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Messages - GreyTea

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31
The Lounge / Re: Introductions!
« on: July 14, 2014, 03:50:30 am »
Hey, i'm RistoH. The captain of Suicidal Sealife, I play guns of icarus online when possible. When i fly i get worried if i get a crew because i am one of the worst squid pilots which my squids' name should already tell you.

Practice Practice and you guessed it more practice,


Few questions to ask yourself.

1.Kill or Support/disable

Gat mortar is the kill squid, higher skill is needed but obviously shortens the time drastically that you are vulnerable,

Carronade flamer is the disable/support set up, You should be able to take down most ships 1v1 but problem is with this build is the time it takes to do so, and just like the kill ship relies on you engaging second not first so learn the maps and blind spots, most popular routes,

2.Know the loadout,

No gunner on a squid-

1-spanner mallet extingusher for balloon and when things go bad, perhaps fire overload due to bad chem spraying and rebuilds on hull spanner will save you them few precious seconds,

2-buff engineer *1-wrench buff chem-this is you engines guy, learn the rotation of the u round the back of the squid and keeps the balloon buffed and chemed and the engines buff and chemed balloon engineer should be repairing them,

3-buff engineer*2-wrench spanner chem-front'rear gunner self sufficient maintains the front gun with chem and buff  meaning you always have that primary damage,

3.Tools to bring

Kerosene-claw-hydro *edit so people like tar over claw because of buffed engines but personal choice,

Communication is KEY you need to tell your crew when you are about to use hydro or when you are using kero, assuming gets you killed, can't afford a engine down or a balloon, In a squid you get one shot normally it has to be perfect,

Above is just my thoughts and how i run my squid, chances are you already know it all but you never know, 

Good luck and don't give up.

Grey

32
General Discussion / Re: I played with X
« on: July 14, 2014, 03:27:09 am »
Who is Queso? Do you mean matthewnumber2@musegames.com :P

33
General Discussion / Re: The 1000hr Club
« on: July 12, 2014, 11:01:17 am »
Hmm am not sure the roster of names for AI Players il ask the question though :), also on the hat front that could be possible.

34
General Discussion / Re: The 1000hr Club
« on: July 11, 2014, 08:44:15 am »
I serve to please Mr Slam :), But seriously i forgot about this thread those who put 1000+ or even 2000 hours congrats on that geo should be commended in some way for loyality and support for the game, any suggestions?

35
General Discussion / Re: The 1000hr Club
« on: July 11, 2014, 08:36:30 am »
Sugar in the tea ;)

36
Gameplay / Re: It's The Clawwwwwww!
« on: July 09, 2014, 10:52:37 am »
Start Again haha

Angular Drag-65%
Longitudinal Drag+300%
Thrust+50%
DPS to Engines-13

Base numbers

If we increase the damage output to engines by 50% and reduce turning effectiveness by 3rd we should get

Angular Drag-43%
Longitudinal Drag+300%
Thrust+50%
DPS to Turning Engines-26

Longitundinal Drag would be effected as well not sure how much though, maybe dependent on thrust.

Point being would the nerf help?

37
Gameplay / Re: It's The Clawwwwwww!
« on: July 09, 2014, 10:13:03 am »
This Post never happened


38
Gameplay / Re: Flare as Pilot Tool?
« on: July 09, 2014, 09:49:12 am »
More pilot tools being practical off helm, Now this is me just throwing out there,


Sky Anchor, a designated position on the ship were you can interact with a component if you have the right tool,

Stabilizes the ship reducing sway,

downside when you use it to lower you have to reactivate to rise again and it would be a lengthy cool down so you can snipe without sway but you are sitting duck,

Mechanical Stilts  Increased movement speed around the ship. but harder to jump and climb,

Dancing shoes-self explanatory :D

just some fun ideas,


Throw in my thoughts for portable flare, Yes in theory brilliant idea but like Alistair said in practicality potential for troll is high

39
Hey there Allon,

I have not heard of anyone else having this issue, and i myself have received emails this morning,

so If you would be kind enough to email,

Keyvias@musegames.com

He should sort you out, if that also fails try Greyt@musegames.com  failing that, send me a pm on the forums and we will look into the problem perhaps email address might be blocked for whatever reason,

Thanks

Grey

40
The Docks / Re: [WoM] Wings of Morpheus are recruiting!
« on: July 09, 2014, 06:38:29 am »
It is always nice to see new and upcoming clans, Hopefully you guys start competing soon in rumbles and tournaments bring some fresh ideas and new faces, and have lots of success, if you check out other parts of the forum you can find contact info of clan leaders to organize scrims with for practice,

Wish you the best of luck,

Safe Skies and Kind regards

Grey

41
Feedback and Suggestions / Re: Display friendly ships option?
« on: July 09, 2014, 03:27:35 am »
Friendly ships appear on the compass as a marker, and you should always be in communication of said ship, also they are permanently on the map, adding a perma spotted ui could mess with spotting itself from enemies because you would be always spotted by ally, also adds confusion to what spotted ship is friendly or not, Being spotted is a big indicator for enemy ships if friendlies were to there would have to be color change to both, I feel newer players would get confused also,

42
Feedback and Suggestions / Re: Ship explosions deal damage
« on: July 09, 2014, 03:21:58 am »
Effect would have to be tuned so it doesn't completely discourage ramming.

This would also generate some new tactics and reasons for a vessel that is heavily damaged to do a suicide charge. So even if you die, your death would help your ally by potentially causing chaos among the enemy. So no more suicide charges which end in a simple love tap.

I like this idea, of course the physics and programming would have to be altered, but imagine you ram if successful it could be like using hydro to lift you up, taking a little damage makes people think alot before ramming,

The second part i feel is contradictory because of the nerf to make ramming viable when a ship explodes the damage should be negligible, we also go into the realms of realism because ships would cause that effect, and it does add some new spice to ramming mechanics especially the fire spread,

Here is my thought, fire a mine to get the kill would then a secondary explosion could be interesting to allies in the proximity :D

43
The Docks / Re: [SPQR] Senatus Populusque Romanus is Recruiting!
« on: July 08, 2014, 09:59:06 am »


The democracy Grows stronger each day, The peoples republic.

44
The Pit / Re: Pet peeves
« on: July 08, 2014, 06:35:32 am »
Yeah but you can tank half with spanner then mallet hit then you essentionaly have hull and a half normally goes red but doesn't break i was working on a way to tank with spanner and then switch to wrench to negate the clip but if the mortar fires at the same time that thing is going down into the red haha

45
The Pit / Re: Pet peeves
« on: July 08, 2014, 05:40:36 am »
PEOPLE REPAIRING THINGS WITH SPANNERS (especially engineers.... yup, it happens).

If you tank a pyra hull with a spanner from full health to about half then use a mallet you can survive a gat clip :) normally,



Goldfish pilots who always turn before i fire the manticore messing up the shot,

People who don't reload after firing half a clip

Inpatient captains who spam ready up and charge in before ally

People who blame their team

The spire :P

Mobula engineers who don't stay on there side

That one guy who brings the wrong stuff on purpose for achievments rather than just saying.

The Shee not killing in one clip haha

Flying a Carronade flamer squid with no one on the flamer

Being on blue spawn canyon

Sandstorms

:D Thats all i dare say :P


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