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Messages - Nidh

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The Lounge / Re: New Gun?
« on: July 26, 2015, 06:44:30 pm »
That's... disappointing. who even uses the Minotaur? I just want a new Heavy gun for my Goldie that's actually usable :(

The Lounge / Re: New Gun?
« on: July 26, 2015, 01:45:26 pm »
Fingers crossed for a heavy gun, but it looks like it could fit in a light gun spot :/

The Lounge / Re: Player Memes
« on: May 13, 2015, 01:59:56 pm »
Zill OP
SammyBT = Immortal

The Lounge / Re: Show us your...desktop!
« on: March 13, 2015, 04:59:39 pm »
This was an ancient tradition back in the Clan Mac Addict forums. All us UT players would sit around the forum campfire, showing our desktops. Some folks had custom UI features and it would spur others to check into them too. Others would have unique screenshots or art as their backgrounds. But no matter what you posted, you got the chance to see through the eyes of your opponents for a moment. Was usually a constant stream of conversations that would spring up. Almost about as much as the rig listing threads.

So anyway, try to keep it PG-13. I only say that because there was folks back then who posted near X rated backgrounds and kept the moderators busy.

Cutlass, nice! I have a Mustang Alpha cause i'm... well cheap

Gameplay / Re: Creative Pyramidion Builds
« on: February 20, 2015, 03:05:58 am »
Double Arty top, gat/mortar bottom. Lead with artemis for safe approach with disable. When close, right artemis gunner jumps down to  gat for gat/mortar/arty trifecta, hull engineer hops on mortar to give the finishing blow.

Q&A / Re: Are there Botmatches?
« on: December 21, 2014, 02:16:54 pm »
You can't reliably base your success on your own skill level, especially not in pub matches.

I find your reliance on a number to determine the skill of another team a bit hypocritical since you clearly consider yourself better than the level shown under your name, implying you don't believe levels accurately show skill.

Every veteran knows that levels mean nothing, and that there are too many factors in a pub match that contribute to a win or a loss to be able to reliably point to a single person's skill.

I've lost versus very low level pilots, and 2v1'd very high level pilots in pub games, but that doesn't mean a single other person on the other team carried/did poorly but that the team as a whole did/did not perform well together

Q&A / Re: Are there Botmatches?
« on: December 21, 2014, 01:41:31 am »
Don't base your success or failure solely on your own level of skill. This game more than any other relies heavily on teamwork. Your entire ship is only as good as the weakest link on it. That said, if you're new to the game than there's a lot more to learn about being efficient but that also means you shouldn't worry about winning, just learn as much as you can about the ways of a crewman/captain.

Q&A / Re: General Piloting Tips
« on: December 12, 2014, 12:20:06 am »
Goldfish - Don't ram unless you know what you're doing. Don't GET rammed, at all costs. Use the balloon to block incoming explosives if you don't have another option.         Timing is everything on a hwachafish, time the reloads and prioritize targets based on threat level to your ally. Don't fight a pyra head on if you can help it. REMEMBER you have side guns, use them. The bifecta point for a few weapons are on the "x" that the ropes make when on the wheel and looking to the right. Keep a spanner handy to help with balloon repairs. Always look to be around your ally, the Goldfish does it's job best when it's assisting, rather than killing. If your front gun goes down, immediately look for ways to stall until an ally comes to help. Good ways of stalling with the goldie are to balloon block, or to play bullfighter, hold "descend" for a bit then hydro upwards.

I usually play more defensive rather than aggressive with the goldie so this isn't set in stone, but I would recommend a defensive gun in the port slot, namely the mine launcher. laying mines on an approaching enemy can really pay off, and if you're in the middle of nowhere they make for decent makeshift cover. If anything they will buy you a few seconds to re-evaluate a sticky situation.

The most important tip I can think of is that the Goldfish at it's core is a support ship, always try to decide what is best for your ALLY, not you. Skrimskraw put it best when he said the goldfish "Isn't about quick kills, it's about efficient kills."

Dev App Testing / Re: 2nd round of balance testing
« on: December 09, 2014, 11:57:23 am »
It cant be a front line ship... The spire is a Big, easy to spot, easy to hit, hard to manage ship. If it would try to frontline like a Goldfish then it would die before anyship because it is still weak to frontal fire, it wont react torwards damage as well a pyra or goldfish does. And from current spire, this is the best type of gameplay you can do but the balance is still very disadvantagous. With this, the balance is advantagous enough for being a glass cannon. Because now, it can navigate and it can survive a direct gunfight. Or atleast long enough.

I don't understand.. a glass cannon is not supposed to survive a direct gunfight, which it's why it's supposed to have greater maneuverability to get the heck out of dodge.

Giving it more health and able to survive a direct firefight makes it a front line ship, doesn't it?

My point is, if it's supposed to be a front line fighting ship, it can have all this extra hp. If it's supposed to be a glass cannon, it needs more maneuverability. Just not both.

I'm just not sure why it's getting both, unless it's supposed to be a "jack of all trades" ship, and the pyramidion and junker kind of fill that role already. Do we want another general purpose ship that has more firepower than the pyra and junker?

Dev App Testing / Re: 2nd round of balance testing
« on: December 08, 2014, 05:41:41 pm »
Well, what are you supposed to do with a Spire? You can't rush in because your armor's too low. Ambushing is difficult because you move too slowly. Being a stationary firing platform doesn't work because if you stand still you get snapped like a twig.

I need to know what we're balancing towards. If it's a stationary ship that "watches mountain passes" then it needs a boatload of more armor/hp to afford being a sitting duck because it can't even strafe like a galleon. If it's a glass cannon ambush-er then it needs a lot more speed, but it can keep it's current hp. If it's supposed to be a killing front line ship then it needs more hp and speed.

The current changes suggest that it's moving toward a general purpose front line ship. It's becoming more of a slightly flimsier pyra with twice the firepower.
It just makes me a bit confused as to where it's intended place on the battlefield is supposed to be since I thought it was supposed to be a glass cannon... that can't move... which is problematic on it's own.

Dev App Testing / Re: 2nd round of balance testing
« on: December 08, 2014, 03:49:22 pm »
I'm confused as to what the roles of the ships are. Going by the numbers it's looks like the pyra and the spire have swapped places n terms of role.
Isn't the pyra supposed to be an initiator and lead the charge, where the spire is a supporting gun-platform?

I thought the original problem with the pyra was that it turned too fast, and could outfight anything that tried to outmaneuver it, so why wasn't the turning speed reduced instead of forward acceleration?

I'm not angry, just confused. Can someone explain the intended role of the ships and how these changes will balance and solidify that role?

Feedback and Suggestions / Re: Carronades
« on: November 30, 2014, 07:10:30 pm »
Heavy Carronade has medium range w/ heavy, short reload time practically negates the small clip. Actually the only thing bad about Carronades are the long ttk, and large hitbox (for heavy). Other than that... Well they're really really strong.

I'd say lower the time it takes to bring a balloon back to full hp, and lower the carronades damage a bit.

ORRRR Change heavy clip back to "reduced spread" instead of "no spread." This would hinder the carro's weaponry disabling ability and give the other ship a fighting chance.

Q&A / Re: Evasive Maneuvers
« on: November 17, 2014, 05:06:24 pm »
I call it drifting, and though it isn't always practical during an engagement it is best used to get around tight corners. During an engagement, it's very difficult to find a good use for it, unless the enemy is distracted, then it is a great way of getting on their blindside or behind them.

Feedback and Suggestions / Re: No Novice Gunners.
« on: November 10, 2014, 09:38:22 pm »
Hey guys, i have even better idea.

Ban anyone with less than 20 matches completed from choosing pilot or gunner or engineer.

You can guys thank me later for my genius invention. :)

20 games of spectation with commentary on what the crew did right and wrong, and how the cap'n screwed up.

...can't you guys recognize SARCASM...?

Pretty sure Shaded was being sarcastic

Feedback and Suggestions / Re: Bandit mask
« on: November 10, 2014, 12:18:37 am »
What happened to Steam Workshop? I thought that was supposed to be weeks ago..

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