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Messages - Crafeksterty

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856
Gameplay / Re: GOI Mythbrakers vidéos
« on: June 05, 2013, 06:41:54 am »
This is some usefull stuff right there!

857
Gameplay / Re: Spire Collection
« on: June 02, 2013, 03:20:52 pm »
Here is my flimsy attempt at talking about the spire in terms of builds and knowing where the aiming cone is at.

http://www.youtube.com/watch?v=if7CCe-PcWg

I get more confident as i go on. So hold on.

858
Gameplay / Re: Spire Collection
« on: May 31, 2013, 08:09:30 pm »
Just to let you guys know, ive found some interresting things on the spire in combination with builds and weapons.

Will be making a video of it soon, but now i have studies to take care of. So stay tuned!

859
Feedback and Suggestions / Re: Weapon Pre-turning
« on: May 25, 2013, 02:16:40 pm »
Yeah i would like to see this put in to. Like how the speed of the ship gets reset when a new person gets on the  wheels. So the weapon saves its aiming position like that, same with bullet change. When you leave a gun witha  certain ammunition, it will reset back to default when another person wields the gun.

860
Guides / Re: Buffing 101
« on: May 21, 2013, 05:23:04 am »
Ive always done this, but perhaps sometimes it does not work. Because i swear i have done it and it dissapeard.

When you build the buff right until the last hit, you can keep it there until you need it. But sometimes the buff counter dissapeared. (Maybe destroyed in the meantime or something)

861
Gameplay / Re: Spire Collection
« on: May 21, 2013, 12:01:57 am »
That is not a good thing for the spire in itself. In order to make a bad ship look good, needs good people?

The only thing i can come up with that supports that claim is that the ship is designed in such a dynamic way for experienced players to open up alot more. Now that is almost true, but... Not really. The ships stats itself make the players experienced play on the ship, quite limited. Cordination is key, perhaps to all ships. But is a must in a spire.

The only thing about the spire and its design that is a lifesaver in cordination standards is the top engineer can drop down the ladder to fix the hull with the second lower engineer real quickly.
Now playing it that way is pretty fun. Its like 2 different sections of a ship. 2 players with 2 players.

I would love to see a new ship that is 2 ships. But has its hull combined with a bridge/catwalk that goes across the two ships. Now that would be interresting, the spire in a way allready is like that but floor based. The issue is the ship itself. Its long and slender, yett its best at maneuvering up and down. Its long slender body type does not really make his vertical speed good. Same can be said for what map it is in, game mode, situation, etc.


What i like about the spire as much as the squid is that it is very different to the usual Goldfish, pyramidion, Junker. The way it is played, how you can use  the spire is weird but makes it a different experience. Health boost is not an answer. Gun position, baloon speed, rotation etc is. I have a knack for suggesting balances that make a certain something more distinct. But thats just me.

862
Gameplay / Re: Spire Collection
« on: May 20, 2013, 12:12:45 pm »

 right before they hit turn 90 degrees and fly sideways causing them to miss

Are you sure it works? Most ships or pyras that go for me tend to... Aim against me, infilcting in a ram any ways. What i do is i Chute vent down, and whoop. OLE

Still though, they turn around for a second a second ram. Quite difficult, yett. Still hard shacking them off.

863
Gameplay / Re: Spire Collection
« on: May 20, 2013, 09:38:26 am »
Well, i just lost to a sniping Pyramideon. They are overpowered. Seriously, they hit like a truck with those sniper weapons. And against a sniper spire. And they have the option to Ram.

In other situations, Spires honestly have less options than most ships have. The  more i play spire, the more i see its capabilities, but even more its faults. Incredibly hard. The gunner has a hard time hitting the ships with either the flak or the lumberjack. And my ship cant outrun other ships because of map borders. As soon as one tries to go under them, they still are able to chase you.

We need some good spire lessons posted here.

Or a buff to the spires.

864
Gameplay / Spire Collection
« on: May 18, 2013, 04:04:24 pm »
Post all knowledge, videos, gameplay tactics etc that you know of.

The spire needs attention and a good example for other players to get better used to ships being very different. The spire is one of them, being an incredible vertical maneuvering ship. But always focused down because of its disadvantages.

When i can, i will highlight any usefull posts.

Tips and tricks, stats and info. Anything.

Dont expect alot of posts because lack of spires ingame

Ofcourse there is https://gunsoficarus.com/community/forum/index.php/topic,263.0.html as a starter

865
Gameplay / Re: SHIPS Balance Questions and Concerns v1.2
« on: May 18, 2013, 03:56:40 pm »
Anything on Spires? Honestly, spires are either Bad or OK. And when it is OK it is actually GREAT. But the enemies will always be Perfect in the spires eyes.

Despite a ship like pyramedion having bad menouverability can still outrun a Spire in a vertical fight. Or Outwin. Going up and under ships then kiting them is difficult on its own. But incredibly difficult on half the maps. If you compare all its advantages vs its disadvantages, the spire will just have more disadvantages that pop out.

And by the maps, im talking about vertical space, maps with tight spaces. Etc. Maps with low vertical space (Fromm ground to maximum sky) can make the spires jump. When the baloon is upgraded, then from the ground hydrogen yourself and go up. You will sky rocket above the maximum hight. However. It only works on low vertical maps with baloon upgraded + Hydrogen.

AI do better than players on the spire also, engineers move around the spire like buttah and get to everything quite quickly, while players need to form a formation, one top one bottom.
AI also do great as gunners. They simply hit the target with difficult sniper weapons such as the mortar or the flak. Players always miss.

It has 2 guns in the front. The right gun can aim forward only with the artemis, and the left gun (Lower left gun) is just a bonus that barely does a thing. So flare it is.

Now this is my stupid fix to make the spire more of a glasscannon if they dont buff his maneuver. Cause honestly, either make its maneuver better so that baloon upgrade will be like hydrogening or chuting down. Or. Bend the Right gunner position to aim forward. So that it can have 2 sniper guns on the upper. And the lower left one able to be able to aim alot more to the right. This can open up more builds for close range, sneaky spires aswell.


Other than that. Spire needs a buff.

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