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Topics - Pickle

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1
General Discussion / Tumbleweed
« on: November 29, 2022, 02:19:05 pm »
Thought I'd stick my head through the door and see if any oldtimers were still about, but wow.  What happened?

2
Gameplay / CP matches since 1.3.1
« on: August 12, 2013, 02:23:07 pm »
I've just finished playing Anglean.  I was unable to cap point E.  It failed to recognise my presence despite manoeuvring and trying different altitudes.  Including parking the CP balloon on top of my balloon.  No problem with points B or C.

A member of the other team tried and had the same problem with point E.

One other ship tried and it worked for him.

3
Feedback and Suggestions / Balloon engine piston quartering
« on: August 11, 2013, 05:59:04 pm »
Can someone please fix the quartering of the pistons on the balloon engines.  Just a minor detail.

And while I'm mentioning minor details.. triple contra-rotating propellers may look good, but all the torque benefits are lost.

4
Guides / Damage animations library
« on: June 04, 2013, 05:48:34 pm »
Each ship shows a series of damage animations indicating progressively more severe damage to the hull.  Damage animations are irreversible and reflect the state of the permanent hull health.  Being able to recognise the animations is a useful skill that can help you judge when to continue pressing for the kill that bit longer.

The bowsprit always shows a degree of crumpling or buckling in the animations.  This is more obvious on some ships than others.  Some ship show very obvious damage to fins and sails.


Please feel free to contribute your own examples to complete the library..

5
Feedback and Suggestions / Update notices..
« on: March 22, 2013, 08:15:47 am »
Just minor niggles..

- the forum header is still showing 1.1.4 as the current version

- the in-game version memo is showing the wrong build number


(someone needs a checklist for when versions and builds are released - part of your community marketing business processes)

6
General Discussion / Update?
« on: March 18, 2013, 01:57:44 pm »
10 minute download for an update.. no patch notes I can see..

OooOOoohh... exciting... ;)

7
Feedback and Suggestions / Default ship loadouts - time for a change?
« on: March 18, 2013, 01:11:52 pm »
Prompted by much hilarity and discussion in the game lobby, but is it about time that the default ship loadouts were reviewed?

Junker - a different weapon on every mount, with no particular logic
Squid - Javelin on the front, Mercury on the side and a Whirlwind on the rear

No wonder new players get frustrated, lose and rage quit - at the time they know the least about the game, they grab a ship, head out and fail.  You'd think the developers were trying to scare people away! - putting a Mercury on the side mount of a Squid is pure sadism..

Can we have some sensible default loadouts on all ships, please?

8
Feedback and Suggestions / Resume match timer
« on: March 13, 2013, 05:40:05 am »
Is there any way to cancel the resume timer?

When I join a match lobby I quickly swap to spectator so I can see what the ship loadouts are and get a feel for the balance of the game.  Sometimes this means that I'll be catapaulted into the game as a spectator because the start timer was running down.  If I abandon match to rejoin and choose a position I'm then on the 180 second resume timer, and any attempt to go back into the match puts me back as spectator.

Is there a way to cancel the timer and resume to the crew roster list?

9
Feedback and Suggestions / Acme "Coyote" Heavy Rocket
« on: March 01, 2013, 05:28:32 am »
Acme "Coyote" Heavy Rocket.. ..



Explosive 200, Shatter 200, AoE 8, 1 round, 3 second re-load, range 2000m.

10
Gameplay / Gameplay idea - British Bullsquids
« on: February 24, 2013, 12:21:50 pm »
Much as I'd love this to be a JFC game, I think it's better suited to Squids.

British Bullsquids on Canyon.  Four or Six Squids race from one end of Canyon to the other, whilst two Bulldog Squids try to "bump" them (ram) or "tag" them (harpoon).  Anyone bumped or tagged joins the Bulldogs.  Last Squid running is the winner.

Flareguns and one harpoon (front mount) only.

It's theoretically possible to play the smaller version (six Squids total) without any changes to the game if spectators agree to referee, and players agree to trust the spectators.

11
Gameplay / Junker Fight Club
« on: February 24, 2013, 10:01:16 am »
Welcome to Junker Fight Club.

The first rule of Junker Fight Club is: you do not talk about Junker Fight Club.

The second rule of Junker Fight Club is: you DO NOT talk about Junker Fight Club!

Third rule of Junker Fight Club: someone yells "Surrender!", plays dead, taps out, the fight is over.

Fourth rule: only six Junkers to a fight.

Fifth rule: one fight at a time, captains.

Sixth rule: No shirts, no shoes.

Seventh rule: fights will go on as long as they have to.

And the eighth and final rule: if this is your first time at Junker Fight Club, you have to fight.

12
General Discussion / Achievements - what's your game?
« on: February 23, 2013, 06:46:55 am »
What's your game as far as achievements is concerned?

Personally, I'm trying to maintain a balance in skills across all three disciplines and keep all levels within one or two points of each other.  I'm hoping this balanced approach will keep me mindful of the other two roles I'm not playing in a match and how we all work together as a crew.

I find myself very wary of prospective team mates on a pick-up game that have raced one role far ahead of the others, Gunners at 1:6:1, Engineers at 2:1:6 or Pilots at 6:3:1.  I can't quite trust they'll have the overall crew priorities at the front of their minds if they haven't played all the roles at least as far as L3 - by which point you have to have demonstrated all the core skills.

I said it on the old forum and I'll say it again, the advantage of achievement based levelling for assessing prospective crew mates is that it's like a UK driving license - if they've got one, you know they've learnt to reverse park properly at least once.

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