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Messages - Mattilald Anguisad

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61
Gameplay / Re: Non-meta builds that are fun and(or) effective
« on: March 12, 2014, 10:11:28 am »
I do the same with double-gatling+mortar mobula. Mortar is on top so I can shoot it myself as pilot, just jump up and grab it from below.
Crafeksterty's Mobula build then :P

My experimental builds are:
duble gat, double banshee flak mobula
front gat, with left gat-flak and right caronade-mortar junker
all banshee junker
quad Helhound with mortar left and harpoon back galleon

62
Feedback and Suggestions / Re: Zenith (concept for a new ship)
« on: March 09, 2014, 08:28:43 pm »
I seem to have made an important typo in previous post. Gun mounts can't be turned to fire more up or down, as far as I understand the system. I might be wrong or it may change, but keep it in mind. Itf it can be do so it might be cool.
Can you try to make a layout - a very simplistic one if you have to? It would help understandin where important components (like hull armor, baloon, engines, guns) are.

63
Feedback and Suggestions / Re: Zenith (concept for a new ship)
« on: March 09, 2014, 07:54:02 pm »
Pyra has no problem keeping up with Goldfsh - Goldfish could eventualy escape, but generaly you don't want to turn your cak on prya's front unless you are a squid. It takes way longer than the stated speed difirence indicates for goldfish to get out of Pyra's gat range.

You seem to have started writting before I edited my post.
Gun mounts at least thus far can't be angled upwards or downwards.
Ship also needs to have a blind spot (in horisontal arc anyway, there are allways going to be directly above and directly below.

64
Feedback and Suggestions / Re: Zenith (concept for a new ship)
« on: March 09, 2014, 07:40:49 pm »
@Pie: there is no way goldfish is that fast, becouse otherwise it would have no problem escaping Pyra, and ti does have problems escaping pyra (original Prya max Speed was listed as 30,5m/s and Goldfish 32m/s - witch is what the difirence in speed actual feels: negligable).

@Milevan: ship needs blind spont no matter how small (junker has the tiniest blind spot but it still has one).

65
The Gallery / Re: 5-0 shutout!!!!
« on: March 07, 2014, 05:12:30 pm »
Most of the matches are not shoutouts unless there is a huge skill&teamwork difirence or are pugstomping. For relative beginners, aside from REBUILDING with mallet you were going well.
Mallet = most efficient at repair
Spanner = best at repair
Wrench = best jack of primary enginering duties, master of none (ie. balance between repair and rebuild, should only use it when you can't take both mallet and spanner).

66
Feedback and Suggestions / Re: Matchmaking?
« on: March 07, 2014, 09:11:25 am »
Coldcurse: Muse has multiple times explained how matchmaping will work. It will make ships consisting STRICTLY of 1 pilot 2 engineers and 1 gunner (unless you queue with a premade crew instead of solo queue). It will put together people of simmilar matchmaking rating.

67
Gameplay / Re: Let's talk gun damage/balance
« on: March 06, 2014, 04:11:12 pm »
0% of those kill a ship outright.

They don't need to (for the most part).
I've been on receiving end of all of the weapons about enought that I can tell you how hard it is to deal with damage when you get hit consistently with these weapons (after all you need to consistently with with artemis or gatling consistently for them to be effective).
6 clip of LJ will kill pyra's baloon AND armor. Point short range hawcha with burst ammo will kill EVERYTHING except baloon on Pyra (double hawacha hit WILL outright kill a Pyra).
Heavy Carrorade will keep enamy ship dropping (you generaly loose about 170M height if you loose baloon and have engineer with spanner camping it - that is enough to keep enemy out of the combat to punt the other enemy in dire straits in 2v1.
And heavy flak will outright murder you if loose armor.
As for Typon's smaller brother Echidna light flak: it's a perfect engineer's and pilot's gun - it has incredible burst damage, and it takes very short time to fire all your shots, and then you are back your job. You just can't waste any shots on armor or by missing (hitting with echidna is pretty easy).

68
Feedback and Suggestions / Re: Make gunner a muti-class..
« on: March 03, 2014, 04:22:14 pm »
I think better solution to gunner problem is to remove dfailt ammo, and make it a choice of loadout - check https://gunsoficarus.com/community/forum/index.php/topic,3576.0.html

69
Feedback and Suggestions / Re: Allow players to spectate novice matches.
« on: February 27, 2014, 09:08:28 am »
Spectator mode in the current state is not implemented the same way Spectator mode is implemented. In here spectator mode you are watching the game as it happens. In lol it's a 3d recording of a match - that creates a lot of overhead (reason why not all matches can be spectated).

As for spectating novice matches if you are not novice, this has allready allready been sugested. For now you can start with the sandbox, and explain the basics in there, and then go from there.

70
Feedback and Suggestions / Re: Simple suggestions to improve gameplay
« on: February 27, 2014, 07:32:21 am »
First off I think Wilson's Notes should be unlocked from the start.

When talking about ship and/or weapon balance if you know gun facings -witch we do for all except Mobula (outer most guns are somwhere at about 45° to the side -mortar cant quite aim at target dummy that is centered with the helm of the ship- and bottom deck ones are probably about half way -merc is ways of the same target ). Spire's side gun arcs should be in patch notes, but I do belive they are at -45° and +45°. Rest of ships have perpendicular angles when it comes to gun facings.

71
Feedback and Suggestions / Re: Feedback and a suggestion from a new player.
« on: February 24, 2014, 05:46:11 pm »
I think the poin is the game needs more comprehensive tutorials. And MUSE is accepting suggestions how specificaly to do that.

@Ricotomo: the kind of player progress you are talking about (ie. with actual progression) is going to be in one form or another in Adventure Mode witch is in developmenet.
Customisation will be improved with adittional cosmetic customization slots in Skirmish Mode (pvp) and with more utility slots in Adventure mode. MUSe allready said they are looking into integrating Steam Workshop in some way, but the sort of scratch building of ships you wish for is unlikely in Skirmish Mode - as the gun stats are predefined(keeping balance is hard allready). There are only 2 gun size catrgories: light, heavy.

72
Feedback and Suggestions / Re: Default Ammo Type [As a selection]
« on: February 23, 2014, 01:50:13 pm »
Crafek meant the mechanis when the ammo that was selected at the start of the reload sticks instead the ammo that was selected at the end of reload cycle.
It would mean guns start with default ammo and after that keeps ammo you selected after that.

73
Dev App Testing / Re: Goals and Ramifications of Matchmaking
« on: February 23, 2014, 01:14:43 pm »
I for one actualy welcome the adittion of ranked play. We speend way too often having to practice for competitive event's against pugs. It's not fun for them and it's no good for us, becouse we learn nothing, and we all feel guilty for effectively pug stomping.

74
Gameplay / Re: Squid Love
« on: February 21, 2014, 11:07:18 am »
I don't think squid needs better vertical acceleration, since it can allready do unpeakable things to the likes of Mobula, Spire, Galleon, nad if it can sneak into Pyra's blind spot pyra as well (pyra can keep up with squid circling around it, but if squid is out of it's arcs, it dosen't help).

However I agree it's still underpowered in comparison with (most) other ships.

75
Gameplay / Re: Junker OP?
« on: February 20, 2014, 10:32:31 pm »
Bring a mobula, spire or a junker and you don't need to sacrifice an explosive weapon for double piercing :P
it takes under 1 clip of gatling fire to strip junker's hull if you have double gatling. It can take 4 gatling clips to do the same on a single gatling gun.

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