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Messages - Dementio

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46
Heavy Carro tested with Heavy Clip seemed good to me. I am not against testing Heavy Clip without clip size reduction, which had no effect on the Heavy Carronade, but would help a lot of other guns that could make use of Heavy Clip's jitter reduction.

The tested Harpoon was not good. You can snipe Squids with it at almost maximum range without Lesmok, it was constantly one-shotting Squid armors and doing out of proportion balloon damage. Carronades and Lumberjack are almost entirely redundent by bringing one quick double Loch Harpoon and your ship lost balloon and armor in that instance. Although the testing was probably bringing results that are out of proportions, because a lot of people brought either double Loch Harpoon, Loch Harpoon/Carronade, or Loch Harpoon and Hwachas (good job on testing actual gameplay, guys) and in a comp match you won't see double Loch Harpoons. But that won't mean it is going to result in good gameplay in pub matches or generally a good idea for good gameplay.

I like the sound of the new proposed stats for the Harpoon a lot more. It doesn't kill Squids by one-shotting armor, but I am not against keeping the current piercing values, the reload is a lot shorter than before, but not too short and the reduced pull duration is not too little so it still allows the Harpoon to actually pull. I don't mind a bit more balloon damage on the new proposed stats, closer even to the tested values, but not on the value that it invalidates the light Carronade.

If at all possible, I would love it if the pull was a toggle, so after pressing right click once, it starts pulling on its own, pressing it again would stop the pull. There are multiple reasons why I would consider that a good thing and only have yet only heard one counter-argument: a player didn't want it to be an idle gun. Getting on, clicking twice, and getting off the gun again almost immediately doesn't sound particularly exciting, but the Flare is no different either and both are utility guns.

47
The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: February 18, 2017, 02:02:55 pm »


<3

48
The Signal Tower / Re: Do I put too much thought into playing this game?
« on: February 11, 2017, 04:57:04 pm »
Probably, what do you think?

No, because this is exactly what competitive piloting is: Punish the enemy for making mistakes, like bad positioning either relative to a teammate or to ones own ship and prioritization, which can be internal like prioritizing which guns or other components are needed the most or external like which ship and which components of that ship need to be focused, and kept track of via kill feed.

Obviously that can best be done via communication, a two-way communication, because not only does it matter if you call out important things, your ally and crew also have to hear and listen to these things in order to react accordingly. I like that this is also repeadetly portrayed in your video.

Piloting/captaining is probably the role with the highest skill ceiling in the game, beacuse unlike the gunner who is limited by the guns or the engineer who is limited by cooldowns and cycles, the pilot has a nigh infinite amount of possible actions at their disposal which they need to use in an constant and endless battle of information against the enemy team's pilots while only being limited by how well the pilot communicates with his own crew and ally ship. That's one of few reasons why I personally open the map at least 10 times every minute.

What nobody is talking about is that it is sometimes ok not to tell your entire team everything, because with an information overflow it becomes difficult to figure out what to prioritize, but that is less often the issue.

What's missing in this video though is probably the most complex and situational dependent pilot activity: Mind-games, which can also be interpreted as literally reading somebody else's mind. My favourite example of that is one of our scrims, a bit longer ago, against the Mad Hatters on Paritan Rumble. They brought a Carro/Gat/Mortar Spire which was pure death against your average Hades/double Art Mobula on that map and they managed to kill both of our ships, but that was close to our spawn. We then spawned back right there, thinking they would check the spawn that's the farthest away from the Spire, which would be the safest spawn, but they instantly killed us after we spawned anyway. So what they told us after the match was "We knew that you knew that we would check the spawn that's the farthest away, but that would mean you would spawn right into us, so we knew you would instead spawn back where we killed you instead, believing we were at the other spawn."

I liked the video.

49
The Gallery / Re: SCS 132 Highlights
« on: February 06, 2017, 11:58:43 am »
Flak OP

50
Dev App Testing / Re: Dev App Testing: 27 January 2017
« on: January 27, 2017, 09:37:10 am »
I am personally against a pure Squid speed buff and would like to see a nerf in another kind of acceleration on it. While I want it to turn better too, it already can outmanouver every ship in the game.

I like that Spire though.

51
Feedback and Suggestions / Re: Night Map Discussions:
« on: January 26, 2017, 10:20:29 pm »
Step 1: Color your balloon black
Step 2: Flank the enemy, being all sneaky like
Step 3: Die to the AI that doesn't care about wether they can actually see you or not while you can't see them
Step 4: Cry.

Night maps looks nice, but I think they could do with a tint of blue, immitating some moonlight, could also help with adding some visibility.

52
Feedback and Suggestions / Re: #CommunityPatch – Squid Balance
« on: January 26, 2017, 09:55:27 pm »
Current: 335 armor, 450 hull, 20 turning accel

My opinion is adding +100 hull (550) and increasing turning accel to 25 m/s2

I am ok with this suggestions, with more turning the Squid could potentially make more reliable use of its aft gun, but I worry that it will give the Squid an even bigger edge against a lot of ships. It is fast enough to reliable dodge a Hwachafish and generally outmanouver four out of seven ships, five if you count vertically dodging the Junker everytime it comes close to losing armor.

The only time I have seen Squids struggle is against Blenderfish or when you consistently load (Lesmok) Gatling and Banshee into their armor before they even engage. Keeping them away from the engagement while hoping your ally can 1v1 the other guy. Turning away for even a second in most ships is not worth it either, because a Squid can easily close on most ships from extreme distances and outmanouver their gun arcs once the ships are finished turning. And if you let a Squid get behind you, you better kill its ally, because once a Squid is behind another ship, which ship can do anything to stop it? A Junker perhaps, but slap an Artemis on that Squid and the easily disabled Junker will stop moving too.

More turning speed also means an easier time keeping front and side guns into arc, then turn around and run off even quicker than now. It can be extremely difficult to fight off a well piloted Squid, because a Gatling and Banshee on a Squid is just as strong as on any other ship. I would want to balance more turning with less forward or less vertical acceleration. Or maybe a minimal decrease in forward acceleration and increasing armor just a little bit so it takes 6 hits to rebuild, making it much more risky when armor gets destroyed.

I lied though, there is one other time I have seen Squids struggle. It is when you throw in two Squids into a 2v2 or it is a disable Squid with another disable ally. But that is because they either lose the ability to quickly kill ships if they don't have a one-clip armor destruction Gatling or have too low armor and hull to effectively stay in the firing arcs of either one of the enemy team's ships which probably feature Gatling and Banshee. But a single Gatling Squid paired with anything not a Squid is, and always was, extremely deadly and difficult to handle when well coordinated and piloted, which should be the definition of competitive Guns of Icarus. So I do not want to see straight buffs for it. Or to make it clear how good the Squid is: Back when the Mobula had its op vertical stats, the Squid was the one ship that could counter it.

53
Players indicated they don’t agree with removing the +20% clip effect of burst ammo, which would stop its use in every gun except Artemis and Hwatcha – the two guns which were the main subject of the proposed burst nerf. The increased clip gives it use on guns which only marginally benefit from increased AoE, including Hflak, Lflak, and Lumberjack

Burst's primary thing is it's AoE, but it's not ammo type's fault that only Artemis and Hwacha gain the most profit from it. Seriously, barely any other gun comes close to Artemis' AoE and Hwacha's AoE radius is just out of the ordinary, more so than the Mobula's vertical acceleration was. Increased clip size is just an added bonus for additional disables for Artemis and extra armor/hull damage for Hwacha, because it already destroys everything with half its clip. I would be interested to see Burst Rounds to come with a clip size reduction so an Artemis would have only 3 shots, but then people would probably switch to other ammo types and neglect Burst on everything except Hwacha.

If you want more clip size then there is Heatsink and Greased, but I understand that these have similar disadvantages to one another, so I would rather Muse implement a new ammo type specifically with more clip size without featuring a flat damage reduction. An ammo type that would reward skillful Artemis sniping when more AoE is not needed if you can direct hit components anyway and gives other guns more total damage the longer the engagement lasts which would be good against ships and pilots that can dodge well for example.

You could remove Burst's AoE completely and leave the clip size as is, you will still see it on Artemis, Hwacha and Heavy Flak. Split the AoE and clip size increase into two ammo types and you create the result that you want: More potential ammo types for one gun.

54
Feedback and Suggestions / Re: #CommunityPatch – Heavy Clip Balance
« on: January 25, 2017, 07:49:09 pm »
In between the nerf to Heavy Clip and now there was a projectile nerf to the Hwacha, so the old "laser rockets" are not the same on the Hwacha anymore, if it were to get them back.

I like option 1 as the clip reduction hurt a lot of guns that could have used Heavy Clip. But I don't mind option 2 since it a much smaller clip reduction than currently.

I would like more jitter reduction, anything from 80% to 100%, preferably a value on the higher end.

55
If Heavy Clip won't get enough jitter reduction to make it desirable for me, I would really want option 1 or option 2 with -100% jitter.

If Heavy Clip does get enough jitter reduction, I would go with option 2. Which I hope slows down the effectiveness for some light guns, emphasizing on the few shots that come out and land instead of quickly emptying the whole clip, effectively gaining much much more dps than any other ammo type for guns like Gatling, where landing a shot is less of an issue since it's close range.
But if people really like their one shot, I wouldn't mind option 1 for the Lumberjack.

In general, I like option 2, because it normalises dps more than the current version does. Option 2 Lochnagar could also gain more importance during the engagement, when certain components are already damaged and not sitting at full health anymore, I imagine, giving less time to react with its "burst" damage.
People seem to like their one-shot Loch Flak, but while when I was a gunner occasionally used Loch for fun on the Flak, I never thought of it as it's primary or even secondary ammo type, so I don't get the hype for the Loch Flak. I do however appreciate one-shot Loch Lumberjack and the -100% jitter Heavy Carro when Heavy Clip was nerfed.

56
General Discussion / Re: lol@muse
« on: January 25, 2017, 07:00:26 pm »
Lot's of stuff was said, but I want to say something about the vote kick: I have played for about 3 and a half years. If vote kick would have been around since the beginning, I could have been kicked out of a lobby a lot during my earlier days by the vets outnumbering me. I would have probably left the game much earlier then, if that happened to me. But it didn't, so I could stay in the game and have a fun time and the ones I play with and know me also have a fun time (as far as I know).

The real problem about vote kick isn't that there isn't a vote kick, it's that CAs can't do anything, which results in a unnecessarily long fiasco, and it takes forever until the assistance of a mod comes in if a natural troll player doesn't comply to the CA.

But then I can't only complain about the lack of power the CA program gives a person in these kinds of scenarios, since I know a person that seriously thinks of every low-level player as a troll. Low-level players that may seriously not understand the game's mechanics.

57
But the Hades has a much slower projectile speed than the Banshee. While it could still hit something, especially at really close range, hitting the armor directly of a ship that moves quickly or while your own ship makes rapid movements could cause some more shots to miss, potentially making Greased Hades a bit worse than it otherwise would be. But I guess if too many other guns would suffer from the spread increase, it isn't worth testing a hypothesis that might not even be true.

58
Hades arm time is aactually really low and Greased Hades decreases it even further while maximizing it's dps to the level of Gatling, while even doing more hull damage than a Gatling. I wouldn't mind Greased Hades becoming a little bit more risky to pull off.

A base minimum jitter added by greased, say 1.5, would have little or no effect at mid-close range on hades

I mean, we could test it.

And to clarify, that:
one person had this complaint about himself and his clan mate being OP with Greased Hades.
Is not actually a quote or remotely similar to what I said, but I will take it as a compliment that Jedi thinks I am that good with a Hades.

59
Feedback and Suggestions / Re: A cry for change
« on: January 16, 2017, 05:52:23 pm »
To be fair, we did get two new game modes you didn't mention: VIP and Skyball, which I personally find very bad because they are basically only Squid and Goldfish modes. Skyball actually getting it's set of maps, although they are just re-used objects form the original maps, it proves that if Muse wants to, they can build stuff. All that stuff in Alliance mode is also proof that Muse can do everything that the players actually requested for the last two years. But then again, the seemingly lack of interest in skirmish mode seems proof to me that Muse doesn't want to implement any of those requests, else they would have done it by now, right?

60
Dev App Testing / Re: Tanky Spire Beings for Wild Week!
« on: January 13, 2017, 09:21:07 pm »
I pretty much agree with BlackenedPies, like the direction of a tanky Spire, but want to add something that may turn out to be a big deal: If it really should be a tanky Spire, it needs more hull or keep its old value, otherwise it will always die during the first armor break, because it will take too long to rebuilt the armor. Don't forget, the more health a component has, the longer it takes to be rebuilt.

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