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Messages - Serenum

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91
About combat fly text: I don't want numbers in my face.

Passive abilities: hmmm. maybe. I really don't like the idea of a crit in GOI.

Call me old fashioned, but I guess I just don't get the point.

Same here.
And I especially don't want a random% passive bonus, don't introduce more random elements in the game please, it lowers the skill ceiling and makes it unfair for everyone involved.

If noobs want to see big numbers fly about, sure, make it an option. I just won't use it.

92
General Discussion / Re: Your Community
« on: August 09, 2013, 06:33:38 am »
Wait, where does the OP says that this happened in a beginner match?
I'm generally in favour of newbies staying in beginners-only matches, mostly because I don't like babysitting them around the ship and most of them seem to have serious comprehension issues. I know I can't expect them to know all the fine details of the ship, but "front gun" isn't something that can be misinterpreted to "stand near a full health baloon and keep hammering it with the mallet".

My guess is that he jumped straight into a non-beginner match and got yelled at by more a more experienced crew, in which case it's the OP fault for jumping straight into the deep end.

93
The Lounge / Re: GOIO youtube RAGE!
« on: August 08, 2013, 09:26:14 am »
"This ship only has three guns!!!!"

-YouTube casters, several times throughout a match on a Junker

Wha...? Only 3 gu... On a Jun... HOW? HOW CAN YOU MISS THEM?
*head explodes*

94
The Docks / Re: Hey there GoI! Do you like Cake?
« on: August 07, 2013, 04:31:33 pm »
I have to admit... I don't think I can keep up with you... :-\

95
The Lounge / Re: Skylords are coming
« on: August 07, 2013, 01:17:49 pm »
I don't know.
On one side, I'm glad that GoI is getting more and more popular.
On the other, the Yogscast has a notoriously toxic fanbase of mostly kids and in the past few days I already noticed a steep increase in the amount of trolls and obnoxious players, all level 1, 2 and 3.

We'll see.

96
World / Re: Youtube Lore
« on: August 02, 2013, 07:31:16 am »
Oooh I see, now the setting makes sense!

97
Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 31, 2013, 09:46:37 am »
Fine Echoez, you win an Internet argument. Mercury will doom us all. Run for the hills!
I'm done with this thread, you are not even trying to be objective and you are willingly misinterpreting anything that can jeopardize your argument.

98
The Docks / Re: Hey there GoI! Do you like Cake?
« on: July 30, 2013, 12:55:57 pm »
Nothing too serious, it just rubbed me the wrong way, being insulted behind my back after I left a match that was lost anyway.
I was also already nervous because I was playing against a player that I have blocked and have no interest in playing with or against, but I didn't want to make everyone look for another match.

99
The Docks / Re: Hey there GoI! Do you like Cake?
« on: July 30, 2013, 11:32:56 am »
Just to be clear...
I don't take kindly to being called a coward when I surrender in a match where my entire crew fails to hit with even a single shot on an incoming ship multiple times in optimal conditions. Mary was warned via voice chat of my decision, as I warned you as well.
The match was simply boring and unrewarding for me and I saw no point in continuing. The match also ended immediatly after I disconnected, so I'd say that it didn't make any difference.

And I think it's really not in the clan spirit to insult your captain and clan mate in front of other clans.
I'm not making names, you know who you are.
No harm done this time, but I'd prefer not to see it happen again.

I'm done for today.

100
Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 30, 2013, 10:30:59 am »
Yeah I got distracted, I had it deleted right after posting, but you ninja'd me.
Anyway it's irrelevant.

101
Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 30, 2013, 07:55:24 am »
Echoez, most of your complaints seemed centered around the "OMG GOLDFISH IS USELESS AGAINST A MERCURY" argument and the fact that it can disable components too well.
Please tell me how is changing its ability do do permahull damage going to fix that? I can still snipe your Goldfish or Galleon or wathever and by the time you get close I'll just finish you off with something that deals explosive damage while keeping your guns disabled 100% of the times, at least this seems to be your opinion.

It seems to me that your opinion is heavly biased against this gun, meanwhile the few people that support the idea of changes to the Mercury do so because they play in the competitive scene where apparently long range spamming is an issue.
An issue with the players, in my opinion, not the guns, but I've already voiced my opinion on the matter in other threads.

I never had the impression that the Mercury can absolutely dominate a game, it's a strong weapon no doubt, but you are basically denying all its flaws and pointing at your math as your only argument, which in the complex reality of a real match I'm sorry to say but isn't as important as you make it seem.
You are also totally convinced that brawling isn't a viable solution unless the enemy captain has the piloting skills of a tomato, something which I find  simply false. Even in Dunes there are dust clouds, wreckages and uneven terrain that can be used to move undetected and to provide cover against long range fire, in addition to good old piloting skills that is.
And I know this from experience, having been on both sides of the issue and having found ways around it.
Theorycrafting can deal some serious damage to the game balance.

Finally, I don't think that every ship and every weapon loadout should be equally viable in every map and against every opponent. There should be some tactics involved in choosing your loadout and ship, if you take a Galleon in Canyons you are at an objective disasvantage because it will take you a long time to navigate and there are many narrow passages. Same thing for the weapons, brawling in an open map is doable but risky unless you pick a fast ship that can quickly close the distance. I don't see the problem with that.

Anyway, I agree that baby steps is the best way to fix any balance concern, radically changing how an entire category of damage works or taking away any kill power the Mercury has will absolutely wreck this game and make it even more frustrating for new players.
I'm happy to see the devs taking the reasonable approach.

102
Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 28, 2013, 08:54:52 am »
Yes.
Just like the Carronade forces you to keep your distance, etc...
There's plenty of weapons that force you to use a specific strategy in order to win against them.
The Mercury has its niche, the only thing that I might concede is that it is pretty easy to use, but making it harder to use would change nothing in high-level play and would make it more frustrating for newbies.

103
Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 28, 2013, 06:26:23 am »
Being against a Mercury can be frustrating for sure, expecially when you are flying a ship with medium weapon mounts, like the Galleon, Goldfish and Spire. But, of all this ships, only the Goldfish is rendered completly unable to fire (if you keep facing the same direction that is) and can be reliably pinned down. On a Spire or Galleon you can mount a Mercury too and disable their guns as well.

Plus in certain maps the effectiveness of the Mercury is greatly diminished, like in Canyon or Rumble, where the firing arc of a weapon is much more important and fights are more often at close range.

Finally some clever manouvering can make the life of a Mercury gunner much more difficult, if you approach the enemy while changing altitude with Hydrogen or Chute Vent chances are he won't be able to reliably disable any components.

104
Gameplay / Re: So, about those Double Hwachas
« on: July 23, 2013, 03:43:54 pm »
And double Manticore on one broadside is not that strong at all, whenever I see an opponent going with that loadout I think to myself "easy points", because that means no Flak cannon that kills me in 2 hits when the armor goes down, no Lumberjack to keep my ship pernanently at ground level and no Lochnagar Hellhound to strip my armor in one hit.

Double manticore build is one of the most effective ways of utilizing a low level crew. If I get stuck with powder monkeys, I give them a manticore and tell them to have fun. When paired with a chain gun a single manicore is pretty deadly, the 2nd manticore is just icing on the cake. A double manticore galleon with a double gat pyra or junker flying interference is a very effective combo. One time another captain and I took that ship pairing with all AI crews against a stacked (lev4+) enemy team and won.

I'm not saying it doesn't work, but experience told me that there are others more effective loadouts.
It's hardly the be-all-end-all that the OP is describing.

105
Gameplay / Re: So, about those Double Hwachas
« on: July 23, 2013, 03:07:12 pm »
Well, most of the times is not the loadout that's wrong but the way you fly the ship.
One error I see most inexperienced pilots do is getting too close to the enemy too fast. There's a reason why you have so many throttle settings.
This game has a lot of depth to it and most of the problems new players have are because of little things they overlook thinking that it won't make a difference.

Basically, get to know the weapons and try keeping the correct distance from your enemy instead of just charging in.

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