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Messages - Canon Whitecandle

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91
The Signal Tower / Game Grumps Play GoIO
« on: July 20, 2014, 01:29:25 am »
Figured this was worth sharing, sorry if I'm covering old news here.

https://www.youtube.com/watch?v=VoSl7mXTiy0

92
World / Re: Mercury Field Gun- Repurposed
« on: July 17, 2014, 07:54:27 pm »
Mounted on wheels, yeah. And it'd work if they added ships with Large slots. I mean, right now we've got small and medium sized guns, having a 'Large' slot could be a thing that happens.

93
World / Mercury Field Gun- Repurposed
« on: July 17, 2014, 07:39:33 pm »
Just a minor thing that I noticed that's worth pointing out. Field guns are large calibre mounted guns that are used in land tactical combat, particularly during WWI and WWII. The Mercury being a field gun means that it was originally used as a massive-ass sniper rifle during land combat, apparently re-purposed to fit on our airships. Interesting thought.

94
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: July 16, 2014, 12:05:56 pm »
Even with the ammos we have now.  The gun and its damage types defines much of its role.  The ammo only augments their uses slightly.

I fear that if we completely change the role of each gun just because we have this or that ammo, then why bother looking at your enemy's loadout?  Why bother having different guns in the first place?  Ammo will become the defining element.
Throwing my opinion in on this, but that tends to extend match wait times. I've been sitting in completely full games in lobby for 5-10 minutes because the captains are hashing it out and changing loadouts to counter what the other guy is doing with crews rebuilding every minute or so. The strategy in GoI shouldn't be 'countering what they have', it should be, 'utilizing our ships as effectively as possible as a team'. It's a team-based ship combat game, and so each team needs to work with each other and not doing their own thing to counter X, Y, Z.

95
World / Re: Engine manufacturers?
« on: July 15, 2014, 02:16:53 am »

we would be able to buy new engines for our ships... (which propably isnt going to happen)

Interesting idea! It would be nice to have more than just cosmetical options for ship modification. Probably poses a problem with balance though. I guess it could be possible in Coop mode where you're only fighting AI...
I like it. It'd give more depth and weighty world choice to assembling your ship, plus if Factions and economics get added then various drydocks could have needs to certain engines dependent upon what they're fixing and what their host faction is producing, for example Yeshans would have plenty of Goldfish and Pyr engines to work with but procuring a Mobula engine would be a tough sell, navigating chop shops and seedier player-run organizations.

96
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: July 15, 2014, 02:03:44 am »
Flak/Shrapnel/Tar/Shaved/Hollow Rounds:
Changes the gun's primary damage type to another damage type, at the cost of a damage reduction. Personally, I believe the roles of gun and gunner need to be broadened instead of narrowed to achieve the desired applicability. If a gunner can make his gatling pop balloons and disable at the pilot's behest, he'd be invaluable. Sure, engineers can take one kind of 'modifier' ammo but the moment that ammo isn't needed or is proving to be ineffective in the situation they've lost out. They're flying too high for that shot on the balloon you want and you can't climb back up to their level? Better waste the rest of your flechette gatling on the underbelly of their ship and load in normal rounds.

97
Feedback and Suggestions / Re: The Gunner "Problem" - Range
« on: July 15, 2014, 01:42:36 am »
Gonna throw my two cents in here if you don't mind.

Firstly, I agree that new baubles and foibles aren't likely to help the gunner's viability as it currently stands.

Secondly, I believe gunners the way they are and the amount they get played are perfectly fine as is. As GoIO behaves, at least to my recollection, I see no reason why a gunner should be mandatory or even recommended to the extent Redria prescribes (pro pilots only). If you feel you can get away with losing the two extra ammo types in favor of the engineer tools then go for it. I for one find the extra ammo to be invaluable, especially Lesmok, seeing as it's universally applicable to all guns as an initiator at the very least. I seriously hurt without the utility of lesmok.

Thirdly, if a drastic change needs to occur it should /not/ be with range. Please, please, please for the love of Arashi don't touch range. Guns in GoI can take a long while to learn, especially the long ranged ones like Heavy Flak and Lumberjack, and applying little range tweaks with every ammo type requires you to learn not only every gun, but every gun and every ammo type that will f!@# up your aim. Beyond 600-800 meters long range gunning is a very precise and difficult task, with some of your most carefully aimed shots raking the stern of the ship despite leading the target so far you can barely see it on your screen anymore. In summary, messing with the range is messing with the fine tuning of every gun is rendering long range combat, and long range guns, inaccessible to the average player.

Finally, my suggestion for a radical change if one needs to occur:
Tweak every ammo type to be useful in every gun. This will require a lot of coding, but it's worth it. Let's start with an easy, obvious, 'duh', example:
Q: What do you /never/ pack into a Flamethrower?
A: Lochnagar.
And why not? One shot, roughly 8-10 damage or so, will break the flamethrower. Utter shite, amiright? So let's tweak Lochnagar! The new lochnagar will behave as it always has with guns it was previously applicable with, but now on weapons where it was previously utter rubbish it will deal a larger damage per bullet and spread the damage across a smaller clip. Gatling, mortar, flamer, all will get essentially a ramped up Charged round.
Another, possibly less obvious example:
Q: What do you usually never pack into a mortar or field gun?
A: Heavy Clip.
There's no point, the fire rate and recoil are so minor as to be negligible, and there's no spread anyways so it doesn't matter. Let's make a new Heavy Clip, shall we? New Heavy Clip behaves just as it should in the guns it was useful for, but heavy clip in, say, mortars and field guns, will now increase the arc, travel distance, and armed distance before the projectile explodes in midair, almost like the difference between playing dodgeball with foam balls versus red rubber balls. Easier shots at short range with the light mortar, longer shots with the heavy mortar.
I believe this will solve the problem of ammo, and guns by proxy, filling an extremely specific niche and giving greater utility to guns and ammo types, giving the gunner a more versatile role, like the engineer we know and love (and seem to want to nerf?).

Also, first post ever on the forums and it's already a text wall. Yay me.

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