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Messages - Machofish

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Feedback and Suggestions / Re: Return of Resource Race
« on: January 08, 2018, 09:51:36 pm »
I was never around for this gamemode, but comparing it to current PvP play, I think this gamemode would only work in the infrequent 3v3 or the rare and exotic 4v4.

Most gameplay at the moment revolves around 2v2, the defining dynamic of 2v2 being that if allied ships don't stick close to each other, they die. It'd still boil down to a case that whoever wins the first engagement will probably win the points.

I haven't explored Paritan rumble in detail, but if it's the one I'm thinking about--cramped urban corridors, and a large, open central square with the partially-destroyed globe monument--then a ship stationed at any of the 1 points would have a clear firing line to both of the other 2 points. As others mentioned, the capture times or respawn times would need to be adjusted so that one team couldn't just wipe the enemy team and seize all 3 points.



One suggestion that comes to mind--and I do not claim to be educated about designing and balancing this sort of thing--would be to space the points further out, but adjust the capture speeds of certain ships based on their durability and speed. This way, fast and agile ships like the Squid and Shrike would have a slower capture speed than the Galleon, Spire, or Mobula. The problem with this would be the need to fine-tune the specific capture speed of each ship, as well as account for the fact that most medium and heavy ships have varying acceleration rates but very similar top speeds once they get going. The result would be that pilots of particularly fast ships like the Shrike, Goldfish, and Squid would feel unfairly nerfed because they would be forced to sit on a point until the enemy team catches them - and of course since the light ships rely on hit-and-run tactics, it would become borderline impossible for a team of light ships to stand still on the capture zone long enough to take it without getting shot to pieces for their trouble. They would essentially need both enemy ships to be dead before they could capture a single point.

I think this may be my own bias against lightly-armed ships showing here: I realize my above comment leaves an unsaid assumption that, "Well, if fast ships can't capture any better than heavy ships, and they can't even do enough damage to kill anything*, then what the heck would they good for?" Again, I'm sure there are plenty of Squid/Goldfish pilots who will gladly let me know why I'm wrong about this assumption.

*With the exception of the Shrike, and any build that uses mine-throwers for direct fire.

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Q&A / How does one pilot/build the Judgement airship in PVP (if at all?)
« on: January 05, 2018, 05:56:06 pm »
Hey, relatively new player here. I've really fallen head-over-heels for GoIO, practically can't put the game down.
Since 'graduating' from Novice, I've been trying to learn how to pilot the Judgement, and I've played around with a few different weapon compositions. I've won some, I've lost some, but I've been getting mixed feedback: Based on what my teammates have said to me after a few games, I am apparently decent pilot and simultaneously the worst player that some people have encountered. Looking around the forums for advice, I'm also realizing that: A) With such a tightly-knit community, it's important that I avoid making a bad first impression, and B) There seem to be no detailed guides about piloting and arming the Judgement for PVP.

I was wondering if anyone had experience or wisdom they could share to a new player about piloting a Judgement in PVP - or if it would just be better to start learning another ship instead?

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