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Messages - Zenark

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16
Feedback and Suggestions / Re: HIgh Five
« on: October 11, 2013, 01:06:58 pm »
Middle finger or pelvic thrust emote, please.
<3

17
Feedback and Suggestions / Re: Heavy Carronade appearance
« on: October 11, 2013, 01:01:00 pm »
Oooh, I want a silver Carronade! Might also make it stand out more so it'd be easier to see on an enemy ship, like the glaringly bright gold of the hwacha.

18
Feedback and Suggestions / Re: Store: Clothing and Accessory Wishlist!
« on: October 11, 2013, 12:55:25 pm »
Ears for furries, more long hair choices for males, MUCH more facial hair, hats WITH long hair, Smoking pipe, aesthetic weapons, some outfit with bottles of Moonshine.

19
The Docks / Re: Hey there GoI! Do you like Cake?
« on: October 11, 2013, 12:48:13 pm »
I'll see what I can do.

20
Feedback and Suggestions / Re: Please Make Gunners Useful
« on: October 11, 2013, 12:47:15 pm »
A gunner on a mortar? Really? If I used a Meta setup, I'd prefer my gunner on the gatling so he could keep firing and the engie on the mortar could do stuff while waiting for the enemy hull to go down. 

And if the pro-engie side wanted a change, they'd be more open to the ideas we present instead of tearing them apart.

21
Feedback and Suggestions / Re: Please Make Gunners Useful
« on: October 11, 2013, 12:30:07 pm »
This is currently like the American Government; no matter how many people want Gunners to have a welcomed place on all ships, those who think they are useless will NEVER accept the thought of them being more useful. Any change made will have them frothing at the mouth screaming 'GUNNERS OVERPOWERD'. That being said, the same goes for the opposite, leaving the Gunner as is will have us all yelling 'GUNNER UNDERPOWERD'.

We, as a community will continue to argue about this topic and gain no ground because we are humans; stubborn as hell. In fact, I've never seen someone change their opinion on this topic. Everyone may listen, but they've made up their minds and no valid argument will convince them otherwise.

(Note when I say 'they' I mean 'most everyone'.)

please continue these arguments, not because we'll possibly get somewhere, but because it's brought entertainment since the beginning.

22
Gameplay / Re: The Spire.
« on: October 10, 2013, 01:01:10 pm »
That's what I meant, 'if the bottom left gun faced farther forward.'

I haven't used a gatling on my Spire as a valid build so I don't know it's arcs, just a creepy thought.

I think the Spire fills its niche well. Went up against a standard merc/flak build a week or so ago that had such an in-sync crew that me and my ally with our pub crews stood no chance, we couldn't get close because of his Blenderfish ally, and since they were camping our spawn in Canyon Ambush, we'd always respawn far apart where they could pick one of us off as soon as we spawned in.

Those two rounds were so disheartening that I had to quit playing for the day since it left such a bad taste in my mouth.

Spire is fine.

23
The Docks / Re: Hey there GoI! Do you like Cake?
« on: October 10, 2013, 12:05:59 pm »
Cake

24
Gameplay / Re: The Spire.
« on: October 10, 2013, 12:01:44 pm »
Squishy thing.

25
Feedback and Suggestions / Re: Please Make Gunners Useful
« on: October 10, 2013, 12:01:00 pm »
Quote
I completely agree that gunners need a buff, or engineers get a gunning nerf of some sort, just so us who like to shoot stuff can focus on shooting stuff without having a captain froth at the mouth.

And this is the divide I was talking about.

I wonder if it'll ever be fixed. A gunner can pretty much only shoot and maybe repair a little. A pilot pretty much only flies, though balloon repairs are common. Engineers can play every role by itself, albeit not as good as the intended class, though it makes up for it since it can both gun and fly without any real downsides. A gunner should never pilot, and a pilot should only ever gun on a Spire or Mobula.

26
Gameplay / Re: The Spire.
« on: October 10, 2013, 11:54:33 am »
Sounds like a way to get a good Quadfecta to me. It actually sounds a tad bit overpowered since the only other ship that can get four guns on target is a Mobula, and those are all light weapons.

Imagine a Spire with a Gatling top right, gatling bottom left, mortar top, and a medium carronade... That thing would rip through armor, blast apart the balloon, and rain a hell storm of mortars. Scary.

27
Feedback and Suggestions / Re: Please Make Gunners Useful
« on: October 10, 2013, 11:47:02 am »
A lot of captains don't know how to best utilize a Gunner and/or have built their ship around a 3 engie crew. The gunner class really is just a novelty compared to an engie, but I prefer to have a gunner on all my ships. A lot of the time the captain will let you stay on your gun, they just want a third engie to help with emergency repairs.

I completely agree that gunners need a buff, or engineers get a gunning nerf of some sort, just so us who like to shoot stuff can focus on shooting stuff without having a captain froth at the mouth.

28
I only use the blue tube altimeter to find the top of the map, finding the bottom is a lot easier, though...

I would LOVE a speedometer, too! I could picture it being used to tell your gunners the exact speed so they could compensate their firing arc accordingly.

29
Gameplay / Re: Tweak Lochnager
« on: October 07, 2013, 12:22:10 pm »
I flew as a gunner on a dual merc, ramming Pyra and used Loch rounds right before a ram while the gungineer used charged rounds. The high damage would strip the armor a second or so before the ram, leaving no time for the engineers to repair the hull, making most rams a one hit kill.

It was easy to time, just hard to recover from if I missed. So in that specifically odd tactic, it works on the merc.

30
Gameplay / Re: Hwacha Tweek
« on: October 07, 2013, 12:08:41 pm »
Agreed with Churr. I fire the gun in bursts (not burst ammo) for long range shots; 2-3 to find the arc, 5-6 to hit the ship, last 5-6 to hit more accurately. The camera shake is why... For me anyways.

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