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Messages - snor-laxatives

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31
Gameplay / Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
« on: September 12, 2013, 03:17:28 pm »
Regarding the spire, what if it had a quicker hull repair time, much like what the squids is now.  The Squid is able to stay alive as long as it is because of it mobility and hull repair time.  What if the spire had firepower and repair time?

However im not 100% sure what the Spire's repair time currently is, I tend to avoid them...

32
Gameplay / Re: Trifecta fire
« on: September 12, 2013, 01:39:44 am »
Hmm... how about gat, flak on side, then gat up front?  Would the gats firing lines overlap?  And I know mortar is the new killer, but I still like to take the flaks turn rate.  Or does it not make too terrible of a difference?

What about 2 Artemis'  (Artemi?) and a gat up front.  Or Art, gat, art up front.  Might not kill as quick, but also has some disabling power.

Thanks for the input guys, i'll have to try them all out.  Hamster: A well aimed flare could devastate balloons or hull, good idea.  And Sunderland, I like the double gat idea, would the mortars firing line intersect with the sides guns?  I feel like it might, but it would be tricky.  Im guessing just gat and swing hard when hulls go down is the basic idea?

All this aside I really like my gat, flak, art.  My engies can keep almost continues trifecta fire going, best defense is a good offense right?  :P

33
Gameplay / Trifecta fire
« on: September 11, 2013, 04:24:23 pm »
So what are your opinions on different junker trifecta load outs?  I personally run with gat and flak on the sides and an artemis on the front.  Would love to here some other ideas though!

34
Gameplay / Re: Countering the pyramidion gatling/mortar setup
« on: September 04, 2013, 11:13:14 am »


Especially if you put it in a spot that normally has a poor position (edge of mobula, side of goldfish, front of Junker, etc.) they can help cover a blind spot or create a trifecta of guns. 

I've also found getting the trifecta of guns on the junker to be effective if they try and 1v1 you, best defense is a good offense.  I usaully go with gat, and flak on the side then an artemis up front.  Have the engies watch the hull, etc, and as soon as there hulls are down have everyone jump on a gun and unload all hell on them.

35
Gameplay / Re: Countering the pyramidion gatling/mortar setup
« on: August 22, 2013, 02:00:14 pm »
I've found LumberFish to be a great counter for the ol' pyra.  Yes they should get close, but pop there balloons during there charge, and then fly straight over them to gain distance again.  But this is assuming your ally is there to mop up the kill, of course.

36
Gameplay / Re: awkm is op
« on: August 15, 2013, 02:42:43 pm »
I agree that there should be guns of varying difficulty.  For example, the Lumberjack.  I love that gun to pieces, but in pubs it doesn't pop up a whole lot, so every chance I get if the gunner is willing, I fly lumberfish and walk him through the gun.  I cant tell you how many matches I've had were the gunners thank me for taking the time to teach them how it works.  I think the same goes for any gun, and any strategy, as the community grows and we continue to pass on the tricks of the game we will see noobs, turn into pros.  (It also helps that a large part of our community is friendly and looking to teach more players)

Also, I love the idea of a map tool!  Actually any kind of tools or adjustments to make the game more team based.  Maybe right under the commander slot during the lobby there is a 1st mate slot, who can also be any class but will also be the only one who can use the map.  Some people might say "well then the pilot will just always play in the first mate slot so he can use the map, but then he would lose the ability to talk to the other captain.

Good discussion.

37
Gameplay / Re: Calculating distance
« on: August 15, 2013, 02:30:40 pm »
To beat a dead horse, I also like the idea of not knowing the exact range by looking at your map.  However, I had never considered using the spy glass as a was to measure distance!  Well done!

38
Everything I know is a LIE!!!!

strategy changed, thank you sir!

39
After looking more at Lesmok vs Heavy i agree its not doing much for yah on this gun, stick with heavy and accuracy for range.  However, I still like greased and Loch for the other two.  I feel like getting close on a Blenderfish isnt too terribly hard, especially if you pop balloons then hit out their engines.  Is greased rounds and buff really not viable when stacked against charged?  If so I will make appropriate changes to my Blenderfish strategy.

I feel like with greased you can get in 6 shots before in between every 10 sec loch period. That and I may just enjoy hearing the sound of it shoot so much...

40
Thought i might throw my opinion in here

Ammo:  Lesmok, Loch, Greased (have your gunner bring a wrench)

Lesmok will allow you to start peppering your foe earlier, and greased will give you and extra shot and let the already fast shooting Hellhound shoot even faster!  Less damage yes, but a faster stream of damage.  And of corse, Loch is a thing of beauty, just make sure your gunner hops off the gun and gives it a whack during that reload cycle.

Captain tools.  Kerosene, Claw, Chute Vent.

I feel the first 2 tools have been explained already so let me explain the 3rd.  A Goldfish's balloon can take a good deal of punishment from non balloon-popping weapons, and from your captain tools, so if your close up on a foe that is about to turn to face you with its guns, drop out of sight, and pop back up in his blind spot!  If they do shoot at you while your going down your already hardy balloons will take the damage!

This principle also applies when approaching enemies.  Im not sure of the top of my head if the the hellhound has a good upward arc, but if you approach enemies from below you can use your balloon as a shield, absorbing damage as you approach, then you pop back up after a pass bellow, and hit them with a loch to get there engineers in a fuss right off the bat.

Edit:  After looking a little more at Incediary, i think you could easily swap it out for Lesmok.  Heavy is also a great idea, but i still like greased.  Personal preference even if a stupid one :P

41
Gameplay / Re: Incentives to Move
« on: July 17, 2013, 12:36:35 am »
I still haven't watched the last feed, but Im assuming it was at Fjords?  Which is a beautiful but large map.  And now that I think about it, most of our maps are larger maps (with exception to Duel at Dawn... maybe). 

Smaller maps means that after a ship dies it will spawn closer to the fray, possible catching sniping ships with their pants down.  If we make smaller maps (or at least cut up larger maps into smaller segments) we could see a whole new brand of brawling in competitive matches.

Only other thing i can think of is jacking up merc reload times...

42
Gameplay / Re: ENGINEER & REPAIR TOOLS v1.3 Balance Issues
« on: July 11, 2013, 04:28:44 pm »
maybe we go back to the idea of dropping the amount of stacks of fire it takes off?  it seems the reason for allowing chem spray to apply buff outside of cooldown would be to keep components from the rebuild, fire during cool down, break, rebuild, fire during cool down, break, cycle.  If chem spray only removed 2/3 stacks of fire it would shift the focus even more heavily towards prevention.

also, opinions of then wrench, buff, extinguisher engineer?  or is there another thread for that :P

43
Community Events / Re: Just a thought
« on: July 05, 2013, 10:54:36 am »
Awesome!  I can imagine planning tourney's that fit everyone's schedule is difficult (more like impossible).  I appreciate that Muse has been giving it some thought.

Fingers Crossed.

44
Community Events / Just a thought
« on: July 04, 2013, 05:00:51 pm »
I havent gotten a chance to play in a tourney or scheduled match yet, and mostly because of my schedule.  Has anyone given though to starting up a tourney that has more give on match times?  Maybe two teams are set to play, they decide the time, and so on and so fourth.

It would take more time to complete the tourney, but it would help the bigger groups have their best competing, and it would help smaller groups set times to compete that would work for them.

Just a thought, looking forward to seeing how the competitive side of GOI evolves as we continue to grow (and maybe i'll get into a match one of these days lol)

45
News and Announcements / Re: Come test the new build!
« on: July 04, 2013, 12:27:35 am »
I may have already downloaded the app...  so hopefully im allowed to keep it!

http://steamcommunity.com/profiles/76561198030735303

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