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Messages - QKO

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76
Feedback and Suggestions / Re: Vertical map idea
« on: August 26, 2013, 03:58:22 am »
Can the developers fix velcros first?

77
Feedback and Suggestions / Re: A Better "Mute" button
« on: August 26, 2013, 03:55:17 am »
For this specific purpose I would put a button in the game that prioritizes crew chat over lobby chat(and party chat over crew chat). Saves people the effort of muting 12 players.

78
General Discussion / Re: GoI:O on Playstation
« on: August 26, 2013, 03:51:05 am »
Well, that means we should be seeing a much larger player base, and good thing Controllers do not have Keyboards to type in global. (Even though I would assume there will be a system so they can pull up a keyboard and type, just will be slow on a controller)
They probably still have mics to shout over.

If I were to deny consoles this games, it would be for the reason that they are using controllers rather than mouse and keyboard and are unlikely to function properly within the context of the game. Their behavior is not limited to PS*, nor is it limited to Xbox*, quite frankly, we have idiots already and lets not forget that they already paid for this game, so whether the game is f2p or not has no effect either.

You guys are going through all the motions dota has went through and it ended with Valve making a mute system that doesn't really work (Well played!!) and a matchmaking system that has left the community in shambles. As such, I really think it is important that we seriously look at misbehavior (outside of the context of this thread) and start to look for ways to deal with it properly. It means that for each community problem we have, we look at the source of the problem and deal with that rather than that rager that went beserk as a result of it.

As mentioned in another thread, last weekend's shift of idiots has been the worst so far and my experience tells me it will only get worse and worse and worse until this game is unmanageable by Muse developers and full rage mode ensues. I'm not going to say that Muse is doing a bad job so far; as a matter of fact, I'd wish more developers were as involved with their community. But everyone has their limits and noone wants to put a team full time on policing the community.

79
General Discussion / Re: My issues with this game.
« on: August 25, 2013, 10:21:19 pm »
I haven't really noticed anything. I play during very odd hours though- GMT -5 in the early afternoon and after midnight.

Is this some sort of organized thing or did it just seem like you ran into a lot of annoying people?
I ran into a lot of annoying people.

80
General Discussion / Re: My issues with this game.
« on: August 25, 2013, 09:56:01 pm »
Ok, lets start to use this thread for some other but related issues. Have you guys played during the last weekend? It's been a very bad shift for as far as I'm concerned. I've actually reported someone on all accounts of trolling and at multiple occasions have we required a CA or Muse member to step in and deal with the situation. Quite frankly, I think something really needs to be done before the community starts segregating itself into private groups and we start ending up with dota inhouses all over again. Our patience is getting severely tested as it is right now.

81
The Docks / Need a crew for me ship
« on: August 25, 2013, 07:41:54 pm »
I'm looking for 3 players to fill up my ship during the weekend shift.

Ship:Pyramidion
Purpose:To cause as much distress during any game as possible. We carry the crimson flag(and only the crimson flag).
Open positions:2 Engineers, 1 Gunner
Requirements:You follow orders

I don't care whether you're new, experienced, young or old. I expect you to listen and follow orders unquestionably. I will provide every crewmember with the knowledge I posses and I expect all my crewmembers to do the same. You can become the subject of vile experiments, but you can also be enriched with a good bit of knowledge. The ship will start off in pub areas and we'll see where we go from there. There is a preference to European players.

Expected hours: Friday: 8pm CET until 3 am CET, Saturday: 8pm until 5am CET, Sunday: 8pm until 11:00 pm
During these hours I expect all members to be present or call off in advance.

To join: join the irc channel #moonshinepirates on irc.quakenet.org I'll be in the channel and as soon as I make my way to the keyboard we will discuss any further arrangements. The channel can also be used by any other captains that wish to form a crew that has no allegiance to any clan.

82
Guides / Re: Aboard a Pyramidion
« on: August 25, 2013, 06:32:07 pm »
I heavily recommend putting artemis on 1 if you're equipping it. Otherwise you can also put a chaingun on 1 to get a trifecta.

Let me add some builds:

4. Flamethrower
3. Carronade
2. Fieldgun
1. Artemis

Close combat disable&kill build that has long range utility (and yes, it works ridiculously well).

4. Chaingun
3. Flak
2 & 1 utility

This is the alternative build which is easier for the engineer to use. Coordinated flak shots also kill faster than mortar.

And let me bring up an argument for:
4. Mortar
3. Chaingun
2 & 1 utility

While you want the chaingun to fire at all time, especially if you have a teammate that can kill as well, your mortar required different ammo types to work well. On longer ranges Lesmok is highly recommended if not required. At shorter ranges, and as the game is now, greased rounds allow you to kill any ship before that ship's crew have had the time to repair it(including the Goldfish and the Galleon). What you can do for example is have the gunner run around with Greased, Lesmok and Heavy clip so he can operate all front side guns in case the main engineer gets overworked.

As for skills, I personally believe phoenix claw is mandatory; it doesn't matter what else you bring, as long as you bring a phoenix claw. I've tried the parachute and it has some great utility as well as prevents the main source of disables(balloon popping) from affecting you. If you have a parachute, your chaingun/mortar/flak engineer can stay at the gun a lot longer before the ship is affected. While preventing a landing from hurting you as much as it would sounds great, it doesn't stop the problem at its source. It's imperative that you deal with disablers as fast as you can or fire at them before they get too much of a hold on you. Sometimes it's even a great idea to put a carronade at 2 just for the purpose of disabling your disabler.

(Also in the Balloon area you spelled nalloon)

83
Gameplay / Re: Pyra being op?
« on: August 23, 2013, 02:43:22 pm »
Oh yeah. It's not really the weapon combo. It's the two front facing guns combined with the layout of the ship. It's too well designed.
Euhm, there's no guns on right side.

84
Feedback and Suggestions / Re: Sound for being hit by the chaingun
« on: August 23, 2013, 01:28:44 pm »
You know you guys may be right about the Gatling sounds. It may definitely add to the feel of everything. But just like with everything else, they should experiment. Maybe through it into the Dev App to see how it is?
On that note, if I could get access to that dev app (Linux version) I'd be a very happy man.

85
Q&A / Re: The Tip Jar, a collection of community tips
« on: August 23, 2013, 01:26:42 pm »
I don't know, if I'm in a situation where running actually makes sense, then I always herd them to a teammate.  I tell my teammate to set up shop and let the enemy run into a gun line, now they either have to keep shooting me or shoot at my ally.  If they keep shooting me I won't make my turn until my ally has closer range fire against the enemy than they have to me if they switch targets then I'll turn sooner and get a nice 2v2 going.

Actually this is my favorite tactic when I run squid with an allied Galleon.  Agro the enemy a bit then scamper off like I'm wounded and lead them into a gun line.
Good Galleon captains will explicitly tell you that you should herd the opponents past them :P My case is specifically referring to the situations where a squid is drawing fire to a friendly something like a pyramidion or junker while those ships are in the process of killing a target. If these ships get interrupted, that target will live and the ships are stuck doing defensive moves. Ships like Galleons on the contrary can use some entertainment.

86
Guides / Re: Aboard a Goldfish
« on: August 22, 2013, 08:17:09 pm »
I know this guide is old, but I do not agree with the loadout presented. I also recommend giving multiple loadouts and explain them instead of expecting to give just one cookie cutter. With the layout you present you are severely lacking in explosive damage. You have put 2 shotguns on the ship and one gatling, that means the primary form of damage is a gigantic amount of flachette + some piercing. The heavy carronade can destroy a hull on its own, so rather than putting on a chaingun, I recommend putting on an artemis, flak or mortar depending on what your priorities are. At the same time, the light carronade doesn't really add to the goldfish' abilities, so I would put a flare, minelauncher or flamethrower on it.

Alternative builds ->
Front: Hwacha,
Port: utility weapon/Carronade
Starboard: Chaingun/Carronade

Front: Lumberjack
Port: Carronade
Starboard: Mortar

Front: Flak
Port: Carronade
Starboard: utility weapon/Mortar

87
Gameplay / Re: Countering the pyramidion gatling/mortar setup
« on: August 22, 2013, 07:10:14 pm »
Outranging your opponent is always an option to be considered. If you have a squid or goldfish, consider taking the fieldgun or artemis as a side gun for this purpose. If you can force close combat fights, you can use carronade + flamethrower combination to destroy weapons, balloon and then everything else. When using ships like the spire you can either go for fieldgun + flak combo or attempt to disable and outdps him with double chaingun + hwacha. Mobula and Galleon can also outdps a Pyramidion at whatever range they decide to pick a fight.

Squid players should keep in mind that the pyramidion players easily get confused on the hull armor's status. Because it goes down so quickly, it is repaired as quickly. If they are emptying their flak/mortar while you bring up the hull again, they lose out on the majority of their damage. Use this to your advantage and either flee the scene or get in pyramidion's dead angle. As a junker, just try to get the 3 guns on him, you will outdps the pyramidion by a decent margin.

There are basic ways to stop basic pyramidion players. Players can adjust to these strategies and then it is up for you to adjust to that. As you get more and more experience you will learn how to deal with the ship better and better. Just think about what the ship's intentions are, what its range is and what the ship is doing. Every choice any player makes on his ship reveals a strength and a weakness. If a player tells his crew to man the front guns, he's weaker at the sides, if he tells the players to man the left side guns, he's weaker at the front but stronger at the side. By making his crew run, you can also avoid getting fired at.

88
Gameplay / Re: GUNS & GUNNER SKILLS Balance Discussion v1.3.1
« on: August 22, 2013, 06:44:59 pm »
Tell them they're wrong, and if they still demand for you to engineer, just move to another ship. It's not a balance issue, is a strict misconception issue (and the ducks are known for not liking gunners).
When I've played with ducks members, they have had me on as a gunner often enough without complaint. I think the major issue here is that gunners tend to just restrict themselves to one type of ammo and for that purpose any crew is better off with an engineer. I'm pretty sure that if you explain that you, as a gunner, switch ammo types regularly and even help reloading other people's guns(engineers that are repairing stuff for example) that you make a much stronger case for yourself. Just think about what a hwacha can do when its user is loading in incendiary, burst or heavy clip depending on the situation.

89
Feedback and Suggestions / Sound for being hit by the chaingun
« on: August 22, 2013, 06:37:57 pm »
At the moment, there's no way for the crew to tell whether their armor is in the process of being stripped other than standing on it and watching it deteriorate. Please give us an audible sound that allows us to know whether we're being hit by bullets. (And perhaps add an option to disable the sound for those that get annoyed by it.)

90
Q&A / Re: The Tip Jar, a collection of community tips
« on: August 22, 2013, 06:28:38 pm »
I don't know if anyone posted these already:

-Don't fire explosive weapons until the armor is stripped. This little bit of patience will get your crew kills much quicker than when you're stuck reloading when your chaingunner just brought down the hull armor.
-When setting up ships, restrict yourself to just 1 explosive gun in attacking position. So on the Mobula, this would be two chainguns and one flak/mortar rather than one chaingun and two flak/mortar, the explosive weapons do extremely high damage when the hull is down, so it's much more important to get the hull down.
-Opponents see your flares and see your ship through clouds you flare, so don't use it when trying to go across a cloud you don't see behind.
-When chasing or having an advantage try to match the speed of your target to prevent you overshooting him.
-When fleeing or having an disadvantage, you can try to force an overshoot, by going right by him; even as a squid.
-When a team deathmatch starts, always fly towards your teammate before taking any further action. Do not under any circumstances charge the opponent head on without support.
-When fleeing, do not herd your opponents to your teammates, unless they explicitly tell you that you can do so. When you herd opponents towards your teammate, your teammate can come under fire, forcing him to drop whatever he was doing, making him even less capable of helping you.
-In CP, do not chase that goldfish/squid that is speeding away from the capture point.
-Always, and I really mean ALWAYS, talk with your crew before readying up.
-Always tell your captain what you are planning to do/doing.
-Always obey the captain's orders; this is imperative, because when you listen it is his fault when things go wrong rather than yours, that means the captain has less variables to deal with and he can learn from his mistakes a lot faster.
-When captains give repair commands, usually the closest engineer to the to be repaired object gets the job. If that engineer is overworked(is firing weapons or has to repair too many things) he needs to inform his crew so that the captain can either shift priorities or assign another engineer to the job.
-If a target is in firing range, first ask your captain if that is your current target; good captains will give explicit orders on who to fire on, it's imperative that you listen to that.
-Report any failures to comply to order to your captain. That means if your gun is reloading,  your gun is out of arc or your gun is out of range you inform your captain so he can take the appropriate decision.
-Understand that while this is just a game, you wouldn't see anyone throwing the ball to the opponents in a basketball game either. Cooperation is imperative for your team to succeed and for you to play and enjoy the game to its fullest.


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