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Messages - Omniraptor

Pages: 1 ... 4 5 [6] 7 8 ... 40
76
The Gallery / Re: Ship size chart WIP
« on: June 20, 2015, 07:33:08 pm »
How did you determine that?

77
General Discussion / Re: My first 4 months of GOIO
« on: June 11, 2015, 02:58:38 pm »
Having obnoxious russian accent and calling people comrade can help.

78
General Discussion / Re: Ok enough is enough, we need more nerfs
« on: June 10, 2015, 11:50:28 am »
Personally I think heavy clip needs to be more precise. Have it take specifically subtract X degrees jitter (not percentage), and then adjust the default jitters on various guns accordingly. That was we can have both our perfectly accurate hwacha disables, and the spread-out carronade, and I will be happy.

79
General Discussion / Re: Ok enough is enough, we need more nerfs
« on: June 10, 2015, 04:26:19 am »
Giving burst rounds jitter would break the artemis. pls no

80
Gameplay / Re: Flak vs Artemis
« on: June 07, 2015, 06:11:28 am »
It's popular because it's a default build. Gat/flak is mostly inferior to gat/mortar, especially on pyramidion front.

The artemis does less explosive damage than a mortar or flak, so kills are slower but slightly safer because the ship can't fight back or escape as well. Slow kill vs fast kill each have their advantages, it depends on the other ships and the map to decide which is better.

81
Feedback and Suggestions / Re: Captain-exclusive component interface.
« on: June 06, 2015, 03:14:20 am »
I think it's just fine the way it is.. As captain you can freely look anywhere on the ship so it is no problem telling which components need repairing.. Muse resources better spent on making better gunner tutorials :)

82
Gameplay / Re: Tips- Fish Vs Spires King of Hill
« on: June 03, 2015, 02:57:07 am »
Well, it would help to know what weapons the spires were using.

In general, it's basically a race to see who disables who first. A single hwacha can completely disable a spire because it has lots of components sticking out and clustered together. Carronades are less effective (shorter range) but can still work, especially lochnagar. Once a spire is disabled they are excellent target for a ram.

On labyrinth (the koth city map), it is usually good for close-range ships to stay low where there is hard cover as they make the approach. You can actually sneak under the bridge and get the jump on people camping high up.

83
Q&A / Re: Abbreviations
« on: May 24, 2015, 09:21:03 pm »
Here's my slang as engineer:

Hull broken -            Fuck
Armor down -           Fuck
Engines burned out - Fuck
Guns destroyed -      Fuck
Wrong tools -           Fuck
Buff hammer -         ehehehe buffed balloon

Pilot slang:

aim for target -      That one over there
Another target -     No the other left!
Open fire -            Make em burn
Kersoene -            Gotta go fast
All repair -             Fuck
All shooty -           make BRRRRRR


84
Feedback and Suggestions / Re: Slight rework for a Galleon
« on: May 24, 2015, 08:43:47 pm »
It's a crows nest, I use it for peeking over the rocks in canyons.

85
Specualtion ahead

I suspect it wouldn't work because of how movement in the game is programmed, all player movement is anchored to their own ship as a reference point, and adding in an additional ship would be a ton of effort to calculate the additional reference and work out how it influences movement and transitioning from one ship to the other.

It would be a ton of effort, complete re-write of movement system, and would only make it more banal. Cmon guys if you want to whack dudes in the face there are other games like chivalry. What makes goio unique is flying in airships and shooting mounted guns, boarding wouldnt do anything other games don't.

86
Q&A / Re: Abbreviations
« on: May 24, 2015, 06:56:45 pm »
Well, you could describe what you did not understand and we could explain. I can't list the whole vocabulary of goio without prompting sorry.

87
General Discussion / Re: Top pilots
« on: May 23, 2015, 02:46:39 am »
Yeah this should be the next competitive event guys, skywolf vs scrubs who think they're cool.

88
General Discussion / Re: Top pilots
« on: May 22, 2015, 06:07:05 pm »
Nope, you must be mistanken. Sky wolf has never and will never be beaten.

89
The Lounge / Re: So what have I missed?
« on: May 22, 2015, 05:49:39 pm »
My FAVORITE SHIP DESIGNER has returned :D Great to hear from you!

The biggest thing is matchmaking. I am personally quite happy with current implementation, except the bit where it tells people they are going to lose a stacked match so they leave.
Spire is now an agressive assault ship that actually has pretty good agility. I love it. The stamina system has been a buff to maneuverable ships, made the skill gap between players wider and engineering is more interesting. Pyramidions still crumble under fire but they always did, it's the nature of the ship model (cannot block damage with balloon). The minotaur is hell on wheels when used on spire or galleon, but lackluster on goldfish, it especially messes up the lighter ships.
My biggest pet peeve is the UI redesign, and getting stuck on ship geometry, but they are working on fixing those.

Overall I am happy with the current version of the game, they even fixed the default pyramdion and junker loadouts so it is no longer so painful for noobs. We see a diversity of builds played, nothing feels insanely overpowered or dominant.

Could you tell us all about about the concept ship and/or gun so we can drool over it?

90
Gameplay / Re: Is/was needling a thing?
« on: May 16, 2015, 05:20:47 am »
Don't get me wrong I love me some mine spam but it has to be in a ship that can move forwards and backwards to control arming time. Munkers are easy prey for mine squids :P

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