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Messages - Mattilald Anguisad

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46
Gameplay / Re: Concerning Player Retention and Realism
« on: April 07, 2014, 06:38:47 am »
We'll I for one don't think Muse should worry with player retention untill existing player retention makes servers too slow.

47
Becouse we urgently need to nerf gatling gun and flamer!

48
You stopped Calling it GMT? (besides the timezone in the title is UTC, witch never changes with DST).
Also whole Europe switched att the same time (last sunday in March).

49
Community Events / Re: Sky League Tipping Thread
« on: March 29, 2014, 08:22:56 pm »
Congrats to TAW for their preformance despite playing with incomplete team (they had a guy with 15 matches and an AI on 1 ship, becouse they had 3 no shows on their team). TAW got near defeating Clamour (If I understand correctly understand has a benefit of being Ducks - and thus have a lot of very experienced players to coach any new team formed within) - and I'm pretty sure TAW were still the greatest underdogs in C bracket.

50
Community Events / Re: Sky League Tipping Thread
« on: March 29, 2014, 04:55:00 pm »
I'm so happy I don't have to keep score - so many predictions to go thru XD

51
Guides / Re: Quick Rreference for Rebuilding Components with a Spanner
« on: March 27, 2014, 09:13:42 am »
It should have been no more than 30 hits with a mallet, according to my math (12hits*5repair power = 60 repair power; 60repair power/2repair power = 30 hits - where spanner is 5 repair power and mallet is 2). Still the results would suggest it is approximate speed N-Sunderland suggested.

That would reduce heigh clearence when baloon poped from about 170m to about 100m (very few ships accelerate to max vertical speed in 7.5 seconds it takes 1 engineer to rebuild baloon) - to keep im mind that if engineer wasn't camping baloon when it was destroyed, you will loose more height.

52
Guides / Re: Quick Rreference for Rebuilding Components with a Spanner
« on: March 26, 2014, 08:00:26 pm »
I'd have needed to record that session to be able to calculate accurately how much time there is between each hit. 1 second was a rough guess tbh, I was rewritting part of the noew and it seems that I've mistakenly dropped the inclusion of the clear statement that it's a rought guess how long it takes between spanner hits. This and sever gramatic mistakes were made that I'd like to fix.

I think I've made thers notes before 1.3.3 came out, but I've posted them only now that there was talk about buffed armor repair times in dev app subforum.

@macmacnick: you also have to remember that having baloon will not actualy stop your descent, by the time you stopp your downward momentum you'll probably loose the forementioned 170m (I have taken into the account both+ reaction time between baloon being poped and it started being rebuilt) - and while you'll might not drop entirely to the ground you still want a bit of clearing.

53
Guides / Quick Rreference for Rebuilding Components with a Spanner
« on: March 26, 2014, 10:25:40 am »
I have made a reference list. Spent some time in practice mode/sandbox. I have only counted spanner hits becouse it's the most eficcient tool for rebuilding components, and it's the tool you want to use for doing so (wrench requires 5 hits for every 4 hits with a spanner, while mallet requires 5 hits for every 2 hits with spanner).

Pyra Armor: 9 Buffed Armor: 10
Galeon Armor: 10 Buffed Armor: 12
Junker Armor: 9 Buffed Armor: 11
Squid Armor: 4 Buffed Armor: 5
Goldfish Armor: 6 Buffed Armor: 7
Mobula Armor: 8 Buffed Armor: 10
Spire Armor: 6 Buffed Armor: 7

If the ship's armor was buffed when it was destroyed it takes longer to rebuild, it's mostly intentional that way - rebuild time is tied to maximum armor value.

Universal components:
Light Gun: 9
Heavy gun: 15
Turning engine: 8
Main engine: 12
Baloon: 10

If spanner takes 1 second between hits (if you clikc, instead of olding - holding the mouse currently takes longer as the animation cycle is longer when you hold the mouse button to repair/rebuild or buff), you can now imagine how long it takes to rebuild stuff. If you loose baloon you want to be at leat 170M above ground to avoid impact damage (exact speed ships drop isn't known, but it's known ships chainge height with 16.97-17.01m/s with full baloon (pyra has the lowest and galeon apparently the highers, but both have horrible vertical acceleration when they have baloon).

54
I think Corvus Marauders used to have CSM tag, before we were renamed into Glowwater Thralls, now Crimison Sky Menace took the tag. I appologise for the typo in SIR name, and the errors in TAW and CSM names.

55
Or to list them in full name for your convinience: Ryders (Rydr), Sky Invarind Rhinos (SIR), Glowwater Thralls (GwTh), Overwatch (OVW), Sacrilege (Sac), BlackFlight Squadron(BFS), The Art of War (TAW), Cake (Cake), Crimison Marauders (CsM). there is IRIS clan (I'm sorry I cant remember what your abreviation means). Last event was rounded up by an unafilliated group of players under tag of MERC (as in mercenaries). Plus some competitive clans I havent heard or seen in competitive matches for a while: Polaris (PLRS) - not to be mistaken with youtube MCN Polaris (part of Maker Studios), The Flying Dutchemen (TFD).

56
I'm certain all this criticsm is aimed at helping you make best tournament you can. We cartainly apreciate you effort, and interest.
Generaly events are scheduled at least 3 weeks in advance and set on Saturdays&Sundays (comunity is relatively evenly spread over the world it seems). As suggested you can ask Urz for advice on running competitive events, becouse he is the most experienced in this regard (he is running a tournament event that will be spread over a month or so and will start this weekend) - if you want to fun it on weekends, you'll have to coordinate with Urz, becouse he runs weekly mini events (Saturday Box Social, and The Sunday Rumble), so there won't bee scheduling conflicts and all people can join.

Considering the goal is to raie money for donation, and the fact a lot of the casual gaming public doesen't read the forums, you might want to ask Muse to hilight your event in the newsletter (come to think of it they haven made a newsletter in a while, it's a goot time to make a new one :P ).

Also I personaly I'd love to participate, but I don't get the final say in my clan.

57
Heavy is situational. I ussualy take heavy for gatling as main hull engineer on pyra, if gat is on nuber 3 slot (lesser control on the range of engagement on side guns ussualy so increased eficciency near gat max range is appreciated. Heavy is also bgest for "killing" specitic components - lit for example that pesky hawacha on the goldfish in front of you.

As for AI: Muse is very preased for AI in CO-OP mode, so hopefuly some of it will get into skirmish mode as well.

58
Gameplay / Re: Goldfish 1.3.3
« on: March 21, 2014, 09:30:36 pm »
Goldfish is certainly under utilised, but I wouldn't call it underpowered. It's still a nimble ship (might not have any stat best but if utilsed correctly it can still survive much more than any pyra would. - Also don't rely on the numbers in the book too much, they arent entirely accurate (we know listed speed of either prya or Goldfish is wrong for example).
Goldfish's primary role is to force enemy teams into unfavorable situations, and it's still very good at it.

The only ship i'd say is screwed atm is the Poor squid (prya can still turn fast enough to keep it in it's arcs with help of phoenix claw -assuming squid doesen't sneak from behing the enemy ship).

Saying some weapons aren't for competitive play is silly (with exception of harpoon becouse that one isn't woring as intanded). Every weapon can work in competitive play - just all of the weapons are not equaly universal. We have won competitive matches by using gat-mine front on pyra. And that is certainly not meta.

59
I really like the idea of ship-specific tuturials. But at the very least they need to fix the current tutorials.
They are and they will, but in the mean time everybody (meaning not just you) should come up with constructive ideas, not just general idea that it needs to be fixed.
When I joined for example (it was patch 1.1.2 in the late December 2012) there was literaly no tutorail aside from "tutorial text". I still remember my first match ever in GoIO, camping at the hull of the Goldfish of either MasX or Apex (both SMAC at the time) using mallet to repair and rebuild components, and wondering why sometimes when I hit the damaged component it gets repaired and sometimes it doesen't (the concept of repair cooldown was alien to me) - things that are all explained in the turotrial now (I obviously know what to use to repair in what situation and to use spanner to rebuild now, but back then I didn't, I know now then I can safely afford to go away from one component getting damage (usaly hull) and when I can go to repair other damaged components or even shoot at a target of oppurtininty).
But later they added tutorial and slowly they have been improved, but now they are looking for specific ideas how to improve them.

60
I was told that Alex is looking into the server preformance issues.

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