Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Extirminator

Pages: 1 [2] 3 4 ... 20
16


This is the sign up for the Sunday Community Skirmish #82, happening on December 20th at 8pm UTC (3pm EST)

Sunday Community Skirmish is a weekly event created and organized by members of the community in a way to provide every team a weekly opportunity for guaranteed matches against other teams.

All matches are 2vs2 and time limited.

Click here for any information you need


VODs will be found at CommunityeSports

The stream, brackets and respective map rolls will be posted here once the sign ups are closed.


Sign up requirements:

  • Team name
  • Contact point (IGN and/or steam)
  • Logo (optional)



17
Q&A / Re: Engine stats and effects
« on: November 25, 2015, 09:39:48 am »
Keep in mind that's an exponential relationship though, it only starts making a big speed difference when balloon starts dropping to below third HP or so. But yeah, it should still make a difference on long range travels though.

18
Q&A / Re: Engine stats and effects
« on: November 24, 2015, 04:41:23 pm »
I did some more math and research on it in the last few days to bring a more accurate response to this. It is a bit more complex than just a straight up increase, and I made some graphs and points about it in a new article I wrote for the wiki - http://gunsoficarusonline.wikia.com/wiki/Airship_Movement
I think this should help with most if not all of your questions.

Also have to thank lu for some formatting help.

19


This is the sign up for the Sunday Community Skirmish #79, happening on November 29th at 8pm UTC (3pm EST)

Sunday Community Skirmish is a weekly event created and organized by members of the community in a way to provide every team a weekly opportunity for guaranteed matches against other teams.

All matches are 2vs2 and time limited.

Click here for any information you need


VODs will be found at CommunityeSports

The stream, brackets and respective map rolls will be posted here once the sign ups are closed.


Sign up requirements:

  • Team name
  • Contact point (IGN and/or steam)
  • Logo (optional)



20
I was the referee in your match that "proposed updated rules", so I can comment on the situation a bit.
I was informed by lu, that I should make sure you know about the rule of loadout locking because he did not mention it in the first match you played. The reason for him not mentioning it was because in the match you played when he was your referee, both your team and your enemy team already spent a lot of time in the lobby so it was assumed by him that you already all picked your ships of choice - so a mentioning of the rule was not necessary. Which, I would admit, was a mistake on our part.

As for your match starting unexpectedly, and you being informed last second so to speak-
First of all, you are, as the contact point of your team should be expected to watch the stream, or at the very least should be aware of it so you can estimate when to get your team ready.
Second, the referees cannot be expected to contact teams that will play next WHILE the current match that they are referee on is still going. You are supposed to get a notice roughly 5 minutes before the start of your match to gather everyone and play. But let's put that aside for a second, I DID inform you that your team will be playing versus the winner of the current running match as I was referee on the match before you, which should imply to you that your team is playing in roughly 15 minutes -most likely enough time to get everyone ready.
Lastly, if the tone of my message of "Byron get in here" was a little rough, it was because I already informed you of your team playing 15 minutes before that specific message was sent, and have sent you a match invitation a minute before, which you have failed to accept.

Nevertheless, at least you are now equipped with information about the rules of the event to hopefully have a better time playing next time.

21
Feedback and Suggestions / Re: Required tutorial
« on: November 20, 2015, 10:49:56 am »
^this sounds like something muse will put "on the list"  ;)

22
Feedback and Suggestions / Re: Required tutorial
« on: November 20, 2015, 08:49:18 am »
The tutorials might not be super detailed, but I think that's actually a good thing. If you were to shove so much information into the minds of someone who just bought and booted up the game, it is very likely one of the two options will follow:
1. He will be too deterred by the amount of information he has to take, having just bought a game casually to play, he will decide the game is not for him and will quit.
2. He will get annoyed at how long and detailed the tutorial is, and will simply leave the tutorial to get into real matches(which is possible through abandoning the tutorial match with 'esc'.)

I can already tell you that a large majority of the gaming population does not like to do tutorials. This will just further hinder the problem at hand.
In my opinion, the tutorials as they are right now, present a digestible amount of information that is just enough for new players to start up with the basic essentials for playing the game. The rest is up to the player to acquire through experience or through external information sources(shameless wiki promotion).

23


This is the sign up for the Sunday Community Skirmish #78, happening on November 22th at 8pm UTC (3pm EST)

Sunday Community Skirmish is a weekly event created and organized by members of the community in a way to provide every team a weekly opportunity for guaranteed matches against other teams.

All matches are 2vs2 and time limited.

Click here for any information you need


VODs will be found at CommunityeSports

The stream, brackets and respective map rolls will be posted here once the sign ups are closed.


Sign up requirements:

  • Team name
  • Contact point (IGN and/or steam)
  • Logo (optional)



24
Community Events / Re: A not-SCS idea.
« on: November 12, 2015, 11:53:49 am »
People barely sign up for scs... I highly doubt anyone would sign up for a similar but less official one. Similar tests have been done in the past, and if not done in an actual event people just don't show up - that is solely the reason it is done in scs rather than an "on-the-side" event.

25


This is the sign up for the Sunday Community Skirmish #77, happening on November 15th at 8pm UTC (3pm EST)

Sunday Community Skirmish is a weekly event created and organized by members of the community in a way to provide every team a weekly opportunity for guaranteed matches against other teams.

ATTENTION, we will be testing Blind Picks on this day.
If you don't know how blind picks work please click Here.

All matches are 2vs2 and time limited.

Click here for any information you need


VODs will be found at CommunityeSports

The stream, brackets and respective map rolls will be posted here once the sign ups are closed.


Sign up requirements:

  • Team name
  • Contact point (IGN and/or steam)
  • Logo (optional)



26
The Gallery / Re: Can you find the floating Hammer
« on: November 09, 2015, 01:20:10 pm »
Didn't see a mallet on the first picture, but I did see both kerosene and moonshine :P

27
Q&A / Re: Engine stats and effects
« on: November 04, 2015, 11:55:56 am »
The variable named acceleration in that formula is kinda misleading. It refers to the "de-acceleration" that is produced by the drag, that counters acceleration until they become equal and thus you reach top speed because the sum of all forces working on the ship(acceleration from engines and acceleration in the opposite direction from the drag) is zero --> 0m/s^2 --> top speed reached.

if drag is REDUCED by 25%, the more force from drag you'll need to stop the ship, and so the acceleration variable in that formula will INCREASE by 25% to counteract it - again, reaching top speed with the sum of forces reaching 0.

Also, yes, a decrease in drag will increase acceleration and the opposite.

28
Q&A / Re: Engine stats and effects
« on: November 04, 2015, 08:16:29 am »
The drag coefficient never changes in reduced drag instances. I already gave exactly how everything is calculated in a previous post in this thread.

29
Gameplay / Re: Balance musings
« on: November 02, 2015, 11:12:23 pm »
While I read all the posts I wanted to say exactly what blackedpies here said, the spire is as strong a ship as any. If you would remind yourself of the buff patch for the spire a few months ago, people said it was op and everyone took it. According to muse they even said it had one of the higher, if not the highest win rate of all ships and were considering it they might have buffed it too much - nothing had changed since that time.

30
Gameplay / Re: Balance musings
« on: November 02, 2015, 03:17:48 am »
In my opinion mobula is not op as people make it out to be, it's like the former pre nerf pyramidion wasn't op if you knew how to deal with it. The only problem is novices who are still learning the game don't know how to deal with stuff - which frankly is good, because you want some sort of learning curve.
The change to mobula that you are suggesting, as someone that spent about 2000 matches main engineering on a mobula, I can tell you it's extremely drastic and quite game breaking. The gun used by the hull engineer is pretty far away from the hull. With the current HP of the armor there are times where I react accordingly but the armor still dies too fast or is just on the verge of dying. Nerfing it so much would mean you not only crippled the mobula's survivability, you practically broke it entirely.

As to the galleon change you are proposing I can agree with the fact that it needs a change, but not a nerf, in my opinion it needs a buff. I like the way it handles, it handles the way you'd expect a 320 tons piece of steel to fly. It's very clumsy and takes a while to get going, but it has a sleek design that makes it pretty aerodynamic so it makes sense to have it have high top speed. I rather think that the buff should come from a higher hull stat. Because I think that it doesn't make any sense that a ship classified and meant to be the tankiest in the game, would die for less than one clip of mortar once the armor is down.

Pages: 1 [2] 3 4 ... 20