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Messages - nhbearit

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31
...Which led to their imminent downfall the second they fought something that "accidentally" countered them, as it sometimes wasn't the enemy's team intention to counter, but they were practised in the one thing that countered.

Do you really not see this as a problem? Goio should not be a rock-paper-scissors type game. If there is a hard counter to ANYTHING then Muse has failed.

Which is why blind pick should be for you, theoretically. Even if the enemy has a good idea of what you are going to do, they cannot be sure, which should leave you with more freedom of choosing a ship.

No, Dementio... this is a good reason why Blind pick doesn't work for teams like that. If you only know how to run one or two builds you NEED to know which to bring, or if there's anything you can do with your single build to help not get rofl stomped.


Oh, and I'll just leave these here..

https://www.youtube.com/watch?v=zUDj-V8Cta0   SCS 59 Round 2 

https://www.youtube.com/watch?v=NsRlnCpodwk   SCS 59 Semis

32
I'll paraphrase what someone said earlier; back in the day teams didn't counterpick, because we stuck with a build and trained on it. Well I'm still of that old school mentality (if you guys think Mandarin and Mad Hatters is old school, I was competing back when Paddling and the Gents first team was around).

This is just... you DO realize why you can't really do this anymore right? Muse broke Goio a little while back.. I guess you didn't pick up on that. Goio is more unbalanced then ever. THAT'S why counter-picking is such a big thing atm. The only ship that has some measure of protection from hard counters is the mob, but that's more due to it being broken than anything else.

If you want to be able to just get good at a single build, start a petition to get muse to, I dunno, fix their game. Or you could just do what Ryder does and rely on the Mob.

33
So that means we rarely see them today. Basically I fell like they don't even exist....

If you feel like they don't exist, then they don't do anything positive for SCS, correct? On the other hand, they do have a negative aspect of bloating the ruleset, as well as potentially turning teams away from SCS. If this rule is really used so rarely that you can feel like it doesn't exist, why should it stay as a part of SCS? The Blind Pick aspect of SCS is really rather unnecessary, just get rid of it; simplify the ruleset and avoid turning people away from SCS.

34
Just get rid of it. It didn't seem to have any positive impact on SCS.

35
Accessibility
It is incredible easy to join the leaderboard season. All you have to do is, sign-up at the SCS (weekly skirmish event) ...

Apparently you disagree

36
Q&A / Re: Engine stats and effects
« on: November 03, 2015, 09:49:26 pm »
Funnily enough that would depend on how MUSE does their math.. usually you would just run a top speed calculation then take whatever percentage off of the drag coefficient when you go to plug it in. Same basic idea to calculate acceleration.

37
A leaderboard has no place in SCS. SCS was never a "competitive" event, it was essentially the practice tournament. The most useful thing about it was being able to go up against other serious teams and try new things. This is why SCS has any value at all; it keeps teams sharp. SCS is where you experiment with builds as well as hone your team. Divorce the leaderboard from SCS. From there, the diminishing returns doesn't really do anything.. While it's not particularly harmful, it's also not necessary. Just simplify it.

38
Q&A / Re: Engine stats and effects
« on: November 03, 2015, 08:31:53 pm »
So sorry I didn't find this thread earlier, but ya.. Muse basically just pulls the stats for ships (and their engines) out of thin air. First, Most ships have a single heavy engine, and two light engines. Every ship that has this configuration should have the same amount of thrust, which is not the case. From there, using any drag coefficient is going to be iffy at best (and harmful at worst) unless you are able to model how air would flow around and through these ships. (I can't do that with the time and resources I have, but if you can pls let me know. I'd love to look at those numbers.) Oh, and a table for you to look at:

Ship      Thrust      Mass      Top Speed       N/tonne

Junker       537500N      125tonnes     26.01m/s    4300.0
Goldfish    525000N      150tonnes   40.11m/s    3500.0
Squid    632500N      95tonnes     47.00m/s       6657.9
Galleon    672001N      320tonnes   30.02m/s       2109.4
Spire       675000N      150tonnes   28.01m/s       4500.0
Pyramidion    450000N      200tonnes   30.35m/s       2250.0
Mobula    510000N      120tonnes     28.00m/s       4250.0

And while you could use these numbers to figure out what kind of drag is applied to these ships... honestly I don't feel it's worth anyone's time. This is a game where MUSE gives projectiles lift, just so they have different gun arcs.. Take any number MUSE gives you with quite a few grains of salt..

Apologies for the formatting issues with the table, I copy+pasted it from a doc I wrote up

39
I'd prefer to see a pyra with some crazy max speed rather than acceleration. I'm not particularly interested in making it more viable as in balance in competitive games. I'd prefer to see something that makes the 'how to use that ship' tricky. And viable in a very odd way. That's what makes mines so much fun. It's more important to make ships more fun. No?

No. It's important to make the GAME more fun. Aside from the fact that on the vast majority of maps, the Pyra can't reliably get up to speed in the first place; It's currently so easy to kill it's silly. Sidenote: did you know that a Buffed Loch H Flak can 1 shot a Pyra even if it's armor's up. If the armor's low enough for the Direct damage of the Flak to finish it off (I think was about a fifth-sixth) the Burst damage is enough to outright kill it. It's actually pretty fun both to do, and to see get done. From there, the Pyra is one of basically two ships that someone new to the game can use well. and.. it's a non-ship, at this point, it's little more than a target dummy. The people who have been most effected by the Pyra's ridiculous nerf, are newer players. It's supposed to be an "easy" ship to fly, but it's simply too slow to react to input. It needs the increased acceleration simply to be viable to actually learn on, let alone brought to a serious match. And you know what? The Pyra was never THAT overpowered.

Sure it was easy and teams could, and did, actually bring them. But at the end of the day, they were still some of the easiest ships to kill, mostly because they were all hull. The biggest issue with them was that they were a bit too nimble.. that's it. That's hardly a good enough reason to nerf it to the point where you can't seriously bring it into a competitive match. And suggesting turning it into the "Mine Launcher" of ships.. is just insane. That gun is only "fun" for people who can actually use it, *newsflash* that is not the majority of players who startup this game. With only seven ships total, it's also not a thing we can afford to even consider.

40
Website and Forum Issues / "Precision"
« on: October 13, 2015, 08:25:41 pm »
Just noticed this. Kinda ashamed it took this long. The tagline for the Apollo "news". "Welcome the Apollo Percision Lens Array"  just a slight misspelling. It's spelled "Precision" not "Percision"

41
General Discussion / Re: Blind lobby and 'scouting'
« on: October 12, 2015, 04:57:53 pm »
I'm not convinced that the current population of GOIO is large enough to support that kind of option. How often do we just get thrown into a lobby with the guys we just played against Skies? It seems like with around 200 people online, you'll only really see about 20 of them. I'm concerned that having it as an option would draw people away from lobbies which they could fill up. (essentially making 2 half-full lobbies instead of 1 full lobby.) From there, while it might make implementing blind picks in user hosted servers easier; It is possible to set up a blind pick lobby in GOIO right now. You have to get people to agree to send their loadouts before they join the lobby, but you can do it. There isn't a reason why you couldn't do that with a user hosted lobby/server. And again, while it might help makes things easier, it's also kinda putting the cart before the horse. GOIO needs a lot of love atm. I think that a blind pick option would just turn out to be a distraction.

42
General Discussion / Re: Blind lobby and 'scouting'
« on: October 12, 2015, 03:17:18 pm »
Blind lobbies would also make it MUCH harder to teach newer players. Whenever I see a novice pilot in ANY captain slot, I try to let them know if there's anything they could be doing better. Also, what they did well, but that's not as important here. Being able to wave people away from builds, like the double flak Pyra, is useful. It gets us both a better match, while also allowing me to see who communicates with me, and if there's anyone who might be worth Ducking. The only way to set up this thought experiment in a way where I don't reveal the other team, and of course my own ship, is if I know the other captains, their crews, and what they'll bring before hand. If that's the case, they probably would have a good idea of what I would be doing as well. In this scenario "Counter-Play" is still very much a thing. There's simply a layer of bluffing added on top of it.

For example, me: " I know you're going to bring a Mobula even though this is Paritan, So I'm going to bring a Blenderfish." other guy: "You'll probably bring a Blender to counter my Mob.. so I'm going to bring a Brawl Galleon (or whatever)."

This is something that I'd really rather avoid in GOIO. I understand that having the other team bring ships/loadouts to try to counter yours can be stressful, but it's a lot better than this alternative.

43
My solution to this is not to change the numbers, but to change the ship. Make another catwalk (like the front) over the rear engine. Put two more small engines up there, further out than than the ones below. Attach them directly to the 'ramming' framework instead of the main hull. Combined with the other engines, your ship will be fast, nimble, with pretty fast turning ability.

I'm pretty sure Muse won't be changing ship models anytime soon, as such, this is not a serious solution. Even if they were willing to put in the work to basically make a new ship, there are definitely other ships for them to work on. Say, the Mobula, or the Spire, or even just by making a new ship. You've been playing this game for a while Richard, you should try to come up with something Muse could actually do. While I can't speak for anyone else here, I'd certainly be interested in what you think would be a workable solution.

44
Feedback and Suggestions / Re: Anti noob habit tips on tip box
« on: October 06, 2015, 06:44:47 pm »
So burst is marginally better in a few very specific situations timing wise that can't be predicted beforehand. It might plausibly be worth loading if you have it against a junker or galleon.

Well... sorta... however, once you account for repair cycles, Burst simply isn't worth it. You'd be better off with normal. (Or greased)

Oh, and in case you don't have it yet
LLamatron: http://ducksoficarus.servegame.com/

45
... every novice match could become a pyramidion fest and breed hundreds of metamidion pilots who will immediately get their arses handed to them by better players with harder, better ships...

While I don't agree with your statement. At least they'd be playing, and surely at least a few of them would go on to learn the rest of the game. The game seems to be actually pretty terrible at indoctrinating new players as is. If a Pyramidion fest is what it would take to get them invested in the game long enough for me to teach them what's what, then I'd be up for it.

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