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Messages - Andrej Peribosky

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16
The Gallery / Re: Guns of Icarus Cypher
« on: July 17, 2013, 08:58:51 pm »
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17
Gameplay / Re: Sky Torpedoes
« on: July 16, 2013, 12:50:16 pm »
Quote
Weapon mount: Medium
Range: Long
Rate of fire: Slow
Reload: Very Slow
Ammo capacity: 4-6 shots
Primary damage: Piercing
Secondary damage: Explosive

Piercing and explosive? Trololololol.

Seriously though, that's not going to fly by any stretch.

Beyond that, just how slow are we talking here in terms of projectile speed? It couldn't be much slower than flak shots, or it honestly wouldn't do much at range.

I think speed should be around pyramidion maximum base cruise speed. Maybe kerosene speed.
Range should be the entire map.
The goal is here that the projectile is easy to evade if you see it coming. It is just a deterrent against staying still and sniping.

18
Feedback and Suggestions / Re: a heavy gun that shoots 8 harpoons
« on: July 16, 2013, 12:45:43 pm »
An interesting take on harpoons would be to let them take away a fixed number of maximum armor HP.
If you shoot an harpoon at a ship, you remove 20% (?) of its maximum armor, and that part of armor can never be repaired while the harpoon is still attached. Allow maximum one attached harpoon per gun.

19
Feedback and Suggestions / Re: a heavy gun that shoots 8 harpoons
« on: July 16, 2013, 09:41:06 am »
It's dangerous to go alone! Take these!

,,,,,,,,,,,,,, ............. ;;;;;;;;;;;; :::::::::::::

20
Gameplay / Downdraft or (mobula) bug?
« on: July 11, 2013, 09:46:17 pm »
So uh, today i had a very strange match.
I was playing desert scrap as pilot for the first time (i rarely do 3v3)
Each time i went near the CP, my ship (mobula) kept falling very fast. I could keep it level if i pressed the button to ascend, and i could just SLAM it down if i even touched the button to descend. Other times, the ships instead went up way too fast without me doing anything. (and getting stuck on scenery multiple times, but oh well)

A similar thing, but way less potent, happened on paritian rumble before. Even if i pressed no buttons, my ship would slowly but surely descend.

Is this a bug? Is there up-down draft on those maps?
I *think* i heard someone having the same problem lately.
It all started after the "new" patch (my steam patched 1.3 again today, same for a crewmate of mine)

21
The Lounge / Re: We need to take over AirBucs
« on: July 11, 2013, 09:42:04 pm »
Same thing here.
I first saw AirBucs and i LOVED the idea of airship combat, being a fan. I wasn't really sure about ship models, and the weapons seemed quite limited, though. I still was about to buy it.
But then, i saw REAL steampunk ships and guns in GoiO and bought this instead.

22
Feedback and Suggestions / Just wanted to congratulate Muse
« on: July 11, 2013, 04:32:56 pm »
Since this is a feedback forum, i wanted to post some feedback about Muse itself and the work they are doing.

I am very genuinely impressed by your work, Muse. Your communication skills are excellent, you are always talking to us players, in game and on the forums and emails.

I have to admit i was quite worried when i first saw the 1.3 patch notes on the dev app. I talked about the changes to my crew (we are a small 4 people party in real life and we play D&D) and the players were none too happy to see an airship game shift to a sniper game. Some of them even hinted that they would possibly quit rather than snipe all day in a motionless ship.

However, people also spoke up on the forum, and you guys listened to us. You rolled back some changes, listened to our motives, provided your own, and you delivered a very good patch that changed the meta by adding options (fire, mostly) rather than removing possible strategies.
And most importantly, you kept talking and listening to us. You seriously are almost omnipresent on the forums and in game. I played many games, big and small, and never i have seen the developers interact with the players so much. We are able to even play with you (i did) and hear your voice. That is something that very rarely happens and it allows for a level of communication that is great for the game.
You even added rope collision on the mobula because three days before release, a few people asked for it after trying the ship, and it was mostly a joke. And yet you did it, by looking at a few posts in a 10+ pages long thread on a forum. This shows a level of commitment to pleasing the players that is above anything i have ever experienced.
We can see that you care about the game and about the players.

So that's it. Just a thank you for being this good, and a wish that you can keep up with this and that everything will go smooth for your guys :)

Andrej

23
Gameplay / Re: The Mobula
« on: July 11, 2013, 04:08:26 pm »
I like the ship a lot.

I am using gatflak on right side, and banshee on lower left.
Hullgineer will shot the banshee when he can, having an easy trifecta while aiming on the second rail point from the center.
Haven't really used the top and top left guns.
I am using the ship by assigning the gunner on top deck, and each engineer to a lower wing, keeping gatflak primary guns on the right side, since balloon is less critical

I am having a good success with this loadout, mostly ignoring ballon in favor of flak fire, and using drogue chute to prevent fast sinking.
I think the pilot on this ship is what really decides the outcome of a fight. Many times i have 1v1'd other mobulae and found myself at their back 10 seconds after an initial frontal engagement.

24
Feedback and Suggestions / Re: The Barracuda Sky Torpedo
« on: July 09, 2013, 10:38:12 am »
Yeah the more i think about it, the more i like it.
This can lead to very interesting games.
We need to notify muse of this, maybe they will like it too!

25
The Lounge / Re: We need to take over AirBucs
« on: July 09, 2013, 09:11:49 am »
Sad indeed.
I would be sad and angry if this happens to icarus. (It happens to every game actually... i just hope, not too soon)
I wonder if they gave refunds or what, since it became an unplayable game.

26
Gameplay / Re: 1.3 General Speculation
« on: July 09, 2013, 07:46:24 am »
Btw you should check the new dev app, a lot of things have changed.
I don't know about gatling balance, but everything seems better now.
Especially heavy ammo (no recoil, -25% clip size).

I just would want to see lowered armor damage now, especially at range
(exhchange clip size nerf for heavy for rate of fire?)

27
Gameplay / Re: The Mobula
« on: July 09, 2013, 07:44:46 am »
I like this ship a lot and i will be flying it.
I have two big qualms however

- For engineers, it will be BORING to watch hull/ballon without being able to even see the battlefield. Extremely boring that i can see people NOT joining on a mobula for this reason. Also, each engineer MUST bring standard loadout with no buffs, because otherwise the other engineer must run from one side of the ship to the other and that is not feasible. It would be solved by having a connecting tunnel between port and starboard side... but it's too late for modeling i suppose.

- AI is probably worthless on this ship, unless the engineers KNOW that they HAVE to stay in their side of the ship and not run around like crazy. I'm pretty sure they dont know any better, though.

28
Feedback and Suggestions / Re: The Barracuda Sky Torpedo
« on: July 09, 2013, 07:38:06 am »
I think this would change the game for the better.
Even if 1 in 5 shots hits, it promotes movement, and like another poster said, icarus lacks reasons for movement.
Flare lock-on is bad for gameplay however, and also difficult to code.
Magnetic or heat guidance is basically the same under a different name. I think we don't want heat seeking missiles.

This is unreal engine right? In that case, "follow the crosshairs" guidance is hardcoded into it. That could be used, but with very slow turn rate. If another missile is fired, previous missile becomes dumb-fire.

29
Gameplay / Re: 1.3 General Speculation
« on: July 08, 2013, 11:25:59 am »
If you CAN get close, you have a big advantage with gatlings. If you can't, you are in trouble, but one ship CANNOT keep firing indefinately at long distance without support, because the close range ship will eventually get close.

See, that's just the problem with the merc. It's actually very difficult to close distance against one. At far distances, you can't outrun a ship sitting there turning to face you. If you move in to tank those shots at medium range, suddenly more shots are hitting meaning you can't tank them and a lot more of your components start going down.

I know.
That's why i proposed that modification.
At long range, you will take some permahull damage, but screenshake will prevent most gunners from oneshotting your components.
At medium range, the mercury will do less hull damage (ideally you would be able to tank 80% of the damage of 2 mercuries), but screenshake will not be enough to prevent them for destroying your components, so you have to take care of that.
When you get to short range, as brawler you have superior firepower (but probably lost some permahull and maybe some components) so both ships can still fight, advantage to the brawler of course.
Of course, a sniper's strategy should be to let a teammate distract the enemy, so that it can continue to fire at long range.
With heavy screen shake on ship movement, the long range ship can't really keep distance up if it wants to hit anything.
The sniper's role should be to
a) do hull damage at long distance to support other friendlies
b) snipe components to defend against incoming ships at medium range


30
Gameplay / Re: 1.3 General Speculation
« on: July 08, 2013, 10:20:18 am »
Given that we have only 2 piercing guns, we need to make them balance.
I think what we want is this:

Let's start by lowering piercing multiplier to armor by around 30%. Increase it by 15% on hull health instead. Hull goes down way too fast currently. Ships behave like fighters, not warships.

Mercury:
long range, able to destroy armor easily. At medium ranges, able to destroy components easily.
Short range should be useless

Gatling:
Should be able to be much stronger than mercury if you can get in its range. Already can't hit at long range.

For this i propose:

Gatling maybe should get increased rate of fire the more you keep firing, but but as rate of fire increases, gun turn radius should decrease. (and jitter should increase, but you said you can't do that right now)
Fire speed should be around 50% of what it is now for the first shots, up to 200% fire rate (and -60% turn rate) after a few seconds of fire if possible.

I think gatling should be really accurate for the first 10 shots or so, but you said you can't do that right now, so you have jitter. Still, it has TOO MUCH jitter in 1.3

Mercury, i would add a potent screen shake to zoomed view whenever you are hit with high-damaging projectiles (other mercuries, lumberjacks), and medium shake when the ship is going faster than speed 1.
Mercury damage is fine as it is.
Additionally, projectile should accelerate at longer distance, having 70% damage at short range and up to 120% at longer ranges, or 150% for extremely far shots.
Mercury should keep the 10 or even 15 more degrees turn angle, since it nerfed in other respect when close range.


What we get:
Snipers wars are funnier with screen shakes, gunners must time shots to win.
At long range, due to medium screen shake on ship movement, you can't really hit components unless you are really good or completely stationary. At shorter ranges, it is easier to do so.

If you CAN get close, you have a big advantage with gatlings. If you can't, you are in trouble, but one ship CANNOT keep firing indefinately at long distance without support, because the close range ship will eventually get close.
At short distance, mercuries are not completely useless. You get no screenshake if unzoomed, and the turn angle of the weapon allows for return fire.

Possibly not in this patch, but i think ammunition must change too.
I'd go for heavy (or something else) greatly decreasing jitter, decreasing rate of fire, slightly increasing damage.
One ammunition type should be for mercuries. I'm thinking penetration bullets
A new type of ammunition: it should create a small (harmless) white cloud where the projectile lands, impairing vision to other snipers if aimed correctly, but also leave a very visible smoke trails to bullets. Produce modifiers so that it mostly only feasible for mercuries.

I dont think it can be much more balanced than this.

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