unique. Not to mention it's cheap.

The heavy flak mk2 isn't the old heavy flak. It's the new heavy flak with two shots. Find a video with old heavy flak and you'll see what a vast difference it is.
It doesn't feel like old heavy flak. I could go on with an exact description of difference like a chef comparing two similar however different cuisines.
Still, the new old heavy flak works as intended, so there's nothing to complain about, really.

General Discussion / Re: On the subject of vote kick...
« on: January 24, 2017, 04:05:10 am »
A number of people suggested the vote-kick to require confirmation from 90% of people in the lobby.

This would pretty much guarantee the feature is not being abused, because if 90% of people in the lobby can be made to want to kick that one player, it's far better for that player not to be there.

Gameplay / Re: Exclusively using Burst in the Heavy Hwatcha?
« on: January 18, 2017, 12:07:21 pm »
This is not a comment about low/medium level matches where you can do what you like and most likely you're going to get away with it.

It takes a number of very high level matches, players that focus on what they want to do, do it right, and a bit of ingenuity on your side to prove or disprove some sort of theory.

This answer is not a proof that heavy clip is useless in hwacha. Maybe you will find, one day, a repeteable situation where it is. More likely the game will die or get completely rebalanced, still.
Last of all, some questions can be answered only by statistics in specific situations and it's damn difficult to provide those.

It's an answer based on competitive and casual experience, but also lengthy discussions. And I probably forgot about a number of situations.

As of the time being, the only situation where heavy clip can be negotiated, is when you need to use hwacha as a close range defense weapon, rather than something for offense.

It may be hwacha on long range side of a sniping galleon, where gunner takes over the hwacha while some evil mobula gets into dangerous arming time of lumberjack. But hey, in most such situations, the huge majority of legit pilots will put another long range gun for better support and let's hope we can turn to close range side when we have to. If one of enemy ships is close range, it's already better to bring burst for engineer in the first place.

It may be hwacha on a long range spire that pretends to be a mobula (double art plus hades/merc). In most matches with long range ships enemy pilots will instantly switch to double mercury pyras, cheese pyras, double hades pyras, mercury mobulas, hades mobulas, meta galleons etc. while congratulating themselves the knowledge of how to bring proper ships in proper situations against proper enemies or because they wanted to. Assuming this situation didn't actually happen and we have some sort of hope that it's going to work, we'll have the gunner shooting one of the light guns usually from long range. But, since the hwacha sits idle, he might as well fire a heavy clip of hwacha occasionally. The problem is, either he's going to miss, or the enemy will intentionally dodge, or the hwacha will hit and not do anything, because it's heavy clip and not burst.

Finally, there may be a super weird situation where you need to stay at range for some reason (like first enemy just died, ally finishing off an enemy, we're waiting at their spawn), or charge to enemy spawn in a long range map where you just died and hope your ally will survive. At such times, you will have time to reload the hwacha before getting close to the enemy, so there's a tiny little little chance that it's going to help something, even on a hwachafish. Most likely though, you'll be wasting a gunner ammo slot instead of using something that has low probability of being useful, but still better than long range heavy clip hwacha (such as heatsink).

Otherwise, the most mistaken notion is shooting the charging enemies because they're still far away.
You're wasting your time getting close to them, not giving enough fire support to your ally. This also happens regularly in so-called high level matches.
Or they're going to get close much sooner than expected and you will die because no reloaded burst hwacha.
Or they're not coming any time soon anyway and you might as well be shooting a harpoon at a passing skywhale instead.

Feedback and Suggestions / Re: HEY SCRUBS! I have a ship for you.
« on: January 18, 2017, 08:05:53 am »
It looks like the front guns' arcs aren't the same as on a pyramidion, there's no balloon protection and no side guns.
Additionally, speeds and accelerations can be adjusted so it's not an unbalanced ship.
Besides, it's simple in design, possible to be created by actual humans in that GOI physics reality, unlike most of those super complicated Alliance ships.

I don't know how much work it takes to put a ship in game, but I'd like to see it there.
In case of doubt, a bit of underbalance can be applied with slight (read: 10%, not 100%) periodic (read: weeks, not years) changes to make it viable.

Gameplay / Re: #restorethesquid
« on: December 31, 2016, 10:31:09 am »
Anytime I don't take claw on squid I treat it like a fast pyra.

What do you mean it's not a fast pyra...

Feedback and Suggestions / Competitive features
« on: December 21, 2016, 07:15:27 am »
This is a thread about hypothetical features. Mostly because were any of things listed here implemented, it should've happened back in the time the following thread was discussed and now it's a bit too late.,2220.msg38287.html#msg38287

I'm putting this list here just in case someone decided reading it might be entertaining and bring pleasant dreams.

Competitive lobby
- Custom lobby creation has an option to check to create a competitive lobby.
- Spectator on the highest position in spectator ship is the referee.
- The moment last spectator leaves, the lobby no longer has a referee, but it's still a competitive lobby.

Referee position
- Free map choice in lobby
- Kick player action
- Force start match
- In-game actions usable like actions in Practice mode or by commands in chat
- End the match action
- Winner manual choice
- Restart the match action
- Timer features
- Pause features

- Base timer set by referee in the lobby (default value: 20 minutes)
- Match clock visible in match by all players in format "mm:ss/mm:ss"
- Start/stop timer referee (initial state: paused)
- Add 1 minute to the match end time action
- Overtime turn on/off option. Match ends the moment time runs out only if this option is set to 'off' (initial value: off).
- Overtime is visible on the match clock by using red colour.
- Alternative overtime behaviour: if the time runs out while overtime option is set to 'on', value set in lobby by referee is added to the max match time (default value: 3 minutes)
- In case there's no referee timer is automatically set to 'on', overtime remains as it was, default winning conditions (number of kills, first kill advantage)

- Full game pause: no ship or character movement, all effects and actions stopped 'midair'
- Pause on/off referee action
- In case there's no referee game is automatically unpaused.

Examples of special features for special events (fun times)
- Double gravity option
- Triple backward speed option
- Static balloons (races)
- No wind option
- Increased area of effect for mines
- Connected all ships voice chat
- 30 secs god mode after scoring a kill

Feedback and Suggestions / Ship paints
« on: December 20, 2016, 01:00:49 pm »
Add more ship paints.

Additionally two look presets would be welcome. So, for example, players could switch between them if they wanted two different looks for red and blue. But this would require some actual work from muse guys.

Gameplay / Re: #restorethesquid
« on: December 18, 2016, 04:17:25 pm »
it could do with a 100hp more, the armor change does make a difference.

I'd say 200hp, instakills by environment are no joke.

The biggest nerf was removing the ability to walk through the struts at the back near rear gun, a fool proof way of getting to the bottom engine without jumping or fear of screw ups

I'm still curious as to what was the idea behind this change. The only thing that comes to my mind is to increase the level ceiling of squid engineer so good engineering / control over fluent movement is something to work on for players.

General Discussion / Re: A wild GOIO VN appears...
« on: December 11, 2016, 01:09:28 pm »
I'll hold my breath.

Q&A / Re: Can you have the game always run in Dx11?
« on: September 24, 2016, 12:16:11 pm »
Seems to be working for me.

Not that I'm fully confident it's actually dx11, but it seems so.

Community Events / Re: SCS rules discussions
« on: September 08, 2016, 01:41:09 pm »
I like all of the rules that are in the SCS right now. I think it's important to understand that the rules are for the viewers as well as the players participating. Keep your matches interesting and entertaining.

My thoughts exactly.

People have been playing for a while now, it's not surprising the current rules prevent some bad habits and provide some unpleasant solutions instead.
There are loopholes that cannot be fixed, so playing in a gentelmanly way is the only solution there. Such as people running away until the end of the match, because they're winning 1-1 with kill advantage against slower ship combination. Or ships hiding in some corner nobody will ever look at. Or accessing the stream while playing the match. Why do you even play this match in the first place...

But then, it's impossible to form rules that prevent such situations. That's why it's considered mandatory to play nice and teams may ask for something that is beneficial to the quality of the game. Even if it's against the rules and works in favour of one team.

Community Events / Re: Cake's Unbirthday WEEK 5 FINAL Signups
« on: August 12, 2016, 05:49:09 pm »

Logo by D.lo-res

Team Name: Storm Facepaw
Team Captain: Fynx
Crew 1: Silent Marauder
Crew 2: Wolf One
Crew 3: Akagify (or replacement)
Division: Veteran
Mercenary: y

Community Events / Re: Cake's Unbirthday WEEK 4 Signups
« on: August 05, 2016, 05:40:31 am »

Logo by D.lo-res

Team Name: Storm Facepaw
Team Captain: Fynx
Crew 1: Silent Marauder
Crew 2: Wolf One
Crew 3: Akagify
Division: Veteran
Mercenary: y


Logo by D.lo-res

Team Name: Storm Facepaw
Team Captain: Fynx
Crew 1: Silent Marauder
Crew 2: Wolf One
Crew 3: Akagin
Division: Veteran
Mercenary: y

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