Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Machiavelliest

Pages: [1] 2 3 ... 21
General Discussion / Returning Player
« on: May 16, 2020, 12:49:58 am »
I last played maybe 6 months after the Lumberjack was released.  What has changed?  Is this forum still even an active place to be?  Are the servers still overrun with Russians?

The Lounge / Re: Prove you're oldfag
« on: May 05, 2016, 12:38:01 am »
Flakfish domination, Lochnamerc, and the Squid was not yet invented (nor the Mobula), Russian Release 'J' Invasion, but I bet those have already been mentioned.

Also, my personal favorite, when the ship masses were programmed incorrectly, which meant that a Squid could harpoon a galleon and whip it around the map into a cliff.  Or, you could harpoon two galleons and slam them together.

General Discussion / I HAVE SEEN THE CREDITS
« on: January 04, 2014, 03:39:26 am »

General Discussion / Re: Must I repeat Myself?
« on: December 31, 2013, 01:50:02 pm »
Phoenix wishes he was as cool as Hammond?

Gameplay / Re: Goldfish 1.3.3
« on: December 21, 2013, 11:58:43 pm »
Gilder, do you mean heavy carronade? I thought I was the only one who couldn't get out of the habit of calling carronades flaks. I blame Unreal Tournament.
I believe he's talking about the olden times when the Heavy Flak was an unbeatable machine of destruction.  I would like to point out that all the drawbacks of the Goldfish mentioned are still there with the Heavy Flak being on the front. 

I've been gone about six months, and coming back the Goldfish felt like it used to, just without the massively overpowered Heavy Flak, and mass physics reasonably added in.

General Discussion / Re: Are you Muse-ical
« on: August 02, 2013, 04:57:28 am »
Played electric/upright bass in the orchestra and jazz band up though graduating college.  Usually play metal on my fender, jazz/other on the upright and fretless electric. I dabble in guitar.

Gameplay / Re: The Mobula
« on: August 02, 2013, 04:02:26 am »
Portions of the deck could be ripped up slightly ... ?

Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 29, 2013, 03:32:45 am »
I would argue that the pilot shouldn't bring a Goldfish against a Mercury build on an open map. Or, suffer the damage, dont fully rebuild the main gun until you're in range and get in close. Even on Dunes, you only spawn 1km apart.

There really hasn't seemed to be massive backlash over this gun, so I'd say empirically, it's not as unbalanced as its made out to be in this thread.

Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 27, 2013, 05:35:28 am »
Enemies can turn too, no engagement is perfect.
True.  However, suffering sustained Mercury fire at close range should not be a thing a crew has to deal with.  One or two shots makes sense, but the firing cone is so narrow that it's easy to avoid more than just lucky shots.

Gameplay / Re: Hydrogen/Chute Vent Damage
« on: July 27, 2013, 05:25:56 am »
I don't know how they work with the Mobula and its quick climbs and descents, since I don't fly one.

I use hydrogen with the mobula, combined with the Claw it's great for turning the tables on a charging pyra.
my iPhone apologizes for the quote pyramid.  How does it fare with vent?  Does it pogo-splode like a Spire?

Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 26, 2013, 10:10:39 pm »
As a pilot, I'd blame the pilot if you're close range with a Merc in your face.

Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 26, 2013, 10:00:51 pm »
I wholeheartedly agree that removing shatter would cause imbalance due to other guns, and would take most of the fun out of the weapon. I'd suggest a modest reduction in piercing. Yes, the gun still does a chunk of hull damage, but the reduced armor damage means repairing the armor is easier.

Feedback and Suggestions / Re: Utility weapon: Air Blast Cannon
« on: July 26, 2013, 09:44:58 pm »
Keep in mind if you're moving other ships, at least that much force is applied to your ship. Equal and opposite and whatnot.

Gameplay / Re: Hydrogen/Chute Vent Damage
« on: July 26, 2013, 09:33:02 pm »
If this game gets any slower or crappier I'm just going to stop playing entirely.
Is this a continuum?  Can we find a happy medium where you quit bombing people's threads with complaints but don't ragequit the game?  The Squid can still dogfight.  I do it all the time.  And it's a blast.  I would like to see it lose a little mass, but that would turn it into a bouncy ball on collisions.  Maybe a slightly better turn rate.  It's not broken or unusable the way it is.  On topic:

Squids use the vertical tools to evade and engage, Pyramidions to keep an opponent in their gunsights, as well as other applications, but I'd caution OP against using those tools in a Spire.  The Spire is so tall it's not an effective way to evade vertically, and if you use chute vent ... you are going to shatter like a glass knife on the ground.  Buffing a balloon is, especially now, generally preferable to using those tools; I still carry them because I want other components buffed instead.

I don't know how they work with the Mobula and its quick climbs and descents, since I don't fly one.

Gameplay / Re: Sky Torpedoes
« on: July 26, 2013, 05:42:00 am »
I would say that forcing ships to move even with an easily-avoidable projectile complicates the Mercury gunning solution for the ship targeted by a torpedo.  They would have to deal enough damage (a massive amount) to make it worth it to move the ship and not just eat one or two while using a Merc to snipe out the launching platform.

Also, if these things go really slowly, how do they fly?  It'd look wonky to have a giant hoverboard out there.

Pages: [1] 2 3 ... 21