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Messages - geggis

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61
The Lounge / Re: What did you name your ship and why?
« on: October 16, 2013, 08:03:42 am »
Ready Aim - Spire
Because puns are fun

This is brilliant.

62
The Lounge / Re: What did you name your ship and why?
« on: October 16, 2013, 07:57:56 am »
Mobula: The Drop Bearship -- Fun with a meme! Or should that be pun with a meme? The Mobula can be deadly and has a tendency of dropping very fast (for better and for worse). Also: pun. http://en.wikipedia.org/wiki/Drop_bear

Galleon: My Ace -- because it's a reliable ship and sounds like Coach from L4D saying 'my ass'. I like the idea of people saying 'go for my ace' or 'my ace on the horizon'. Bart's pranks on Moe always cracked me up.

Squid: The Jiving Sky Druid -- my girlfriend was testing out her smartphone messaging and just punched in a load of random keys (with predictive or something on) and it said 'diving sky druid' but I thought she said 'jiving' which sounded cooler to me.

Junker: Dunka Dunka -- I love Magicka and 'dunka dunka' is said quite often in it. I think it means party in whatever language those wizards are speaking (Swenglish and jibberish I believe). Either way, it used to make me laugh and also: it rhymes with Junker.

Spire: Up Ship Creak -- because it dies quickly. Because it creaks a lot as I turn. Because pun.

Goldfish: Wanda -- http://en.wikipedia.org/wiki/A_Fish_Called_Wanda, I couldn't resist.

My pyra is still work in progress and all these names are subject to change.

63
Gameplay / Re: The Mobula
« on: October 16, 2013, 06:21:49 am »
I've been flying pretty much nothing but the Mobula since the last update. I love it and have had a lot of success with it (and plenty of failures!). I've had a few players now commend my Mobula, some level 10+. In the last few games my crew and I have even managed to hold our own against a couple of blenderfishs and an all-carronade Pyra and there's still a few other ideas I want to try that I think will help us out much more than my current build. Don't get me wrong, carronades are still horrible things to get near in the Mobula but they can be dealt with if you use your head, in pub games at least. I'll also say that Mobulas are great at luring ships away from others -- while facing them -- so with a co-ordinated team you can divide enemies well if they've got over-reachers in their ranks.

64
General Discussion / Re: Dyes
« on: October 16, 2013, 06:08:00 am »
Is there a way of reverting back to the default colours of an outfit without rebuying it?

65
Feedback and Suggestions / Re: Suggestion: Create Game Pop-up Menu
« on: October 16, 2013, 05:46:17 am »
It's funny, I can't remember the last time I played Anglean Raiders! Nevertheless, the proposal makes sense to me.

66
And while we're at it, why don't we have a few extra tabs for text chat in the lobby to make a bit more sense of all that chatter? Global (everyone outside the lobby), Match (everyone in a lobby), Team, Crew and Party. After playing Guild Wars 2 I miss that sort of organisation in the bottom left.

67
I like your idea treseritops but that wouldn't solve the issue of it getting too noisy to communicate with your team as I suspect a lot of people will just default to default chat. A huddle mode would presumably mute everyone else bar your own crew and show to the other teams that you're huddled. Perhaps the lobby chat should be changed entirely to different huddle modes? That would be very intuitive:
  • So you have lobby chat at the top level, this is when you're 'unhuddled'. When you press chat unhuddled you talk to everyone else who is unhuddled. (This is most likely for when you're practically ready)
  • When you engage team huddle, your chat is restricted to your team and only heard by people in team huddle.
  • When you engage crew huddle, your chat is restricted to your crew and only heard by people in crew huddle.
Each huddle has a colour so everyone in the lobby can see who's in what huddle talking so there's an incentive for people to get in (or out) of a huddle to hear what's going on. You could have three push to talk keys for each of these but that wouldn't solve the issue of shutting out chatter so these huddle modes or channels act as a sort of filter. Type chatting keeps the noise low but sometimes it can be pushed up the chat history quickly if a few people are conversing there. This huddle/channel idea would work really well in my opinion so good job FlatEarthCreationist!

68
Feedback and Suggestions / Re: Please, Remove Profle's Leave Count
« on: October 16, 2013, 04:38:11 am »
That's a fair point treseri.

For the record, I didn't even know there was a leave counter and looking back there's been plenty of games I've left for various reasons from having to dash unexpectedly to captains and crew dicking about and not cooperating.

If this is really discriminatory to people who started playing after the last patch muse could always calculate leave percentage out of the last 100 games the player was in. Thus allowing serial leavers to redeem themselves by playing 100 games without abandoning their comrades.

This seems like a pretty solid idea to me.

69
Feedback and Suggestions / Re: Please Make Gunners Useful
« on: October 15, 2013, 09:41:38 am »
The problem comes to that:
-To control the boat, just click on the helm.
-To use a gun, just click on the gun.
-To repair a piece of equipment, just click on.... *OUCH* no, you can't.

That's actually fairly insightful.

That was my point earlier on with regards to the vanilla/standard ammo idea: engineers are inherently more useful because they can operate guns independently of their loadout, bring three engineering tools and one specialised ammo. Gunners have to bring spanner/wrench/mallett to even be able to repair and rebuild something, and whichever tool they choose sacrifices repair/rebuild power as well as the ability to buff and protect/extinguish.

I don't like the idea of gunners coming with some baseline engineering equipment because it's almost like giving them an extra 'secret' engineering slot. Yes, anyone can pilot, and yes, anyone can gun, but those activities don't require tools to operate like engineering does. To fly you spin the wheel and adjust the throttle. To gun you hold the thing and pull the trigger. Engineering is all about the tools hence why you need them to do the job. The point of the vanilla/standard ammo idea is to alter the value of the ammo slot for the engineer without taking it away. You make a standard ammo type and suddenly engineers have to start making the same trade-offs with gunning as gunners do with engineering. You can take the wrench as a gunner, you can take the standard ammo as an engineer. You take a more specialised tool/ammo type and you take all the pitfalls that come with them.

Gunner tools could be really interesting though. My guess would be that Muse would go down this route as it would really bolster the gunner's role and force the dilemma above for engineers without creating standard/vanilla rounds.

70
Gameplay / Re: Carronades 1.3.2
« on: October 14, 2013, 02:44:12 pm »
Yeah but dual Merc/Gatling can't destroy absolutely everything in a matter of seconds, it's more about the utility the carronades have, they can destroy balloon, armor, hull, weapons, engines.. did I miss something? :P

Aieee. Yeah. I forgot about that. >,>

71
Gameplay / Re: Carronades 1.3.2
« on: October 14, 2013, 01:26:47 pm »
Sorry Geggis, it was not my intention to stress you dude, don't take what I said personaly btw, this topic is just so frustrating to look at sometimes, I can't help but spill some spite in each post and most of them look like they were written by angry Joe. So my honest apologies there.

For the first quote, I simply state that the Carronade while being a balloon popper must not lose its current secondary utility, which is taking out armor, brought it up cause you were talking about damage spilling to hull.

As for the Goldfish, it's not as resilient, a Gatling will still mostly strip your armor in one go and they can finish you while you get in range easily. Of course if you flank them, then they have to play in your advantage field. Also the gun IS exposed, so charging blindly doesn't work that well unless you are already near range.

Third quote: Sorry xD

No worries! :-)

Current Max ranges are 400 for the Light, 500 for the Heavy, old values were 350 for the Light and 450 for the Heavy. Could be brought back down, I won't deny that the range increace was not needed.

Thanks for the info. That 100 difference seems huge in-game so I can now see how 'closer to' IS, for all intents and purposes, 'similar'. Those old values seem more realistic to me.

I think the problem with balancing the light carronade based on that dual Pyra build is that it may hurt single carronades more than it does that particular build. Dual Barking Dogs are going to hurt whichever way you cut it in the same way dual gats or mercs will strip and shatter anything (I don't know the maths on this though). The shorter range will help inject a little more risk before that reward though.

72
General Discussion / Re: This Goddamned Community.....
« on: October 14, 2013, 11:10:22 am »
A friend and I played last night and encountered a captain who had turned voice chat off because of 'spammers'. We only found this out after 10 or 15 minutes trying to communicate with him before asking him in text chat if he could hear us. When we said that Guns of Icarus Online doesn't really suffer from 'spammers' he said 'bs' and that was that. God knows what other multiplayer games he plays with voice chat on if he thinks Guns of Icarus' community is intolerable...

73
Gameplay / Re: Carronades 1.3.2
« on: October 14, 2013, 09:59:03 am »
It was always like this, even back in 1.2 and it's how it should be, else there would be no point to the gun, why the hell bring a Heavy gun to pop a balloon and be mostly useless against anything else aside maybe the occassional enemy heavy gun or big engine, which you have no time to shoot for anyway cause you have to keep the balloon down.

I'm not sure what exactly you're responding to here Echoez.

[...] the Goldfish has 1 extra free engineer, but only one maingun [...]

The front mounted Hellhound on a resilient fast moving, fast turning ship coupled with that spare engie goes a long way though, that's all I'm saying.

Also, 'Matter of time', how much time? Cause it honestly couldn't have been faster than a Gat/Mortar.

Of course not. You're busting my balls Echoez! I'm not outright moaning about the carronade or the slow spiral of death here.

If the two carronades have similar ranges that kills the point of even going for the Goldfish and not just bringing a Light one on a tankier ship, which has more overall damage per clip and does the same job with marginal difference, plus gets even more damage per clip than the Heavy one with the right ammo up close. Range and faster cycling rate are the only differences between the two.

If anything, the range of both guns should be brought back down to what it was in 1.3.1, even though I honestly can't see how 50 meters affect anything that much. I disagree to making it lower cause then the gun would always be at an extreme disadvantage against ANYTHING that outranges it, which is.. pretty much any gun that isn't a Flamer. It's already at a disadvantage at range.

I agree that the two shouldn't have similar ranges, that would make the Hellhound practically obsolete hence why I said 'closer to'. What are the max ranges of both weapons currently?

Damage spill always uses correct modifiers, so nothing wrong with that.

I didn't say there was anything wrong with that -- it is a formidable mix -- I was just asking how it works!

Carronades are supposed to be the big bad cannons up close that wreck your shit, I don't get why people keep complaining about them working in their intended range [...]

I absolutely agree that they're big bad cannons but my tentative issue is with the range at which they can be big and bad because once they're in range and have fired those first two shots into your balloon, they only get closer, bigger and badder until you die or your teammate helps you. I'm not crying OP here, or that it's broken; simply that it seems to be a particularly easy weapon to use particularly effectively in a lot of situations, thanks in no small part to its range.

74
Gameplay / Re: Carronades 1.3.2
« on: October 14, 2013, 07:34:29 am »
I've had a lot more success with the Squid recently than nearly any other ship, and if I remember rightly, Zill is a devil with one so while it may not be as 'good' as it used to be, it's still a nightmare to deal with in the right hands and that's surely all that matters.

As for the carronade, it's currently the bane of my Mobula on a Goldfish. While I don't want to cry OP, I do want to say that it's hard to counter if you've not got some real distance between you and good line of sight. The Artemis can't fire up very well, and flying high is asking for it anyway. How low can you go? Same goes for the Merc with its limited arc (though I ought to try this some more to be honest, it seems like the most sure fire way of dealing with a carronade).

Last night I had the pleasure of being on the other end, crewing a blenderfish with a couple of new players, one piloting and one gunning. The gunner didn't have the right ammo for the carronade and wasn't so sure of its range but we still wiped the floor with our enemies. Particularly so when he brought heavy for later rounds. I explained that the carronade has practically no downward arc so the pilot, once realising this, knew just how to position himself. As for engineering (which I don't do much of), compared to most other ships I've been on, it was a breeze thanks to the one-tap hull armour and incredible hull health of the 'fish, the position of the hull next to the guns and the 'free' crew to keep an eye on things while the lone gunner guns on the front. Even the promiximity of the balloon to the helm made it a good possibility for the captain to help out. Once the enemy ship was locked down though it was just a matter of time before they were gonners. The Goldfish and carronade are a match made in heaven-- and hell.

Do I think the carronade needs nerfing? I'm not sure, but the range makes it a ridiculously easy and devastating point and click weapon if you've got heavy loaded. So that would be my first suggestion: to shift the range closer to its lighter sibling so there's greater risk for the same reward. There's a lot of talk here about it being good at armour stripping but I'm not sure why that is? It does flechette and shatter damage so I'm presuming the damage transferred from the popped balloon and shattered guns and engines etc. is adding up very quickly on the hull armour? That's quite a formidable mix there.

75
Feedback and Suggestions / Re: Please Make Gunners Useful
« on: October 11, 2013, 07:37:11 am »
Yeah I just noticed and edited my post too :-S

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