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Messages - Phoebe

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1
The Docks / Re: Hi, I think I'd like to find a new captain
« on: April 28, 2014, 09:17:05 am »
I've teamed up with SPQR,

Thanks for the response!

2
The Docks / Hi, I think I'd like to find a new captain
« on: April 27, 2014, 03:32:31 pm »
Hi guys,

I think it might be time for me to find a new captain and crew to get to know and hopefully have fun with playing this game again.

I prefer manning the lumberjack, but it's been a while since I've sat behind one.

I like to think I'm loyal, humble and submissive and have no problem following orders

I'm an adult, quiet, maybe a little withdrawn now but I'm motivated and punctual

The only drawback I have to dissapoint you with is that I really am a gunner, I am not very happy about playing any other role, so I might not be as versatile and flexible as other aspiring crew members

Ok that's all I think, I'd love to hear from you

3
The Gallery / Re: Guns of Icarus Online Cosplay
« on: May 12, 2013, 01:29:36 pm »
Hey Hamster that's really awesome, I really like it

4
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 12, 2013, 10:51:11 am »
This sort of removes the point of a Carronade.
-Light Carronade
--Changed pitch angles (-40 to 35 changed to -30 to 10, skewed towards upwards aiming)
-Heavy Carronade
--Changed pitch angles (-20 to 35 changed to -30 to 10, skewed towards upwards aiming)

Not at all. It just means the pilot has to maintain a closer altitude to the target, rather than lazily hovering above and relying on the turning arc to carry the build.

A much 'closer altitude', aka the same altitude because gun can not point down at all. At which point might as well use gat + flak or hwacha/anything else because popping a balloon is no where near as effective as direct damage or disabling most of the time.

I believe this change is so it forces ships to be in combat vision of the ship they're fighting and give the opponent somewhat of a chance to fight back if it's being balloon locked.  Currently the carronade mechanic is dull and uninteresting and very annoying to the opponent because you can happily hover above their ship doing damage they cannot defend against.

Balloon locking, as effective as it may have been; has always been a really uninteresting mechanic - and giving the enemy at least an oppurtunity to fight back during their struggle to escape is most likely the entire reasoning behind the pitch changes.  If you feel you might as well use a gat-flak then;- that's entirely your decision

5
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 12, 2013, 07:35:09 am »
Honestly, I haven't noticed a difference in the lumberjack. It shoots fine to me.

The only issue I have encountered though is the ammo bug that I've talked about in the bug forum. It occurs when you switch ammo to, for example, lesmok, but whilst the game tells you lesmok is loaded, it actually isn't. So you'll think you're firing lesmok but it's actually default rounds, OR whatever the previous ammo loaded into the gun was. It happens to me with annoying regularity, so it's entirely possible that this is contributing to your problems.

No, that indeed is a different problem I already pointed out on patch day itself

6
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 11, 2013, 12:56:33 pm »
Yes I feel there is an issue; it's right here in Eric's official topic where he asked for that feedback, press the back button

7
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 11, 2013, 12:49:14 pm »
I still don't get what you mean;- they are not variables that you bring to every map, they change depending; each map was learned independantly

8
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 11, 2013, 12:45:13 pm »
Phoebe which maps have you tried this on?

Define "this" - because I play everything and don't specifically "try" anything on a specific map, I take everything I do to maps that come up in the vote regardless.

I redid all values for the lumberjack and I hit entire clips again right off the bat beyond 1250m; but that's not the point; the point is that I'm now using different values and numbers before the 1.2 patch -  I had to learn the entire guns details twice;  that should not happen - so that's the whole issue here;- I'm trying to tell them something has changed, and if they don't know what the problem could be because they say nothing has changed then I'd consider that an even bigger problem because that means essentialy they are breaking things accidentally.   A developer would hopefully show some kind of interest in such feedback

9
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 11, 2013, 12:37:46 pm »
You might want to get a direct quote from me next time.  For the actual changes to projectile speed if any, I'll have Eric confirm, which is what I stated before.  It's unfortunate to see how self-deprecating humor on what I don't know morphing into this.  I will be more careful in friendly banters so things don't get misconstrued next time.  I did say that if the projectile speed increases, you will have to aim a little lower, and that is the case.  I haven't heard complaints about the lumberjack, or its change being drastic from other players, but then again, despite my efforts, I can't keep up with every forum post in addition to all the other communication channels that I pour over.  But if the ballistics of the lumberjack went through a drastic change, and this fact is not known, we will correct the oversight on our part. 
Thanks,

I did see "direct" quotes - just not "directly" from you - but you know me and aqua are together; so you knew I was gonna see the conversation, it doesn't matter to me either way

As for referring to banter and being more careful with what you say - that just goes without saying I think in your position;- in one hand I think it's great that the people at muse are so close to their players but in the other - purely from a PR perspective - you should always be careful what you say and how you say it;-  I've had a bit of a short fuse lately with you which has it's reasons and I do apologize; but you do make it easy to get annoyed at you sometimes.  We can talk it over some other time.

Topic at hand : The Lumberjack - I am still 100% confident something has changed;- I've been aiming the same variables for weeks after I worked them all out and always aimed the exact same responding to distances on the map;- but literally dead-on when 1,2 hits these values seemed to have changed and I now finally worked out the new aiming angles which are at least 2mm difference on the monitor off;- which for a weapon of this caliber is the difference between missing everything and hitting everything at every range past 500m.

That's my feedback on it;- I know something has changed - and the same goes here as with the lag/networking issue : you might not have changed something;- but something is definitely up.  I hope you guys can work it out and find out what the problem is - I just cannot accept that I am crazy, seeing ghosts - and should deal with assuming I am wrong in this;- so I have my fingers crossed that the issue will be identified.

Just in closing - you mentioned you can't keep up with forum posts;- but I felt this subject belonged on the topic it was created for which is "Guns balance questions and concerns v1.2" posted by Eric himself - so I don't think I took it to the wrong channel.  You have my feedback/experience now regarding this gun;-  the feedback is probably going to stay minimal from other sources because no one really fired the gun as extensive as I did and it already is a very hard to figure out gun; but hopefully others can also confirm the change of feel

10
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 09, 2013, 06:50:31 pm »
What's that I've been hearing about Lumberjack projectile speed change?

While nothing has been noted officially and I've yet really to see anything official about it;- I can definitely vouch that the lumberjack has seen a change in it's projectile speed - maybe by mistake when altering the Artemis; who knows.

I spent way too many hours to be considered healthy firing the lumberjack and when 1.2 hits I started missing 5+ entire clips in a row on medium ranged ships where normally I'd hit 80% per clip on average; and even half my clips at 1.5-2 grids away on the map.

After spending some time with my boyfriend to fiddle around in sandbox we concluded that I had to completely relearn the sights and adjust everything I knew about the distances to a new angle;- which I peed me off a little bit

It seems the projective is just a lot faster now with a reduced arc;- and I don't really like it at all.  Either way I can 100% garauntee straight up that something has changed; because all my previous documentation on the sight vs distance is now worthless and will make me miss everything.

Aqua did ask Bubbles what exactly was changed and the answer to that was "Nothing, might have had projectile speed changed when redoing artemis" or something along those lines and when he mentioned I'd been missing everything because of it he thought it was humorous more than anything and brushed it off with, "she'll just have to aim a little lower"  which just annoyed me even more -  if something changes in balance about a weapon I kinda want to read it officially in notes and maybe even understand the reason for it;  not be made to be an idiot

11
The Gallery / Re: Engineers Log(Story+Video)
« on: May 07, 2013, 11:51:58 am »
Well done!  :)

12
Gameplay / Re: Artemis Rocket Launcher
« on: May 05, 2013, 10:50:14 pm »
While there are a couple of neutral messages and some in denial that the weapon is too powerful at this moment;- the vast majority of this thread seems to agree that the weapon has been overtuned.

There's been discussions about weapons but in none of them was there an almost unanimous vote between veterans players agreeing with a certain balance and we have 4 pages of higher profile players voicing their thoughts on this issue - it's obviously a very current and active subject; and not just something off the side that can be dealt with at a much later stage.

So as close as Muse is with the community and as forward as they've been in almost everything they do it both dissapoints me and suprises me that they have yet to really respond to or participate in this particular debate.

I took a squid - not even a junker - with an artemis on the front in some games;- and I've had some people literally pissed off about the weapon feeling they couldn't do anything against it and when you reach a certain point where a weapon starts really frustrating people it's just time to re-evaluate balance changes.

I don't get a kick out of people blaming a gun for my victories;- I want to be recognized for other things than a mistake in balancing.

Either way just wanted to participate and add my name to the list and put a quick question mark in here why there hasn't been a response yet from Eric.

13
Gameplay / Re: SHIPS Balance Questions and Concerns v1.2
« on: May 03, 2013, 04:43:46 am »
Now, what else was changed without being noted?

The list is kind of growing

14
5. Isn't the steering reversed then flying backwards?
I'm not sure whether it's a bug or a feature. I know the game is all about physics but isn't the steering reversed then the throttle is down? I'm used that in most games (or maybe rather every game) where you can steer a machine when you are going forward then "A" key makes you turn left and "D" right and the same when you go backwards. But in GoI going backwards means that "A" is right and "D" is left. Is that's really how it should be?



This is true for wheels on a pavement, but not for engines that output a certain thrust

For a car, when you steer left;-  your wheels turn left - and if you then go backwards; your front goes right because your wheels are on the front pointing left.

For engines; going forward and left, your right engine puts out more thrust; turning your ship left - but reversing has no effect; your right engine will still output more thrust;  so left is still left

I got confused trying to explain it... I think I messed up somewhere, someone take over and explain better

15
The Docks / The Corvus Marauders 2.0 : Moving Forward
« on: April 30, 2013, 11:10:50 am »
Hello :)

Having done a little bit of restructuring and re-evaluating our goals and ideals the past weeks we felt it was due for an update on who we are and what we stand for.

Let me start off by introducing you to a bit of history on Corvus Marauders;- not to be confused with the Crows!

How Corvus Marauders came to be

A lot of the players that now represent Corvus were part of a much larger group of players that called themselves King's Gambit.  This group was very mixed - both old and young players;- mature and juvenile; quiet and vocal...  It was no suprise to anyone there would be some friction and eventually the group split across the community.

A majority of the active players went into a new group you all know and remember as the Crows, a somewhat tighter group of players often playing together and facing the community with their -CROW- tagged ships.  However there was still a small number of players not entirely satisfied - it was fun but not "quite there yet".    Eventually the Crows split as well;- and AquaMac and Skrimskraw decided it was probably best to form a small team of players in an invite-only "clan" finetuned only to accept the mature;- loyal and insightful players.   This is when the Corvus Marauders were founded.

Today Corvus is a group;- not a clan - consisting of just two ships hosting 8 players with 4 substitutes.  We're too small to really call ourselves a clan but we can fill two ships and we're oriented merely around being able to compete in a 2v2 format. 

Some of us in Corvus are married;- in our 30s or even 40s;- some of us are a parent so it was bound we would find one another and get along well.  We are friends first;- but friends that share the passion of playing effective and co-operative.

What does Corvus do?

At time of writing we have recently abandoned the community event called "Cogs Scrimmages" and decided we would go our own way and chase our own ideals in our search for a semi competitive playing experience.

We're currently working hard to structure ourselves and gave each other somewhat specific tasks to contribute to our amazing group of people - examples of such are officially crowning AquaMac to be the primary and only leader of Corvus;- Skrimskraw to be in charge of arranging and scheduling friendly scrimmages with other Team captains and Grayknight who is more than happy to work on our own website;- forum and news feed.  (And I'm just the one in charge of cackling on about how awesome we are).

So that's our current ambition - we're an invite-only group that doesn't take applications and currently has no plans to become an actual clan and we wish to be a group other teams can always approach to schedule a friendly war, a competitive scrimmage or a practice session.  We are also more than happy to be useful practice to you so you can participate in events such as the Cogs with an idea of how well your build works in competitive play.

Contrary to what I've felt people have thought about us we are very reasonable people with a healthy look on things and a positive attitude.  We want to stress out that we are all about fun;- and even competitive play should be fun and have all the room for some improvisation and democracy.

The people that make Corvus happen

Our current roster, not including "friendly connections"  that can sub for us; the people officially a member of Corvus are:

Main ship 1:

Pilot: AquaMac
Gunner: Phoebe
Engineer : SushiDemon
Engineer : Grayknight

Main ship 2:

Pilot: Skrimskraw
Gunner: Vetta
Engineer: Mattilald Anguisad
Engineer: CFG

Substitutes:

Count Havelock
Natar Ravenclaw
PhatGuySebb
HumanDuracell

Sounds cool, how do I contact?

You will be able to contact us in various ways in the future when our forum and e-mails are set but you can currently contact the following people in-game; on the forum or through steam:

- Questions about Scrimmages; setting up or scheduling friendly games:   Skrimskraw  (Steam: Skrimskraw)
- Questions about Corvus as a group, issues you have with a player of Corvus: Phoebe (Steam: Tushy)
- Website related questions: Grayknight (Steam: Grayknight)
- Anything else: AquaMac (Steam: AquaMac)

Note: Asking me about the website, AquaMac about scrimmages or complain to Grayknight about SushiDemon will most likely mean you will be forwarded to the right person.

Our ideal as a group within the community of Guns of Icarus Online

We often play at random intervals where we are unable to fill a ship;- yet we always make sure we fly one and represent Corvus.   This means we don't really gun and engineer for others;- but we do let people join our ship(s).

We are very "newbie" friendly and try our best to explain them how the game works and think we are generally likeable in this sense.  We've made a lot of friends and help them get started on our ships because we are naturally always trying to improve ourselves and express this in a friendly way to people who might not be as knowledgeable as we are.

We want to be and try to be an active participant in the community of Guns of Icarus Online and do not want to alienate ourselves or seperate ourselves from the greater majority.  Our recent withdrawal from the Cogs Community event might confuse people in that sense;- but we believe we're only coming out of it stronger and more able to freely schedule and interact with the community at our pace and comfort.

We are opiniated and will sometimes try to voice thoughts constructively even if these thoughts are negative because we feel it's important to be honest and open to one another.  We respect every team out there as much as we hope to be respected by others and hopefully this goes both ways.

In closing

Aaaaand that's basically us;- what Corvus used to be and how we came to exist - what we are today and what we hope to be in the future.   

 I will be using this topic as a temporary news feed on how we're doing, who we're playing and generally just what's happening around our small group so do check once in awhile if you're interested and feel free to leave feedback on us - positive and negative is appreciated all the same!

A big thanks to everyone from all the players of Corvus for being a wonderful community that is passionate as we are about this game and it's team spirit and we hope this topic will bring us even closer.

And as always : See you in the skies!

- Corvus Marauders





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