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Messages - Mezhu

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16
The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: February 21, 2015, 11:20:35 pm »
A tale of the exemplary community member and CA mod Captain RethBurn

Me, in a very rare piloting occasion from a long while ago: I've been trying to get this one achievement for a while, I need not to die in this match so I'll just try to cap and avoid fights if possible
*A few minutes later, as match is about to end, Rethburn procceeds into ally-ramming my 10% hp squid onto a wall*
Me: Can you please stop?
*Rethburn persists, remaining silent- squid implodes shortly after*
Me: Why would you do that?
Rethburn: Because I didn't like you there
*Next part is against community standards so I'll refrain from posting it :p*

Another shiny example of excellent community management :)

17
Community Events / Re: Guns of Icarus Seasonal
« on: February 17, 2015, 05:28:27 pm »
It might be in your best benefit to wait for co-op's release either way, exactly for this possible resurgence of players you mentioned

18
Community Events / Re: Guns of Icarus Seasonal
« on: February 17, 2015, 02:29:03 pm »
Great initiative. One and a half years too late, though.

19
General Discussion / Re: Killing the community, one game at a time.
« on: February 11, 2015, 12:53:03 am »

20
Q&A / Re: New metas?
« on: February 03, 2015, 11:12:48 am »
That mobula has been my mob sniper for a loooooong ass time. I say poo to your implying Rydrs invented it.

Ceresbane secret rydr advisor confirmed

21
Feedback and Suggestions / Re: Remove bridges in water hazard
« on: January 01, 2015, 10:46:15 am »
While you're at it, remove the rock spires and buildings as well. They're too small anyway and I don't see any purpose in them being there. Heck, why keep the water floor and sky ceiling either? Remove those too, let us just hover in abstract space.

22
Release Notes / Re: Version 1.3.9 Release Notes
« on: December 22, 2014, 08:54:48 am »
I hate to say it but I can't understand how you took the decision to accept these decals out of all the submitted ones. Save for a couple, the rest look like crap and are a huge drop in quality compared to muse-made ones as well as many other of the community made. Wundsalz also has a good point as usual, but I guess if people submitted those they'd be ok with them being publicly available.

Rest of the improvements are cool

23
Q&A / Re: Press b to mark priority targets
« on: December 20, 2014, 03:11:25 pm »
is it just me or this function gained an increase in use recently. Before posting this I havent been seeing it and then suddenly nearly every vet I know does it.

It is just you kek

24
General Discussion / Re: Top Pilot and Crew on one ship
« on: December 20, 2014, 02:47:29 pm »
Easy; Lue with Fred+Aayra+Delta (on a variety of ships but mostly gally + junker imo). Three of the highest skilled engineers in the game under one of the best pilots, working well together. Not really groundbreaking stuff but easily the most fearsome quad in recent goio.

Both of the old mandarins junkers; definitely outdated and obsolete nowadays but efficiency far ahead of its' time when they were active.

Praetorian ships are gut. I don't remember people's names and I cba checking (sorry), but they're super effective and reactive to enemy ship loadouts.

25
General Discussion / Re: Top pilots
« on: December 14, 2014, 09:00:35 am »
If you think pilots that solely play pubs are comparable in terms of skill with the top competitive ones you're delusional.

I'm cool too
Also, how's that anyhow related to the thread?

26
Dev App Testing / Re: 2nd round of balance testing
« on: December 09, 2014, 12:28:28 pm »
Please, stop considering pyra nerfs or at least explain why you are. The 'metamidion op' whinetrain has stopped a while ago, I barely even see pyras in pubs nowadays (not kidding). Pyra's a mediocre ship in terms of firepower, it's slow as a pregnant brick and it's fully covered in armor (which is also rather mediocre).

@Spire having more health I agree. It needs more permahull in order to achieve its' glass cannon role (emphasizing shooting over repairs at the cost of suffering some perma damage). In combination with the accelaretion buff, though, and the huge boost in health (+25% is a lot) it ends up being too much. Either allow it to quickly get out of bad situations OR to stay in them for longer, not both.

@Squid, the accelaretion buff is good. Turning the hull into a damage-sponge isn't.

It feels like all the changes are an attempt to allow face to face fights between all ships, which just dumpens down the game. The squid should excel in terms of outmaneuvering, and punishing enemy and own pilot mistakes. With 1000hp, it's actually quite forgiving. I'll agree with Glitter (that's a rare occasion, someone screenshot this)- give it more accel and leave its' perma as it was. The spire should be able to kill an enemy in the least time possible WHEN properly positioned, but still have quite a hard time when in enemy arcs. Generally, I feel that just rescaling problematic ships' HP to extreme levels while reducing other ones feels entirely forced and is kind of a balance cheap-trick. A full explosive gun clip emptied agaisnt a defenseless ship should always be rewarding, and ships able to survive more than one shouldn't become the norm.

27
Feedback and Suggestions / Re: Carronades
« on: December 05, 2014, 02:45:39 pm »
I give up

28
Feedback and Suggestions / Re: Carronades
« on: December 05, 2014, 07:37:35 am »
Just for the record I don't believe any ('exotic'?) ship is 'insta countered' by carronade. Carrofishes excel at controlling opponents from afar, but their gun and balloon is as fat as any, and they will succumb to prolonged focus fire unless they get off the enemy's arcs every so often. Likewise, galleon has a fuckton of weaknesses. I get that dying after 3 mins of constant balloon popping is frustrating but there are ways to counterattack and/or escape, and this isn't a 1v1 game anyway.

Carronade is a strong gun, there's no arguing that. From popping your balloon to actually killing you, though, it needs circumstances which require quite some time to happen (get close to obstacles, with at least some armor damage while fish is healthy enough to successfuly ram etc), at least some of which can be more or less mitigated (avoid parking next to obstacles, stay high, use drogue, shoot back, use a small carronade yourself, ask for ally support etc). Balloons in general are a huge damage shield. Quick rebuilds essentially force the carro's damage to not be redirected to your hull. When a pyra's hull breaks you'll see 3 people run to it even in pubs, yet when a goldfish's balloon is popped from a carrofish the common case scenario is to have a poor buffwrench guy try to patch it up by himself.

I'm a terrible pilot so this isn't some attempt of mine to act smart by telling you how bad you are to die to carronade. But I've seen ships get out of seemingly ominous, long-lasting balloon locks and turn the fight around pretty often.

Anyway, a minor decrease in damage could make somewhat easier to fight against.

29
Feedback and Suggestions / Re: Carronades
« on: December 03, 2014, 07:55:31 am »
So, are you 'insisting even harder' to change the entire game in an attempt to 'balance' a single weapon, or are you happy with how it is?

30
Feedback and Suggestions / Re: Carronades
« on: December 02, 2014, 10:13:43 am »
No geo, stop insisting that 'just rescaling balloon health and dmg-> ez fix'. It is a fix but one that has extreme consequences to many other aspects of the game. Suddenly balloon tools are not as punishing to use since dps/rps ratio is greatly reduced. Likewise, carronade is weaker since the balloon can survive a clip with a well timed mallet wack (it already can, assuming unbuffed carro). Faster balloon rebuilds negate the need for crew loadout adjustments and simultaneously change the dynamics of many other guns. If the 'simple' change of changing balloon health and damage values the gameplay shifts dramatically.

OT, I'd change the raw damage numbers so that each unbuffed heavy shot aimed against balloon drains exactly 51% of its' maximum health. Carronade still wins on the long run, as it should. This way though people would have a longer reaction time before the first pop, and after the first pop you have a larger time window during which to seek a chance to escape or retaliate.

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