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Messages - Captain Magellan

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1
The Pit / Re: Da Rules of Guns of Icarus v2.0!
« on: May 29, 2015, 10:17:31 pm »
155. It is mandatory for all pilots to have in their possession at least one lucky chicken.
  155.1. Always trust your lucky chickens. Oh and check rule 158.
156. Flares are weapons.
  156.1. Honest.
    156.1.1. No seriously, they really are weapons.
    156.1.2. If disbelief cannot be rectified by demonstration, the skeptical party involved may avoid punishment by referring to rule 157.
157. Rule 157 was rushed through the Design and Development stages and was therefor canceled.
  157.1. Those responsible have been quartered and shot.
  157.2. Refer to rule 155.1.
158. Loch flares always work.
  158.1. For best results, load flare with lucky chicken.
  158.2. If after burning down enemy ship with lucky chicken, you have no remaining lucky chickens, steal your crew member's.
    158.2.1. The Ministers of the Ministry of Administering Rules and Elucidation Techniques are not responsible for any violence or ill-will that results from the theft of lucky chickens.
      158.2.1.1. Since the knowledge of the existence of the Ministry of Administering Rules and Elucidation Techniques is forbidden, all readers of rule 158.2.1. are now targets of highly psychotic Squid pilots.

2
Gameplay / Sand Box Dummy Health
« on: December 14, 2013, 12:35:50 am »
Heyo, been doing some experiments (all abstract and mathematical) and I would like to move into the sand box to play around more with my ideas but for it to be of any help at all, I need to know how much health (armor and hull) the dummies have. S'pose I could just use 1 vs 1 with a ship with stats I know, but the dummies are easier and I can do it alone.

3
Community Events / Re: Anvalan Conflict Signups (Closes Oct 3rd)
« on: October 03, 2013, 09:37:19 pm »
Team Name: The Valiant
Team Captains: Captain Magellan, Uiribus
Captain Contact Info: Steam names the same as our in-game names.
Logo:

4
Feedback and Suggestions / Re: Flammable Tar
« on: September 30, 2013, 09:46:03 pm »
This is true, tar would be more effective. Doubt it would happen. But both sides would be able to use it. Also, you are assuming the explosion would be intense, it could be minimal fire damage. Perhaps an 8 stack fire on everything. If you have your ship chemsprayed, nothing happens.

5
Feedback and Suggestions / Flammable Tar
« on: September 30, 2013, 10:26:55 am »
No extra tools, just make tar flammable. It makes sense, and would make that stuff highly dangerous. It would be even better for separating ships because you not only have to worry about a bit of engine damage, but the possibility of someone chucking a flare into it. It would have to be a big enough explosion radius that you could jut tar and flame (with a flamer) on a junker, squid, or pyra. You'd have to use something like a flare or magma shot. A flare making contact with the tar cloud would ignite it, along with a ship taking any fire damage inside of it. So say a Banshee round is fired and hits a ship trying to make it's way through tar, boom.

6
Feedback and Suggestions / Re: New UI feedback poll
« on: September 20, 2013, 12:19:18 pm »
At first I disliked the achievement thing, but it's turned out to be nice. I kinda like it, but I still support the option to turn it off. I love the new gun reticles but the little white dot? SERIOUSLY??? You had an epic nice looking steampunky crosshair and you replace it with a white DOT? Not logical, dude.

7
Release Notes / Re: Version 1.3.2 Release Notes
« on: September 20, 2013, 12:13:26 pm »
Played for quite a few hours last night and LOVE the new patch. Everything is viable now, everything is useful. I was kicking butt solo with a Flakfish, murdering some pyra's with the spire, and melting things to pieces with the Magma! Love it! :D

8
Gameplay / Re: I have such a weird Junker... Questions and Discussion
« on: September 15, 2013, 09:39:08 pm »
Well, one thing I find strange is the Banshee is a close range weapon. The Banshee loses it effectiveness at decent ranges, while the artemis becomes less effective up close. Why do you have them together?

Second, yeah, disabling with the Artemis is just that, disabling. However, if you throw in a gatling or merc you could get some killing potential (or a luverly Pyra to finish the job for you :D ).

9
Feedback and Suggestions / Re: Ball Turret
« on: September 07, 2013, 01:48:19 pm »
At first EPIC idea, but would be a huge balance issue. Two of these with carronades could balloon lock from above and you would STAY balloon locked. I had a similar idea where a single medium gun (possible two, mounted on either the top or bottom) had a 360 degree turn radius. However, it could not have total free movement, because of the previously stated issue.

10
The Lounge / Re: Pulsar: Lost colony v.Icarus in Space
« on: September 03, 2013, 08:29:04 pm »
Star Trek fans are all exploding right now. :P But I'm not a Star Trek fan. *looks down at Star Trek shirt*

11
Feedback and Suggestions / Re: In-Game Map Distance Scale
« on: September 02, 2013, 09:03:25 pm »
I like the idea of the spotting tool change. But I've always hated the fact that the spotting tool is a pilot's tool. For a pilot to take it is just foolish, but it's just so darn cool and adds a lot of feel to the game.

12
Feedback and Suggestions / In-Game Map Distance Scale
« on: September 01, 2013, 02:45:24 pm »
It would be a GREAT help (and probably really easy to put in) to put distance scales on the in-game maps telling you how many meters each square is. Maybe even going a little deeper and counting more minutely; that way you can see where every 250 meters are. This would be a great help to gunners and pilots. It would become customary for spotters (after spotting) to then check their maps and call out the range to the captain. This would allow him the ability to make a lot of decisions easier (the more data the better! :D ) and not only add to the feel of the game. It's cool to call out "Pyramidion class two points off the starboard bow, high!" But imagine if you could even add "150 meters distance, sir!" <EPIC

EDIT: After awhile, more advanced players would then begin to recognize distances and be able to instantly know them without checking their maps! How cool would that be?!

13
Feedback and Suggestions / Re: Fire Damage
« on: August 31, 2013, 09:23:27 pm »
Fire is actually the most damaging to the hull I believe (either that or slightly beneath explosive) it does not stack but the flamer does do fire DAMAGE. I've seen a lot of flamer kills. They are pretty deadly. Flamer/mortar, not fun.

14
Gameplay / Re: Ships with the power to kill
« on: August 30, 2013, 03:25:59 pm »
I have skipped the whole conversation merely to say that it does not matter what the ship is, merely the load out and the way the captain and crew use them. Squid can kill very easily, in fact, I find a well piloted Squid (Galleon right there with it) to be the most fearsome thing out there. Every ship can kill, every ship can support.

AND WHAT THE FRICK IS THIS THING ABOUT GALLEON BEING SUPPORT? Two Medium weapons and a Light weapon on one side and you say SUPPORT?

15
Feedback and Suggestions / Re: Loading Tips
« on: August 30, 2013, 03:22:50 pm »
Yeah, not to replace teaching, just extra tips. I mean, I was freakin' psyched when I was playing Brotherhood that I found out (from a loading tip) that you can press space when in the air and FREAKIN DIVE LIKE A BOSS INTO WATER. <EPIC

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