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Messages - Serenum

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Gameplay / Re: The Manta Ray
« on: June 29, 2013, 03:40:18 am »
Awesome! Can't wait either!

General Discussion / Re: I played with X
« on: June 25, 2013, 04:35:45 pm »
To everyone involved in the all-squids match of this evening: thank you. THANK YOU!
It was beautiful. It really moved me.

Gameplay / Re: Clouds. Are they broken?
« on: June 25, 2013, 12:29:21 pm »
There is also the issue with the dark smoke coming from disabled components being visible inside a cloud, unless it's intended, which I don't think it's the case.

Gameplay / Re: orignal flamethrower
« on: June 24, 2013, 08:20:29 pm »
You can't do it in competitive play because allies are capable and will assist. Having your ship exposed trying to kill a flamed enemy will only get you focused down. Cannot risk that against gat/flaks. In pub play you can sit there forever burning someone to death and their ally won't give a crap.

I know this will never happen, but this just gave me the image of three Squids rising up from the mist on Canyon Ambush, intercepting a formation of enemies, locking down all three simultaneously, and winning a match.

Once again, not a viable tactic, but fun to envision.

One day I will put togheter 3 squids on the same team and win the game with the power of confusion.
Mark my word.

Being humble always works, encourage your crew when they do something right, give advice if they do something wrong and always, always be optimistic, nothing worst then a captain that doesn't think he can win.
And if everything goes wrong just take the defeat with dignity instead of trying to put the blame on your crew.

I always frown when certain captains write in chat about how their crew sucks even during the game when they are losing.

Gameplay / Re: orignal flamethrower
« on: June 24, 2013, 10:35:04 am »
By this logic mallet and spanner are counters to flamers too...
Also, mallet doesn't make the component you hit impervious to damage for 15 seconds.

Anyway, of course it's personal preference, everyone is free to use wathever they want, even a ship loaded with nothing but harpoons and flares. But I do think that it's a fact that the flamer is underperforming.

Gameplay / Re: orignal flamethrower
« on: June 24, 2013, 10:22:39 am »
Basically, yes.
Staying in the realm of light weapons:
-If i want to destroy the armor quickly there's the gatling.
-If I want to disable key components with precision there's the Artemis or the Mercury.
-If I want to quickly bring down the baloon there's the carronade, that for all it's drawbacks it's still incredibily effective if used on a manouverable ship.
-If I want to seriously screw with my enemy there's the harpoon. And the enemy won't be able to aim or move how he wants ever again.
-If I just want to harass and finish off already damaged ships there's the carousel, my personal favourite weapon in the entire game.
-And of course against hull there's the flak and the mortar.

If we bring in heavy weapons (or "medium" weapons, however you want to call them) then it gets even worse. Hawacha with explosive rounds at close range is orders of magnitude better then even double flamethrower, the heavy carronade is a beast, the lumberjack is an "I win" button against close range vessels if your ally and gunner is competent.
There is literally no situation where I would rather have a flamethrower over any other weapon when thinking a loadout for my ship.

Gameplay / Re: orignal flamethrower
« on: June 24, 2013, 10:03:26 am »
I would like to invite all of your to use incendiary on the flamethrower and watch the results. Even spectate with a buddy using it to see just how fast it'll put stacks on things.

40% combined ignite chance per particle. Yea.

Then you meet a ship with a competent engineer and chemical spray and the fun stops...

True, though they wont be chem-spraying every component, and then you load in something that increases the dps rather than relying on stacks of fire. Most of the time, engineers will neglect the guns/engines to save the balloon and hull first. Sure they might be alive, but they aren't doing anything to hurt you or your teammate, and anything caught will be much harder for that chem-spraying engie to put out.

My point is, the flamethrower works when used properly.

To Echo's point, it's not a great main gun. Then again, not all guns are, and using them as such will only surprise opponents for so long. I don't think that was the point though, unless I missed something in the thread.

So you are saying that you will be doing "some" damage to the ship components.
Basically like any other weapon out there? Many of which don't have a pathetic range and no direct counter like a chem spray?

I like the concept of the flamethrower, don't get me wrong, but I don't think it's fine like it is now. In my opinion a flamethrower should be closer to what a carronade is: if you get to close you are boned. Instead right now it's: if you get too close you are slightly inconvenienced.

I would be in favor of a complete redesign of how fire works in this game. I think it needs it's niche, maybe it could be particularly effective against weapons, making them unable to fire right away instead of after a while, or destroying the weapon if it's fired when on fire (I apologize for the overuse of the word "fire" in this post).
With so many counters and so many drawbacks, first of all its range, the flamethrower and fire in general should be a real threat.

Gameplay / Re: orignal flamethrower
« on: June 24, 2013, 09:33:38 am »
I would like to invite all of your to use incendiary on the flamethrower and watch the results. Even spectate with a buddy using it to see just how fast it'll put stacks on things.

40% combined ignite chance per particle. Yea.

Then you meet a ship with a competent engineer and chemical spray and the fun stops...

Gameplay / Re: Any good loadouts BESIDES Gat/flak?
« on: June 24, 2013, 07:24:39 am »
There's plenty of good loadouts beside gat-flak, the problem is that they all require more skill from the gunner or the pilot or both.
Gat-flak is a low risk, high reward loadout.

Gameplay / Re: pyramidions, pyramidions everywhere
« on: June 23, 2013, 03:18:29 pm »
Okay, I do have one complaint with Pyras. They go way too damn fast for a battleship, the fact that they can keep up with a Squid is kinda disturbing. That's all o 3o


The Pit / Re: How I feel about Mercuries
« on: June 23, 2013, 09:33:01 am »
Pretty much.

Gameplay / Re: orignal flamethrower
« on: June 20, 2013, 04:11:25 pm »
Fun fact: because of a typo, the thread's title says "orignal". That's the French word for moose.

I'd love a flamethrower moose.

Gameplay / Re: The Manta Ray
« on: June 18, 2013, 06:26:59 am »
How about "Man o' war"?
The ship kinda looks like a big jellyfish, like the actual portugese man o' war: expecially if you add some kind of sail or crest on top!
And of course "Man o' war" is also the name of an actual warship:

I think it fits quite well!

Gameplay / Re: Engagement length
« on: June 16, 2013, 06:35:52 am »
Honestly I can't see an easy solution.
Gat-flak combo is basically the only thing in this game that has reasonable ttk on the enemy, without piercing damage taking down an enemy ship takes so long that it becomes a bit boring. Also, gat-flak in my opinion makes teamwork more important. You really don't want to find yourself alone against 2 gat-flak ships, sticking to your teammate becomes essential.
And to defeat a gat-flak ship you are encouraged to run a disabler ship and wreck their weapons before they can wreck your armor.

Gat-flak is healthy for the meta in my opinion, but I agree that as a combo it's a bit too boring and easy to master, mostly because of certain ships like the pyramidion which is by itself incredibly easy to fly.

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