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Messages - Extirminator

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46
The Lounge / Recommended Movies, Series, Shows and Anime
« on: September 15, 2015, 10:03:27 pm »
So I did a quick search and except for some anime threads here and there, there wasn't much about this topic.

Recommend movies, series, shows and anime - or pretty much anything else that entertained you enough to recommend to others.
Provide a short description of the recommendation containing details such as the genre, release years and a short description of the plot - or pretty much anything else you would like to share.

TRY TO KEEP THE THREAD SPOILER FREE PLEASE!

47
...whatever the heck that mobula Daniel had in that last game...

All those builds flown that day were going to be used even if there weren't blind picks, Daniel did not have a computer for the longest time because it died and he made a bunch of new mobula builds in the meantime :P

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My opinion about it is that it comes in to try and fix a problem of a specific side being completely hard-countered, however, getting your team completely hard countered happens only in one of two scenarios: 1. Your team is stupid , 2. Your team is confident enough with their current selection they don't care about being countered.
The 2 stage blind pick system doesn't change anything in my opinion. You could have gotten completely hardcountered before only if you tried to do so, and with the 2 stage blind pick system you can get completely hard countered only if you try to do so as well. Other than not contributing much to the pre-game lobby all it does is making it pretty inconvenient for everyone around.

The run-down of how it went for us in the lobby was to take the ships we will normally take regardless of what the enemy took...

TLDR
I am pretty neutral about it, only downside is it is quite the hassle to deal with without in-game support.

49
Gameplay / Re: Double Tar
« on: September 13, 2015, 02:59:16 am »
Yeah, it always used to do so, I was never sure if it was intended but thought it doesn't hurt the already underused tar.

Actually, until last patch or the one before that, I discovered that both tar and sandstorms would still have overflow damage on destroyed components, so a squid for example with 4 engines down and 3 guns down would get damaged 8 times as much as it should be damaged by the tar/cloud. But I realized that was clearly a bug so I told them about it... it was pretty op though on ships with a lot of components.

50
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 12, 2015, 10:38:59 am »
A few points I would like to make:


For one,
I don't like you guys comparing the Banshee and the Artemis to the Flak.
While the Flak does have more killing potential, these guns have uses in disabling which means that they have uses for outside the armour break.
As such, I don't think it is very nice to compare it to the light carronade either. Light Carronade can pop balloons in two clips but I think it still isn't fair to compare it to the light Flak. Mainly because popping balloons can disrupt arcs, make a ship vulnerable to Terrain, make the Hull more exposed, and separate enemy ships.. Even damaging balloons can cause a decrease in vertical mobility. The Flak can only kill and there is plenty of time for an enemy to incapacitate/ disable you in the time of that second clip.

It is viable and necessary to compare the light flak to a banshee or an artemis, exactly because of their multi-role purposes and varied circumstances of usage. At the end of the day, when you are creating a ship load-out, and you are contemplating which gun you want that can damage hull, you have a wide range of choices simply because the light gun slot is not restricting you with which gun you can place where - you have an unlimited range of options to go for, so you need to weigh all the options before you and pick for yourself which gun will be best suiting your case.
That is why you ultimately NEED to consider and put into equation all other 'semi-explosive' guns.

I don't think I like the idea that a gun that is only useful for when the armor is broken can't kill a ship in one clip when we have two guns that have that ability. It means that we have a gun that is only good for killing ships and can't do it faster than two other guns. I find it annoying that a gun that is useless for a vitally important portion of a fight will have to have the help of other guns that speed up the killing process.
You have a gun that is useless until the short window of opportunity in the armour break, only useful at the small window of mid-range where engagements are less common, and you can't kill a ship faster than other guns that are useless until armour break.

The reason why the mortar is able to kill a ship with one clip is because the extremely limited range it has, due to jitter and low projectile speed I would place it as not reliable for killing on ranges above 200m.
The reason why the heavy flak is able to kill a ship with one clip is because the extremely low projectile speed it has for a gun with such range, and quite arcing shots over distance. At long ranges, the bullet travels so much time in the air, that it gives you an impressively small window for your shots to land if you are trying to time the armor break. What most people end up doing is to just spam it all the time and hope for the best. All-in-all, the heavy flak's ability to one-clip-kill ships I will place as reliable only at about below 1-1.2k range, and around 1.5k range for more experienced gunners. Factor in that a lot of maps will not give you the opportunity to snipe someone all the way from 1.5k until he's right in your face, and you get shorter effective ranges, with the enemy being at about 500m already and closing in fast - it almost always spells failure for a long range heavy flak build.

Switching to the flak, first of all, the flak is able to one-clip-kill Mobula, Pyramidion and Junkers. With placing significant damage to kill any other ship with the second clip.
With an arming time of 150m that can be manipulated a bit with ammo types, an a max range of 1000m, I will place the effective range of the flak from 200m to 850m. Those are 650m of range it is effective on, compared to 200m of range for the mortar, which explains why taking a mortar has to be a lot more rewarding due to the higher limitations. As to the heavy flak's effective range - around 500m~1200m which is pretty much the same range window as the light flak's give or take 100m, but the heavy flak needs to be able to perform those one clip kills due to the relatively hard nature of firing the weapon.
There needs to be a reward factor when using a weapon as hard to use as the heavy flak, or as range limiting as the mortar. The light flak is an inbreed, both possessing the higher range window of the heavy flak, and ease of use of the mortar - a combination of traits that make the light flak the go-to weapon if it could one-clip kill every ship, there needs to be a penalty for it and that is the limiting factor.

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Storm Ryders signing up!

52
The Lounge / Re: Name your faction for alliance mode
« on: September 08, 2015, 04:51:32 pm »
Well, they had a lore person that started to write stuff a lot of time ago. But then they left after a while and after a bunch of written lore, now Eric is the one semi in charge of lore. So you can tell why the lore department is in such a pain, if one person wrote stuff and didn't finish and now it is under a different person...

53
The Lounge / Re: Name your faction for alliance mode
« on: September 08, 2015, 11:11:16 am »
It is almost like you're implying there is no lore for the game and the lore that exists doesn't make any sense^^

54
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: August 24, 2015, 11:29:31 am »
meh 20% would make like a 4m difference in spread at max range. I personally would like to see a slight increase in speed while range stays at 1000m, because I feel like the range is pretty decent for medium range and its just pretty hard to hit reliably - so subtle speed increase would be nice.

55
Gameplay / Re: Fire Extinguisher
« on: August 24, 2015, 08:46:09 am »
-ext.-mallet-run and repair something else and hope it catches less than a mallets worth of fire stacks in the 7+ seconds
is interesting and challenging now that the result of both choices isn't just 'die because flamer op without chem'.

But flamer is OP without chem still, maybe not on engines, but it still forces you to extinguish overheated guns and repair them more frequently due to extra damage from fires - so on the guns front it is still worse than chemspray that lets you shoot without distractions.
On balloon there is no question that having an extinguisher will kill you, say the flamer is shooting non-stop and you do the mallet extinguisher tactic, you will be losing about 610 balloon HP each cycle(407 fire damage) while gaining 250HP from the mallet each cycle, your balloon will be done for it within about 30seconds.
On armor you have a slightly more optimistic story with 325 HP lost and 250HP gained each cycle which will put you on a 75HP loss every 9 seconds. This could be manageable if the only source of damage is the flamer, but add in pretty much anything else to the equation and you are screwed.

As to the tactic of spanner-ext-spanner, this will work exclusively if you have pretty much 1 component to work on, and will require you to babysit it to an extent you are not able to shoot so it is not viable in the slightest.

Why settle for the lesser when you can get chem spray and actually gain HP/s instead of losing HP/s?

56
Gameplay / Re: Fire Extinguisher
« on: August 24, 2015, 03:30:20 am »
Yeah and in those lobbies and games that I picked chem I usually was being annoyed I could've went for extinguisher, but because I saw a potential on the enemy team for needing chem I took it and I stuck with it. I don't actually find it rare in pubs to see flamers randomly placed on ships, nor can you even reliably tell if they will be firing or not in random placements because pilots in pubs are weird and will use side guns more than main front guns more often than not... So I usually don't take a gamble and go for extinguisher only when I can guarantee it.

as to buffing extinguisher, there are 3 ways you may go with it, 2 being by buffing it directly:either longer fire immunity(which will make it a second chem spray and by design is a bad choice) or shortening cooldown, which would slightly benefit it, but it doesn't take away the fact you need to babysit components which is the major drawback of it. A third option for buffing it would be buffing it indirectly by nerfing chem spray which I like a bit more, but I am not sure how to approach on nerfing chem.

57
Gameplay / Re: Fire Extinguisher
« on: August 23, 2015, 07:18:17 pm »
Its a lot more viable than it used to be, but not quite there yet. I take it because I am bored of chem too and because it gives me more time to be on lookout to spot ships - but only after I double and triple check the enemy to see if it will have anything that could be even slightly problematic.
So I would still classify it as extremely situational, although we do run it exclusively on hull side mobula because you wanna be spending as much time shooting as possible and running every 20 seconds to chem it is not an option. We would do it on the balloon side too but that is not possible due to how fast its health decreases when on fire in comparison to the armor that can take a lot more stacks before not being able to be out repaired.

58
Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 19, 2015, 11:15:24 pm »
ohh actually, sorry for the double post but I just realized something. You guys were calculating the rebuild time wrong, and I didn't think to check you.

There are 18 hits required for wrench and 15 for spanner, but the first hit does not require to wait the ~.75 seconds in order to be registered. So even though there are 18/15 hits you only multiply the delay time for 17/14 of the shots.

(For my numbers I gave last post I used a program that already takes into account the first delay being not registered and does everything for me, because I was being lazy, if I wasn't using it we both would have had the same results because of the same mistake.)


Also sorry for the derailing the thread into a math-fest everyone :/

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Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 19, 2015, 11:03:10 pm »
Will it help it I told you that 0.75 seconds is only the approximate value and for the super duper hardcore math people there are more exact values such as:
(from game data)

Mallet-0.65s use delay
Pipe Wrench-0.667 use delay
Spanner-0.7s use delay

So it will make the actual time:
Pipe Wrench - 11.34s
Spanner - 9.8s
(this makes more sense now that your recorded values are larger rather than smaller than the expected result, which game processing, latency and possible human error could have caused. Assuming that the spam clicking was more reliable than holding you have about a 0.72s average time longer than the expected value.)

I don't feel like it is worth mentioning most of the time the exact values, because it makes such a tiny difference and only on some very select occasions will it make a difference of more than a second if even. Also, most of the time you will somewhere screw up and add some extra time you could have saved between swings because you weren't fast enough - so those small differences from 0.75 usually get neglected. Not to mention varying latency that adds a bit too.
Ultimately it confuses people more than it benefits them in most cases.

Though I still use the exact values in my programs when I run them because I cannot live with 0.5 seconds of inaccuracy :P

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Gameplay / Re: Gunner Tool: Wrench Vs Spanner
« on: August 19, 2015, 10:34:55 pm »
At this point I am not even sure what is being tested and why.

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