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Messages - Dementio

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61
Community Events / Re: Considering a map pick phase for competitive GOIO
« on: January 01, 2017, 09:40:32 pm »
Muse should release DLC map packs for money.

It's called Alliance mode.

62
Community Events / Re: Considering a map pick phase for competitive GOIO
« on: December 30, 2016, 09:17:25 am »
I wouldn't mind joining the testing of a map pick system.

Teams with specific playstyles could really make use of a system like this, a brawling team would never have to deal with Dunes or Fjords and a passive long range team would never have to deal with Paritan and Dawn.

The probability of all map also only further favors teams with more playtime as they would know more maps better than a newcomer team and would have practised more playstyles to go with them, so map picking may help the SCS in reaching and keeping more new teams.

63
Feedback and Suggestions / Re: Competitive features
« on: December 21, 2016, 02:13:05 pm »
Two years too late.

There are many reasons many vets stopped playing. This is one for why one or even more of the top teams stopped bothering.

64
The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: December 20, 2016, 07:36:53 am »
Daniel sarcastically to Mann
As he harpooned the enemy Pyra 5 meters away from us.

65
Gameplay / Re: #restorethesquid
« on: December 18, 2016, 08:29:20 am »
Sundstrom and xedeon. The ship wasn't "perfectly fine" before the nerf, it had too much hull for its speed. Way too much. Although I would argue that its current hull health is a bit too little and it could do with a 100hp more, the armor change does make a difference. As some other known Squid pilot told me and that I could confirm when I tried myself on it again: With a bit more armor, it can stay in the engagement just that little bit longer as well, doing more damage to enemy ships. With the Squid's speed and manouverbility it is more than capable of going in and out of engagements as it desires. Having more time to do damage before losing armor just makes it more dangerous and a decrease in hull health only emphasizes its hit and run tactic while punishing careless flying.

66
Gameplay / Re: #restorethesquid
« on: December 18, 2016, 06:37:31 am »
MUSE recent squid nerf has killed the ship for proper competitive play.
We literally had Mobula and Squid win against Mobula and Fish in yesterday's tournament.

67
The Gallery / Re: Big Brass Revival Week One - Fancy Cloud Dancers
« on: December 16, 2016, 07:22:46 pm »
I like how you made fun of me calling behind left when they were behind right instead, but earlier I called they could be on either side and none of the 6 people of our team were capable of spotting the obvious flanking Goldfish that wasn't even behind a cloud. This is what I have to deal with.

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Shoutout to The Skyborne for giving our team some more time to get a sub in.

69
I have a question regarding the finals: The entire tournament is double elimination, except for the finals which is just a basic bo5. The whole point of double elimination is that teams need to lose twice in order to be out completely, but according to the brackets, the team that makes it to the finals with no losses is out after losing only once in the finals. Is that intentional? Shouldn't there be another set in case the finalists lose once?

70
Gameplay / Re: Mirror match
« on: December 05, 2016, 06:57:48 pm »
Pyramidion/Goldfish was the last great mirror match era I can remember, which actually was still a thing when the Mobula reigned supreme. I tihnk a few double Mobula matches came after that, but teams often switched to Mobula/Goldfish, especially after the Squid came back into competitive. Whereas Pyramidion and Goldfish was an unstoppable brawling train, the new team comps of Squids or Galleons as Mobula allies seemed much more counterable.

I don't actually remember the competitive scene very well between the Rob and Dan Invitational and the Blood and Brass. But it was definitely a time where teams flew what their pilots liked to fly.

71
Gameplay / Re: Mirror match
« on: December 04, 2016, 04:10:14 pm »
Mirror matches, the good old days.

74
Gameplay / Re: Burst ammo, oh no. Artemis, why you so good?
« on: November 06, 2016, 06:27:02 pm »
I don't mind any of these changes, with two exceptions:

The difference in AoE is difficult to notice and if the gain is not high enough, then why bring it in the first place, except that the next best ammo for pure Artemis sniping is probably the normal ammo type, then you might as well go with the little gain in AoE. Hwacha doesn't really change with any nerf to burst ammo, it can still do its job with even Charged rounds, you might get one less accidental engine disable, which is again not something anybody would really notice.

The Mobula guns arcs will be reverted to 45 degrees for the top ones and 35 for the bottom ones. With a nerf to Artemis gun arcs, you will end up with the same issue as the previous Mobula gun arc nerf: Mobulas with pretty much only bottom deck double Artemis with a Gatling/Mine and a Flare on top wings. I swear, I am the only pilot in competitive that doesn't always put double Artemis on the bottom deck or another long range gun like the Flak and Banshee and then the second Artemis on top deck, for long range Mobula-ing.
What I could deal with a lot better than a nerf to the horizontal arcs to less than 50 degrees is a nerf to the downwards arcs. Increasing the top arcs would just invalidate Carronades even more so that can't happen and Lumberjack too would end up with some more problems. But forcing the Mobula to be more on level with enemy ships by going down would open up a lot more options for said enemy ships, especially in close range, maybe even Lumberjack Spires. It would also encourage the use of other long range guns in synergy with the Hades' great vertical arcs, like Banshees and Flaks. That, plus the pretty much guaranteed nerf in vertical acceleration to the Mobula would make sniping Mobulas a lot more risky, without invalidating any builds again.

75
Feedback and Suggestions / Re: 1400 Hull for Spire
« on: October 13, 2016, 07:04:03 am »
That would help, but I fear that it won't solve the issue, but delays it instead. With 400 armor the Spire will still need to  tank the second a Hades is visible, with a speed reduction it will be even more dead when facing anything other than a Galleon in close range. It needs armor and mass.

Hwachas are there own issue, and I really want the heavy clip nerf to be undone, so that the Hwacha buff can be undone.

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