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Messages - geggis

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91
Feedback and Suggestions / Re: Lobby Feature for Team Balance
« on: October 07, 2013, 09:40:29 am »
My rag tag crew all switched to spectators recently to swap teams with another crew and in the space of time it took to move across, the empty slots had filled up so we had to ask politely for the new players to move out. It was awkward and thankfully everyone obliged, but a swap ship/team button would be excellent.

92
General Discussion / Re: This Goddamned Community.....
« on: October 07, 2013, 09:06:16 am »
Yeah I've got to say the GoIO community has pretty much blown me and my friends away. Sure, I've not been active in the forums for most of my time playing but certain matches can be downright glorious in the lobby, during the game and afterwards. Here's hoping it remains that way for a long time to come. Keep fostering it Muse, you're doing a fantastic job.

93
Gameplay / Re: Hwacha Tweek
« on: October 04, 2013, 11:53:29 am »
The hwacha is for blanket firing though, not surgical shots like the artemis. It's a mass disabler.

I don't understand the reason for wanting more spread when you can spread shots yourself with heavy clip loaded. With heavy clip you control where your shots go, that's the point; you're not at the whim of random jitter over distance.

94
Gameplay / Re: Hwacha Tweek
« on: October 04, 2013, 11:16:14 am »
I don't see why you can't spread your shots around manually if you've got heavy clip loaded though. You can't tighten your shots up without heavy clip but you can totally loosen them up with heavy clip. You don't have to fire a salvo into one localised spot. That's like complaining that greased rounds fire too quickly when you can always ease off on the trigger. Spread your shots around focusing on different components. How far away are you talking here Echoez because I totally appreciate this being difficult at extreme distances but the Hwacha doesn't seem cut out for that kind of range. It can handle long ranges, sure, but not optimally which makes sense to me given the LJ and Flak's effective ranges.

95
Gameplay / Re: Hwacha Tweek
« on: October 04, 2013, 05:40:25 am »
I don't gun much these days unfortunately but when I do, and I get a chance to use the Hwacha, I don't have much trouble hitting with it. The heavy clip reduces spread, sure, but a little wiggle while you're shooting creates spread which is what I try and do to scatter the shatter damage if an enemy is at a decent distance. As I close I switch to burst. I don't know, for some reason I can read the vector of Hwacha fire better than I can most weapons. I think it's because it doesn't have much drop, if any, and the tracers are highly visible. For me it's one of the easier and more satisfying guns to shoot with not just because of the aforementioned things but also because you get 20 rockets, an incredible rate of fire, lionhead freakin' barrels, awesome reload sounds and animations and that immense spectacle of seeing a full volley slamming into an enemy ship. As a pilot being on the receiving end of a volley it only ever seems to take a few hits to break one or two components. A full volley does a good job of disabling almost everything leaving us sitting ducks. For me, the Hwacha's fine.

96
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: September 30, 2013, 04:52:27 am »
Hi Omni, not sure what suggestion you were referring to, making standard/vanilla rounds an ammo type or unattended reloading? I don't think either of those are any more open to abuse than current systems are really, unless I'm forgetting something.

97
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: September 25, 2013, 08:15:30 am »
I actually think it could boost the gunner quite a bit if they could load special ammo for themselves and others without having to wait through the animation. 

This way a gunner could get an entire ships weaponry ready in moments; freeing up engineers for much more valuable tasks and pitch in a maintenance hand themeslves while running between guns.

Agreed. It's more intuitive that way too. I thought it worked like that for a long time and that it was other gunners or engies dispensing the ammo but... obviously not. Sitting on a gun till that last pip of reload time disappears just to ensure a specific ammo type is loaded diminishes the role of a gunner because they've got to sit there waiting for a timer when they could be loading other guns, fixing stuff or y'know, gunning. By allowing unattended reloads you're giving the gunner a lot more to think about and juggle, much like the engineer.

Make standard/vanilla rounds an ammo type so engineers have to choose them or a specialised round (this echoes the gunner's choice of going mallet, wrench, spanner or riskier tools), and allow gunners to reload ammo unattended and I'm convinced you'll see much more diverse and realistically viable crew compositions as well as more interesting (and intuitive) play for gunners.

98
Gameplay / Re: Flak Spire Combo Question
« on: September 24, 2013, 09:54:32 am »
I can vouch for Queso's advice. The hades is harder to hit with at range, and for stripping armour at distance you need the sort of accuracy and clout a merc offers. Make sure you pack a good gunner for the flak too ;-) For the first time in a while I flew this build and I had a great flak gunner who popped 4 out the 7 kills in a 3v3 game on water hazard; it was glorious. Never quite sure what to do with the left lower deck slot but the carronade is a great close proximity panic weapon.

99
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: September 24, 2013, 04:53:25 am »
Getting a single gunner to load the optimal ammo into each gun while the engineers focus on their job is more manageable than getting three engineers to load ammo types in specific guns at specific times though -- one slip up there and you've got a broken ship or sub-optimal fire power. I'm sure you could manage it with the right crew and captain and enough practice but generally speaking that's asking a lot more of your engineers than letting a gunner do what they're supposed to be cut out for. I'm with Zenark in that guns should stay loaded with whatever ammo's in them unless emptied manually (I actually thought it did this anyway).

I really like the idea of the gunner being the master of ammo, the most flexible on any gun. At present that quality is there but it's not prominent enough in the same way as engineering is to an engineer. I love gunning as a gunner but going engie is always the safer bet given that most guns fare well with standard ammo and even better with one alternative. If engineers had only a single ammo type to choose from (vanilla or special type) that would suddenly make the risk/reward dynamics of choosing an engie or gunner a lot more interesting. Two gunners would be much more viable and hell, pilot gunners might be an option too.

My point is: at present gunners sacrifice more because they have to choose a repair item to even have the capacity to fix stuff (and even then they sacrifice rebuild/repair speed depending on what they go for). Engineers on the other hand get vanilla ammo and an alt with a full complement of engineering tools. Yes they loose two ammo types, but they don't loose the ability to gun like a gunner loses the ability to engineer sufficiently.

100
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: September 23, 2013, 12:11:24 pm »
Hmm, there's a certain elegance to Mouse's suggestion. If you were to run with that, would there be a 'standard/vanilla' ammo type? No real trade-offs but no specific strengths either, like the wrench for a gunner.

101
General Discussion / Re: Question for Pilots
« on: September 20, 2013, 10:45:49 am »
Most: Mobula/Junker
Least: Goldfish

I'm a glutton for punishment so I like to fly the Spire but I'm still trying to get a more reliable build that my crew are comfortable with. The hades cannon should help I think. Otherwise, the Squid's a lot of fun, the Galleon's good for a more 'leisurely' flight and the Pyra is a rarity for me too. I dearly love the Mobula though.

102
General Discussion / Re: My god is the hades glorious
« on: September 20, 2013, 10:25:31 am »
I tried a hades and scylla combo on the Junker port and starboard sides against Smollett's flamer/artemis/banshee Squid and a... Goldfish? And we got smashed. This was early on though when we were first getting used to it. Later on we won about six or seven games in a row with COx on the other team. I'm not sure whether it's OP yet but it's certainly making the mercury look a bit rigid. It feels like the missing piece in my mobula build. My gunner loves it though.

103
Feedback and Suggestions / Re: New UI feedback poll
« on: September 20, 2013, 10:16:12 am »
The blue/red team marker I like but it could perhaps be integrated into the UI at the top centre as a thin strip/slither above or below the score and compass.

The dot caught me off a few times 'What's that bright point of light in the distance?! Is that some glare from an enemy spy glass or something? Oh, it's my reticule.' I don't mind it. I actually like the snazzy new gun reticules though. They pop and fizz with life, and the hit markers are a very welcome addition in my opinion. Names on spotted ships have also been great for pointing out targets to new players who don't understand 'Target that Junker!' ('Which one's the Junker?')

The cheevo box on the right looked wrong to me because it was massive, like, a good sixth of the screen was being taken up by the dashed line box with a single line of text inside it in the middle ie. there was lots of space above and below the text. Is it supposed to be that big and centre aligned vertically on the screen? Or is it supposed to 'hug' the line of text and be in the top right corner? It was awfully intrusive on my screen. I'll try and take a screenshot and send it to feedback if so.

Above all, I think it's important to have the ability to customise the UI the way you like it (hiding the entire hud would be pretty sweet for screenshots and possible video montages too). I'm a less is more kind of guy generally but some UI elements I'd like to keep for clarity while others I'd happily hide.

104
Release Notes / Re: Version 1.3.2 Release Notes
« on: September 20, 2013, 07:27:47 am »
Played for about 4 hours last night and was really impressed with the patch. Presets! Dyes! Books and help balloons! Crew member viewing in lobby! Map boundary effects! Red/blue team marker (for bozos like me)! Slightly tougher Spire, slightly weaker Pyra! And my favourite: contextual hit markers! Oh and that new gun ;) Didn't get a chance to do a 4v4 game but pumped to play one in the future.

Keep up the great work Muse!

105
Gameplay / Re: Rapid Fire - Left Click
« on: September 16, 2013, 08:37:46 am »
I agree with Sunderland. I raised this with Muse around the time of release after a few friends and I took issue with the constant clicking involved with engineering. I use a vertical mouse at work to prevent RSI as it started setting in a few years ago (thankfully it hasn't flared up since) but it's something I'm constantly aware of and will do anything to prevent as it's painful and debilitating as hell, not to mention it has the potential to endanger my favourite pasttime! I'm glad click and hold repair/rebuilding was implemented but it does annoy me that repeat clicking is still faster. This really shouldn't be the case. I've no real issue with the lack of auto-fire on turrets; I'm not sure it's that necessary as the only semi-automatic weapons in the game with decent clips that you're likely to jab the left mouse button repeatedly with is the Scylla and the Banshee, but even they aren't as constant as repairing, buffing and rebuilding can be. Look at something like NS2 for instance where nearly every sustained action is a click and hold: biting, spitting, swiping, shooting, welding, fixing, breathing etc.

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