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Messages - JinxedHatesYou

Pages: 1 [2] 3
16
Feedback and Suggestions / Re: Advanced match joining.
« on: September 08, 2014, 06:09:11 am »
Not if slot reservation is active and you took the proper equip.

17
The Gallery / Re: Free Advertising (GOI items in TF2)
« on: September 07, 2014, 11:55:31 pm »
Please don't.

18
Feedback and Suggestions / Re: Advanced match joining.
« on: September 07, 2014, 05:15:31 pm »
Solution provided in separate thread have too much flaws, which were already pointed out by another players.
Easily may be used for troling. However, if slots are just locked near the mtch start - it will hurt either the players that are about to start the game nor player who can potentially join near the game start.

Your counter-argument is semi-valid. This may be used for trolling, but consider that the most short match I ever participated in was bout 20 minutes long.
I propose 10-15 seconds slot reservation for sake of picking the proper equpment. If this reservation ability may be used only once per match - there is basicly no harm here - player won't be able to keep slot reserved forever.
Possible counter argument about player reserving, joining and only then leaving is invalid - many jumpy players have a tendency of joining the game as second pilot, for example, quickly leave and never come back - thus keeping the slot reserved for 3 minutes cause of current "Abandon match" mechanics.

Which also brings us another problem - early leavers.
I shall update the OP with this issue shortly.


And I am not able to modify OP because whatever.

Issue #3:
Early leavers.

It is common that some people tend to jump in the open slot of running game without even looking at ship.
As result, it may lead to second gunner/pilot on ship or simply joining the ship that early jumper won't enjoy playing.
So, those jumpers leave the game appox. in 10-20 seconds after joining, leaving the slot reserved after themselves for 3 minutes.
Which is, obviously, is not desired by existant on ship crew.

Possible solution:
Remove the slot reservation for players who spent in match less than 10-30 seconds.

Possible counter argument:
https://gunsoficarus.com/community/forum/index.php/topic,4793.0.html
In answer I would like to say same thing as I said in this thread - buy new PC.

19
Feedback and Suggestions / Re: Ask captain before afk kick
« on: September 07, 2014, 02:51:36 pm »
Upgrade PC.

Game is not supposed to be nice and enjoyable if PC fails to meet even minimal requirments.

20
Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: September 07, 2014, 09:20:17 am »
Going to throw a mad bone here.
Sounds like a theme for support ship.

Ship's theme: military mobile hospital.
List of possible decorations:
1) large and open area of ship (basicly repurpused for field surgery):
-number of bed rolls;
-number of surgical tools scattered around;
-number of bottles with various alcohol liquids;
-possibly even few "patients" either animated or not;
-blood, obviously.
2) Front or side areas:
-banners with red scorr emblem.

Also, this for decal:


And afte actually reading the thread I see that similiar thing was already suggested.
Oh well.

21
Feedback and Suggestions / Global's chat availability
« on: September 07, 2014, 09:13:21 am »
Greetings. I am here to adress the issue of global chat being inavailable in game.

Players may want global chat be accessible in game for a number of reasons:
1) CA's are not able to efficiently monitor the global chat and play at same time. Even if someone adresses CA and asks him to neutralise the situation in global chat, CA is most likely to be clueless about the situation if he right off the match and will be highly dependant on reporter's personal perception of situation. Which is not good.
2) Players may want just to chat during long sniping sessions.
3) Players are often missing announcements about events like Iron Fork or Dev games while in match.

My suggestion is to enable global chat for players currently in game.
Counter-arguments:
1) "But global chat will spam the game"
Not true, since global chat remains in separate tab.

22
Feedback and Suggestions / Advanced match joining.
« on: September 07, 2014, 06:51:38 am »
Greetings. I am here to adress the issue of joining the matches about to start and already in progress.

Issue #1: joining the match about to start.
It is not rare when captains ready up with skeleton crew.
And those matches that about to start are available for joining as regular ones.

So, a player browses the lobbies and decided to join this one.
He is forced in the crew, a second beforethat the game starts, and he is forced on ship with a little to no idea on which ship he embarked, which weaponry is used on this ship and which crew is currently present on crew. In most cases he have wrong loadout/class/blocked people/swabbieship and therefore is forced to leave.

I suggested it over to feedback@musegames.com, yet this suggestion was simply ignored.
And I will suggest it once again - block the matches for joining as soon as timer before round start hits 10 seconds.
10 seconds is enough to quickly evaluate the situation and leave the match if situation is not satisfactory for joined player.

Issue #2: Joining running match.
Sometimes when there are no matches meeting my demands in lobby, I go looking for active games.
When I see the spot I would probably enjoy playing, I take time to evaluate the ship's loadout and loadout of existant crew to avoid situations of two buffgineers or me bringing the wrong ammuniton.
However, some players are not so caring about ship's efficiency and join on mention spot right away.
Quite often as second gunner/pilot or with improper eqipment.

Currently, I do not see another solution but to jump on ship as soon as you see the spot and only then think if your equipment/class is going to be efficient.

Possible solution: make possible for players willing to join the running match to "reserve" the vacant slot for 10-15 seconds.
During this time player will have time to adjust his equipment, while preventing other "jumpy" players to fill the slot.

23
The Pit / Wololo and burning man suggestions
« on: September 01, 2014, 05:06:40 am »
Greetings, I've been recently played with some decent folk with good sense of humour and we developed those suggestions:

1) Wololo
Enemy ship sneaks up behind you and shoots a harpoon.
Harpoon hits your main deck engineer.
Enemy reels the harpoon in and converts the engineer to work on their ship, now having an extra engineer when you are one engie short.
2) Burning man
Enemy ship sneaks up behind you and shoots a flare gun.
Flare projectile hits your main deck engineer.
Your main deck engineer runs all around the ship, screaming in pain and setting everything he runs by on fire.
Your main deck engineer will  be incapable of repairing the damage he cause until someone extinguishes 15 stacks of fire on him.

24
The Gallery / Re: GOI - Screenshot Gallery!
« on: August 28, 2014, 05:20:13 pm »

25
Feedback and Suggestions / Re: Harpoons and white wailer.
« on: August 26, 2014, 12:08:53 pm »
I actually just got it by carefully sitting on enemy junker and pushing him down on the ground.
But, still, as a man who spent last few days on builds with 'poons - those are not great weapons.

26
Feedback and Suggestions / Re: Harpoons and white wailer.
« on: August 26, 2014, 11:46:13 am »
Those conditions are artificial, the fact is a fact - harpoon is useless in combat.

27
Feedback and Suggestions / Harpoons and white wailer.
« on: August 26, 2014, 08:37:22 am »
Greetings.
I am here to talk about harpoons.

Currently, I am trying to get White Wailer achievement, which requires pilot to destroy 4 harpooned ships.
3 of those kills I already scored before harpoons were fixed by developers and for several days now I am trying to get this last one kills.
To give you a retrospective of how harpoons useless currently - I was reported several times by friendly ship's crew for using harpoons on my ship.

As I understand the situation, harpoons attach to enemy ship's hull and remain attached for ~5 seconds. During this time the harpoon pulls the ships together.
Let us review the tactical use of harpoons on different ships:

Pyramidion.
The most obvious spot for harpoon on pyramidion is either one of both of fore guns. Deploying them on port beam means a larger hitbox for enemy and issues with control of the ship during the harpooning.
Let us review the double harpoon pyra first:
Pyramidion known as most preferable ship in ramming, so the basic idea of this build was to harpoon the enemy with both harpoons in same time, deploy moonshine at the same time and simply crush the enemy in mountain or any other obstacle behind them. If obstacle is not present then circle around and repeat the manevour.
This is a build I used to get my first 3 kills and it worked quite well, actually. I had a really good time with it. Currently, this build is not longer viable because the only thing you are going to kill with it is a Spire. And it happens as rare as hell too - you need to ram it at least two or three times for it to be a success.
If a single harpoon misses the target - the attached harpoon drags your ship away from the target up to the point when you simply pass by it without even scratching it.
More common scenario - both harpoons miss since they are quite difficult guns to hande and in this case you just do not receive the essential speed boost from them. Without this boost you can hardly kill even yourself.

Therefore: double harpoon pyramidion is no longer an option.
Next build to investigate is a single harpoon pyra. I decided to deploy gatling gun as secondary gun in order to remove the outer layer of hull before the ram happens and it was actually quite a good idea.
But the old problem arisen - it is almost impossible to steer your pyramidion when only one single harpoon is attached to enemy ship, therefore you are missing your target most of the times or hit was not direct, therefore softening the damage.
But still, even if you are successfull with this build - only things you are able to kill with a great deal of luck are spire and mobula.

Galleon is a good target only because of his enourmous size, therefore making it very easy for crew to aim, but it is impossible to penetrate his hull quick enough and it takes at lest 3 successfull attempts to bring him down. He is just too damn fat.
Golfish and squid are good target only if you approach them either directly or behind, but if harpoon hit them at least one inch to the left from the center - it *will* steer aside and avoid your hit by natural drag power. Harpooning the squid or fish which moves perpendicular relatively your ship is simply not an option - it is a 100% guarantee of missed ram.

Other viable option for a secondary gun is one of disablers - either flamthrower or a carronade. In this case your plan is to bring the ship down on the ground and let it die because of the natural damage, but again - harpoon pulls your ship aside and towards the enemy making the steering very hard in tight spots as well as moving the gunner's gun out of the arc. Also, killing the ship that way takes much more than 5 seconds - it is very and very easy for that ship to stay unharpooned upon death, turning all your attempts to vain. Even if you manage to kill it, of course.

Therefore colclussion: pyramidion is not a viable option, if a target is not a spire with lvl 1 crew.

Squid: if the ship was harpooned with fore gun, you will be unable to steer away and get arc on starboard gun. You got the ship 'pooned and this is about it - you can only pray that they have their outer layer of hull down and less that one bar of permament hull up. Harpooning with starboard gun results in almost immediate death of squid. The only viable option is to harpoon with aft gun and drag the enemy away from the point, for example, like a tow truck.
But this will not score you a harpooned kill.

Therefore conclussion: squid is completely useless with harpoons, unless on aft during the point capture.

Goldish: suffers the same fate as squid. Harpoon as light gun can be installed only on port and starboard, which is instant hazard to ship since of it's rather low hull.

Therefore conclussion: harpoons are not the option for this ship.

Mobula: With harpoon as main gun it *might* be possible to destroy the enemy ship from lower deck guns before it crashes into you and destroys you. It takes a very short range though and mobulas are not exactly the best choice of the ship when up-close personal. And be ready for upper deck guns to be out of arc, since you will be unable to steer aside to give them arc.

Therefore conclussion: you might be able to kill swabbieship with it.

Spire: I am not even going to comment on this one.

Therefore conclussion: kill Spire with harpoons on board with fire.

Galleon: Galleon is able to tow enemy ships away from points using it's aft gun, but port harpoon will drag you aside ruining the arc for lower deck port beam guns. Just because the upper deck port beam gun places very slightly closer to aft rather than on center.

Therefore: harpoon on galleon is useless.

Final conclussion: It is nearly impossible to find a good use for harpoon. And almost absolutely impossible to actually kill a harpooned ship after issued fix for it.

I say that it should be improved somehow.

28
The Gallery / Re: GOI - Screenshot Gallery!
« on: August 23, 2014, 07:59:09 pm »
I will just leave it here.


29
The Gallery / Short Movie - Ramming Speed
« on: March 26, 2014, 10:33:25 pm »
Disclaimer - I do not claim that I created this. I am just giving a little boost to discussed video.
This movie's rating is PG-13. Harsh language, mild violence and balloon deflation to be expected.

Description:
Rom Torsk was a mere young man when he enlisted as engineer of Northen Spirit. During the encounter with enemy their captain suddenly disappears and Rom is forced to take command over the ship.
Observe Rom Torsk to change and develop his personality from soft and friendly engineer to harsh and authoritative leader under the pressure of captainship.
Sympathize the loyal and brave Crew Master Pennpoc, who has nothing to loose than his life. Watch him becoming obsessive with destroying his enemy even with the cost of his own life.

Their crew is unexperienced, their mission is impossible to complete, their chances to survive are mythical.
Drama to be unfold in their suicidal mission to hunt down the enemy ship at any costs.
The enemy is superior in all ways and after coming to realisation that Northen Spirit won't make it up in regular battle, Rom Torks have no other choice but to take extreme measures to accomplish his mission by destroying both himself and enemy.

The Ramming Speed. Watch in your local web browser at january 24th.

http://www.youtube.com/watch?v=SlEtPcqYBcw

30
The Docks / Re: Hey there GoI! Do you like Cake?
« on: March 26, 2014, 08:52:48 pm »
I do remember playing with you, as well.
Though it was probably a very long time ago, I did not saw you around for at least a year.

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