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Messages - Wundsalz

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511
Community Events / Re: The Sunday Rumble #5 Signups (9/8/13 @ 4pm EST)
« on: September 07, 2013, 09:35:02 pm »
Rhinos will rumble through the skies this sunday.

512
The Docks / Re: [SIR] Sky Invading Rhinos (Eu)
« on: September 06, 2013, 09:00:26 am »
I wish you a merry stomping too, most favorite (and only) founder member in cake disguise!

513
The Pit / Re: Ok, time to deal with less than pleasant players
« on: September 02, 2013, 08:28:25 pm »
I'm not interested in seeing our community shifting even slightly into the direction of Dota/HoN, attitude wise. I've seen you ingame a few times and I've read/heard how you treat (new) players. Frankly I don't wonder even slightly why you're incapeable of utilizing new players in your crew. If you treat people like shit, you should better not expect them to improve on your ship. Did you ever consider to drop your "ZOMG!!1!! WHY DID YOU LET THE HULL DIE!?!!1!" attitude, chill your tits and go over to elaborating the game mechanics to our new players?
You almost make it sound as if you've been aboard my ship! Which you haven't, so you don't really know what you're talking about or what sets me off in the first place now do you? Should I be your crewmember and explicitly ignore you until you lose your patience? If you want to go all personal on me that's fine, but you can do that in PM, not here.
I've played a match or two with you (not on your crew, but as a pilot of your opposing team). I've seen you complaining about your previous 'moronic crew' verbally prior to the match start. I've seen you complaining ingame about your present crew in match chat and I've heared you complaining about 'quitting noobs' verbally after the match. I don't even want to know what was going on in your crew (voice) chat.
And no - I definetly do not want to see you on my crew, ever.

514
The Pit / Re: Ok, time to deal with less than pleasant players
« on: September 02, 2013, 08:03:43 pm »
I'm not interested in seeing our community shifting even slightly into the direction of Dota/HoN, attitude wise. I've seen you ingame a few times and I've read/heard how you treat (new) players. Frankly I don't even slightly wonder why you're incapeable of utilizing new players in your crew. If you treat people like shit, you should better not expect them to improve on your ship. Did you ever consider to drop your "ZOMG!!1!! WHY DID YOU LET THE HULL DIE!?!!1!" attitude, chill your tits and go over to elaborating the game mechanics to our new players?

515
Feedback and Suggestions / Re: Lock out noobs
« on: September 02, 2013, 03:09:21 pm »
If a 1 1 1 joins my ship I usually quickly friend them to see how many matches they've played.

Tten I take it as my opportunity to welcome them them to guns of Icarus and take some time to teach them the basics of the game.
+1

I've had a lot of positive experiences with new players I've taught from scratch (starting with when to use mallet/spanner/extinguisher and when to hit which components with which weapon). Some of them picked up the game really quickly and after a couple of matches they played significantly better than many high level players I've flown with.
I think it's mostly about the attitude of the pilot/crew whether they can work with inexperienced crew members or not. If you just expect things to run smoothly and start yelling if they don't, neither you, nor your crew will have a pleasant time. I can work with roughly 80-90% of those powder monkeys and swabbies who happened to end up on my ship if I'm in the mood to teach.
The remaining players are those who either struggle with language barriers, paying attention or processing the information provided and are very well able to cause discomfort for me and my crew.
Still, at least for me, the positive experiences out-weight the negative ones by far. On a side note: I actually prefer playing with lvl 1 players over playing with lvl 2-3 player, as it's easier to teach people from scratch than breaking bad habits. Those players who've just bought the game and experience their first matches are usually interested and eager to learn. Hence they're often easier to teach and pick up stuff quicker than players who've already played a couple of matches on their own and think they had got a grasp for the game.

Regarding Sprayers initial suggestion: I don't think pestering new players with a forced to tutorial would do us any good. In their current state there's little to learn from the tutorials anyway as they don't even cover the very basics of the game. Once the tutorials are a bit more sophisticated I think some sort of "we strongly recommend to play the tutorial"-pop up at the first login might come in handy.

516
Community Events / Re: Cog structure overhaul suggestion: planetary gearing
« on: September 02, 2013, 10:49:08 am »
In case my suggestion is considered to be implemented for the next cog season, I'd be willing to put some effort into polishing and elaborating the concept. This system comes along with a couple of new problems which need to be adressed if we want use it.

517
The Docks / Re: Current Available Clans
« on: September 01, 2013, 02:34:03 pm »
Clan Name: Sky Invading Rhinos

Clan Leader(s): Wundsalz, Phelan
Clan Tag: [SIR]
Members: 8
Website: Clan-Forum, Steam Group
Location: Europe
Looking For: We're looking for able and communicative players with a microphone who are interested in the competitive scene.
Recruitment Thread: https://gunsoficarus.com/community/forum/index.php/topic,2262.0.html

518
The Docks / Re: [SIR] Sky Invading Rhinos (Eu)
« on: September 01, 2013, 02:13:02 pm »
That was one awesome start into the cogs we had yesterday. I'd like to thank Frankenstorm, Ariden and Rajlon who helped us out and allowed us to assemble a last minute roster for the match. Also I'm happy to announce Rajlon and Ariden discovered their true nature during our first match - apparently they aren't human, but rhinos like us. Furthermore we've recruited our first non-european member, Boneses from the USA. Welcome to the crew!
Our ranks are filling up and I hope we don't have to rely on external help to setup a roster for the upcoming match against BFS. That beeing said, we still lack another gunner who is firm i using a wide range of weapons and heavy ones in particular. Also we could probably use another able engineer. So in case you're a rhino in disguise matching one of these criteria, feel free to contact us!

519
The Docks / Re: The Gentlemen Are Recruiting!
« on: August 31, 2013, 06:49:51 pm »
thanks for the cog match earlier today!
You guys have definetly made our start into the clan scene as rugged as possible. I've just watched the stream of the match and I'm quite sure our late comeback wouldn't have been possible if your pilots didn't have had those lag spikes they've complained about in the interview after the event.
That beeing said I think we'll learn a lot from the match against you. I hope scenes like our horrible first engagement will not repeat and we definetly need to work on our target prioritization.
I'm looking forward to future engagements between you sirs and our SIRs.

520
Feedback and Suggestions / Re: Helm Tool: Repair Mode
« on: August 31, 2013, 06:08:17 am »
Upon activation:
Hull integrity takes -60% damage
All other components (except balloon) take 15 dmg/s

Sometimes when in a game, I tell my crew to go "full repair" meaning everybody stop what you're doing and repair.

So, I was just thinking this would be nice to have in that situation
While I like the concept of your idea, I think it's hard to balance such a pilot skill. With the numbers you specificly suggest, the skill would be way to powerful.
Pros: There are many situation where a ship gets a shit ton of hull damage in very brief timespans. The skill would allow Junkers, Spires and to survive more than one perfectly shot flak volley while other ships could tank entire mortar volleys. Furthermore ram attempts could be countered by simply activating the pilot equipment for a brief moment and tanking the damage rather than trying to dodge the impact itself.
Cons: Marginal damage to all components. The damage should be barely noticable and fixable either by a spanner or wrench clap in a lot of situation where the skill is applicable (flak volley/ram) . You could probably even run ships like the pyramideon  having the skill activated permanently.

Decreasing the structural hull damage is a very direct and powerful bonus. If such a skill was to be introduced to the game I think the effect should be reduced significantly (e.g. to roughly 20-30% allowing certain ships to tank that final projectile of the deadly flak/mortar volley) while coming along with a severe disadvantage. Damage to compontents could be a fair trade off, but I think we effect would have to be increased significantly. Maybe something similar to hydrogen - where the effect of the skill lasts for additional 3-5 seconds or so after its deactivation. With a severely increased damage (50-100 dmg/s) this skill might be balanced. In a lost encounter you'd basicly end up as a floating wreck, rather than beeing dead right away which might grant your mate those additional 10 seconds he needs to save your ass.
Then again having a pilot skill capeable of totally wrecking your own ship might result in frustrating expericences for Sailors who scroll through their skills with the mouse wheel (absurd default binding btw)

521
Community Events / Re: "The Cogs" Season 2 Newcomer Signups
« on: August 30, 2013, 08:55:53 pm »
Hello,
I'd like to register the Sky Invading Rhinos for tomorrows match.

Ship A
Captain: Phelan
Crew: Running Tree
Crew: Tolarin
Crew: N/A

Ship B
Captain: Wundsalz
Crew: TyberiusTheThird
Crew: Sprayer
Crew: N/A

Substitutes: Twinky-D-Light, Ariden, Rajlon, Frankenstorm

primary color: grey
secondary color: green

Logo:


In case we need to start with a "full" roster already we'd like to register with the following team:

Ship A
Captain: Phelan
Crew: Running Tree
Crew: Tolarin
Crew: Annilittle

Ship B
Captain: Wundsalz
Crew: TyberiusTheThird
Crew: Sprayer
Crew: Running Doc

Substitutes: Twinky-D-Light, Ariden, Rajlon, Frankenstorm

We'd prefer the first roster though as two players of the second one will most certainly never show up to one of our matches.

522
The Docks / Re: [SIR] Sky Invading Rhinos (Eu)
« on: August 30, 2013, 06:12:16 pm »
Thanks for the hearty welcome!
We'd like to participate in tomorrows cog match and already got 8 people. However I didn't manage to talk back to one of them. Hence I can't be sure that he'll be online tomorrow evening. So I'd gladly accept your offer, Wilkinson (or the help of any other clan who can spare a player for tomorrows cogs match).

523
Community Events / Re: "The Cogs" Season 2 Newcomer Signups
« on: August 30, 2013, 12:08:34 pm »
Is it still possible to sign up for a match against the gentle guard tomorrow? If so I'll try to set up a roster quickly

524
Feedback and Suggestions / Re: Colour blindness setting
« on: August 28, 2013, 08:58:51 am »
No, you're supposed to be able to tell apart friend and foe even if the enemies aren't spotted. Not being able to do so is a clear disadvantage for colorblind people.
Also the problem is most likely not limited to identifying the alliance of ships. Not being able to see which sides captures a balloon below the compass is a significant disadvantage as well.

525
The Docks / [SIR] Sky Invading Rhinos (Eu)
« on: August 27, 2013, 02:06:14 pm »
Stomp, Stomp!

We’re a bunch of rhinos that got tired by the leisure life in the savannas of Burren where there’s nothing else to stomp, but dust and scrubs.  We seek for adventurous lives – traveling through the skies like falcons with the pace of an arrow shot by one of the famous merry men– dreaded like bullies and worshiped like a huddle of floating noodles.
Less fortunate for us, unlike ducks, rhinos don’t grow wings. Hence we needed to obtain access to a mechanical aviation vehicle made by man. We’ve heard of a couple of possibilities, but none of them seemed tempting as they either involved signing up for flight squadrons who serve another man’s cause or even outright trading away ones soul. Our Journey seemed to have ended before it even started.
More fortunate for us, one day a merchant fleet happened to ditch near our pouring basin. Apparently candles on a birthday cake have caused a fire underneath the deck of one of their ships. We’ve seized the chance of this coincidence by starting a rambitious and successful attempt to stomp those pitiful merchants in order to take their ships.
Now we can finally fulfill our dream and fly North, following Polaris to see the aurora borealis over the Firnfield.



We’re a group of people who have played together for a while and we’d now like to enter the competitive scene.  Rather than sticking to static fleet builds, we plan to utilize the rich varieties of viable ship builds GoIO provides  to its full extend with an adaptive play style while keeping focused on efficient ship combinations – we want to win our matches.
Phelan and I plan to pilot the ships of our fleet to get our rambition started. We’ve also already managed to win a couple of excellent crew members for our cause. Still we lack some skilled players to fill up our ranks. As we want to maintain a familiar atmosphere where everyone knows everyone, we plan to keep our member count low. Hence we want to be a bit picky when it comes to accepting new members to ensure that we can stay competitive.
That being said, we’re not only interested in highly skilled players who have played hundreds of matches already. If you’re a new player who’s able to pick up the game quickly, don’t hesitate to contact us!  We’re eager to teach talented players interested in the competitive scene from the start. As communication is an essential element of GoIO, we require our members to bring a microphone and being able to speak English.
In case you’re interested in joining us, please drop a note here and contact Phelan or me ingame! Then we can fly some rounds together to see whether we’re a good match or not.

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