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Topics - Squidslinger Gilder

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31
Gameplay / The Flying Narwhal....alternate Pyra
« on: March 17, 2015, 03:41:59 am »
Okay, so instead of going back and forth on Pyra nerfs, lets actually throw Muse's balancing out the window and look at another solution to this problem.

This involves keeping the pyra as the weaker vessel it is now, ups it's mobility slightly, and also gives us the superior charging, ram, game we want. Then on top of it, gives us an Anglean vessel.

Now awhile back Muse posted some new concept images for Anglean ships (If someone can find them, that would be great). Not the classic Chaladonesc style vessels they did years ago, but updated designs. Ships which look very advanced in tech, don't even remember seeing them have a visible balloon. Could have it similar to the Mobula where it is a bottom mounted, just not as big.

So heres the idea, new ship. Flying wedge/axe. Ship is built for ramming. A giant axe head or pike looking front. Split down the middle, just a huge section of reinforced hull. Guns are separated on both sides but at angles so they can't neutrally face forwards. You'd have to turn the axis all the way to the side to get them forwards.

Perhaps avoid making this OP by having the gun placements in a non symmetrical fashion. So say have one more forward while the other more back. Pilot station ideally would be far back overlooking the vessel.

Engines would be triple engine similar to Pyra. Similar placement. Balloon placement, if under, would be on a ramp that would go under the ship. Hull placement, possibly more topside or vertical placement on the reinforced metal wedge structure.

Flying it. Literally this vessel would be the Pyra before the weight nerf many patches ago. Big and heavy, high speed, not much turning. Designed to charge in and smash things. Guns would have more lateral options but could focus front. Just the angles would be awkward because the wedge would be blocking view and axis. You'd have to have a ship dead to rights on a charge before committing both. Slower mounts would also take time to get into position to be able to hit forward targets.

Lorewise with Anglea...well its a giant flying battering ram. I'm sure sky vikings would have a use for that. Perhaps pre military use it could have been an ice cutting airship? They might have use for that. Specially preventing cities from being taken over by glaciers all the time. Maybe there are even variants which would have a drill on the end.

In fact, could change the wedge and make it a drill head on the front. Spinning or not, you'd be fighting with a big flying drill. Some folks might like that idea. Repurposed ice mining ship becomes deadly ramming ship. I dunno, ideas keep flowing!

32
The Lounge / Show us your...desktop!
« on: March 12, 2015, 11:01:03 pm »
This was an ancient tradition back in the Clan Mac Addict forums. All us UT players would sit around the forum campfire, showing our desktops. Some folks had custom UI features and it would spur others to check into them too. Others would have unique screenshots or art as their backgrounds. But no matter what you posted, you got the chance to see through the eyes of your opponents for a moment. Was usually a constant stream of conversations that would spring up. Almost about as much as the rig listing threads.

So anyway, try to keep it PG-13. I only say that because there was folks back then who posted near X rated backgrounds and kept the moderators busy.


33
The Pit / Free Steamy Erotic Howard Pictures!!
« on: February 27, 2015, 05:12:00 am »
It begins...(try to keep it silly everyone)

First off I present to you, Keyvias and Howard in a flex off...


34
Gameplay / 1.4 Squid
« on: February 27, 2015, 05:04:30 am »
Discuss.

Pretty clear everyone wants the hull HP buff to go away. I'd like a little more nudge up on the accel. I noted this in dev testing. It just needed more pickup to be perfect. But overall it has been a step in the right direction.

I'm shooting in some questions regarding movement and possible issues. Right now I'm questioning netcode. On multiple occasions I've seen this ship handling differently in 1.4.0. From 1.3.9 style to 1.4.0 style. Between testing in both dev app and regular I can't ignore it, I've seen it multiple times. Muse isn't sure what could be wrong. I've heard that much. They have been surprised I wasn't happy now when first tests I was.

I know on first day of action post patch the ship felt like 1.3.9. Just now when checking, it felt more like it did during testing. Why I'm wondering if the problem could be not the ship but some aspect of the netcode.

If anyone notices anything, post. Please only seasoned squid pilots. We're the ones most likely to notice changes in it's handling. I don't know how to replicate it so just keep an eye out while flying. I do know before the patch hit. I did some tests, and it felt like 1.3.9 in dev app. I then checked in again for something else maybe 30 mins to an hour later and the ship behaved at 1.4.0 speeds.

35
Gameplay / Engines
« on: February 25, 2015, 11:46:39 pm »
One of the most annoying things is engines going out. Why? Well other than being unable to move, it...takes freaken forever to rebuild. You can understand it on large heavy engines but on some of the light ones...it takes a long time to bring them back up. Time which takes engineers away from balloons or hulls.

Squid is probably the biggest example of why the rebuild times suck and have sucked for awhile. It has quad and losing 1 engine out literally disables the entire ship. Often times you have to pre-rebuild engines then wait for the 2nd barrage to put them all up and hope the ship can recover. Just usually with only 3 engines up and not at full power, it is futile. However, often by this time balloon or other components are completely gone.

Other ships...I've been on too many Pyras where they lose engines and the amount of dmg coming in makes it impossible to rebuild. You go to rebuild and then the armor is gone/etc. Just about every ship goes through this.

So how many seconds should be acceptable? I remember when this was tweaked long ago. Guns and engines took all day to rebuild. That was tweaked back and it got slightly better. Only bring it up now because with Minotaur and the changes we have currently. Engines feel even more important. Having them remain up can decide if a ship is able to counter a Mino or not.

The disable meta only got stronger. It's traditional counter was kill meta or evasion. Well, Pyra is now nerfed to hell so that is out. Junker is a big blender liability. Squid still can't turn worth a damn and it's engines are far too weak when hit.  Spire is possibly the only viable option right now but even that is Jack bait.

Engines able to rebuild faster would help a lot.

36
Feedback and Suggestions / Leave game cooldown needed
« on: January 19, 2015, 05:58:29 am »
I've mentioned this before but now it deserves more attention. Ya know, in all the matches I've done since MM got added, there has been one very clear constant that has come forward.

Team A vs Team B
Ship on Team A or B blows up in opening engagement.
Ship quits immediately
Match continues for awhile in a 1v2 or 2v3/etc
Remaining ship either surrenders or gets extremely pissed they got ditched
Replacements never come but of course who would want to? Most of the time the ship's loadout is horrific

Granted it has been kinda fun at times because MM is so great it keeps putting me with lowbies. So they get cocky and think they've got the match in the bag, then get taken to school. But how about the rest of the time? This can't be good for players to get into matches and then have rage quitters ruin it.

Fix to this problem is simple. Take a page right out of MMOs and put a cooldown in. Players must stay a minimum amount of time in a match or the leaving will result in a 5-15 min cooldown where the play button is greyed out/etc. Just outright force them to at least give the match a chance before quitting.

Simple, but it works. If they whine about it, oh well. It is better than these people abusing the system to get new matches every time they go splat.

37
The Lounge / Lend me your mouse pointers and 10 seconds!
« on: January 04, 2015, 03:47:06 am »
I know one of the devs to this game: http://steamcommunity.com/sharedfiles/filedetails/?id=300030604

They've been trying to get it greenlit on Steam but its a bit of an uphill battle as puzzle games don't generate much buzz on it. They are going to release through amazon and humble bundle now but if you got a sec and could vote it up. Every little bit helps. It is kinda making his dream come true.

38
Guides / Munker Art Online: Declassified
« on: December 17, 2014, 04:48:36 am »

Alright pay attention all you wanna be Munker pilots out there. I'm only going to go over this once. In part because I've seen a lot of terrible "Munker" builds that just put a stain on the name "Munker." So enough is enough, time to declassify this baby.

First things first, if you have a concept of allies and helping others, you may leave the thread now. There is no need for kind people here. True Munker pilots are here to mine and we don't give a powder monkey's arse about allies or helping others. All targets are expendable to a Munker.

Now that said, what is a Munker?

The Munker concept began life in Desert Scrap. At first it was a 5 mine launcher build and it was utilized for ultimate point control by myself and Captain Phoenix in the Dev app testing of the Mine launcher. Yes, that rascal is one of the founders of Munker combat.

Since then the Munker concept has morphed into a vessel with at least 2+ mine launchers that is able to block two angles. However, it is time to refine this definition.

There are good munkers, bad munkers, and ugly munkers.

Good Munkers:

Good munkers have perfect cohesion between pilot and crew. You know what they are going to do and they know what you are going to do. This is the most difficult mix to obtain but when you do, no ship can touch you.

Your mine mount placement is on a rear side mount and the bow mount. Why? Because a single mine launcher cannot properly deploy a shield wall in time to stop an attacker. Also the under deck mounts get used less and an engineer being able to walk by and deploy a mine in the process of going about their work, is necessary at times. As well as the pilot.

As a pilot you will often times be rebuilding balloons or constantly fine tuning your ship postioning. Between that, you'll have moments where you'll have time to spare. The front mine must remain active at all costs so the engineers will leave the side mine to fix the ship and thus allow you to jump on it momentarily.

Shield Walls are a term I use. Often times I call for "shields up" and that is the cue for the crew to wall off an approach angle by making a screen of mines in the air.

The strength of this build comes in being able to not only deploy superior shields, but also to mine at or near a full 180 deg. You can then dedicate the remaining mounts to disable or kill builds. The concept being, if a ship breaches the shield wall, they'll likely either fly under or over you. This puts them in cqc range of your kill/disable side. Any vessel that enters this area is considered dead. They won't leave it alive unless you're outnumbered and you cannot sacrifice your shield side.

The last gun mount that goes between the mines, is a toss up. I often like to put a banshee there because if your shield side catches a ship, the banshee is the perfect annoyance weapon to keep fire stacks pouring on as well as do some perma. All while from the safety of your clear airspace. But you can certainly change it. Carronades can work or if you are really confident in your mine gunner, you can stick a flak on there to kill. Ideally you don't want something that takes time to aim or time for shots to reach the target. But you could also put another mine launcher there. Put some steak on that mine overkill when you do that. You just sacrifice any ability to hit targets outside the mine range.

Repair work on Munkers is very grueling. The ship is designed to be focused on and take fire. But there is one major key...all guns are expendable except the bow. The bow must never go down or if it does, never stay down for long. The bow gun is your life line in "oh shit" moments.

Engines are also just as important on a Munker as they are on a Squid, keep them up.

Necessary crew mixes:
-Standard /w gunner. You want a gunner for the ammo distances. Run Lesmok, Incendiary, and either charged or burst.
-All engineer builds are doable but all the engineers have to run with a different ammo type so they can interchange. This requires a lot of extra coordination and is harder to control enemies with.
-Engineer ammo needs to be Lesmok or Heatsink. Something they can preload and forget is useful and Heatsink can take their mind off of chemming the guns. Ultimately it depends what your other guns are.

Pilot details:
-Take spanner, you're going to be rebuilding a lot.
-Take Kerosene. You bring Kero because you need to be able to accelerate and adjust your mine distances quickly. Also to escape people who breach the shield.
-Other tools, vary. Drogue can be handy at times, but the one problem is you have to remain on the wheel for it and sometimes your crew can't be back there rebuilding the balloon as fast if everything is going bad. Really the pilot is the 3rd/4th engineer, or the extra miner. This is not a do nothing post. You must be flexible in not only managing the boat but also repairing or shooting.

Bad Munker:

Bad Munkers have dual quadrant split shields. While in theory you'd think this would be stronger since you can block 2 sides, however in reality it is weaker. You cannot deploy shields fast enough and while you can block on two sides, it takes longer and you cannot overwhelm a foe unless they really screw up. Foes also will not typically brave gun arc sides unless they have a clear advantage.

Typically these have mines on the rear mounts with kill builds or disable on the bow. This kind of Munker has an identity crisis and while it can work, you are putting a huge hole in the middle of your shields which people will exploit. If one launcher goes down, the ability for the vessel to recover is drastically less than a Good Munker.

Bad Munkers can also have dual mines on one side. Again the weakness is being unable to hit targets on both sides which will happen. Don't think for a second it won't.

Good munkers with guns out, except for the bow, can effectively repel attackers from all sides depending how the pilot positions and how the gunner adjusts. Bad munkers cannot and must turn the ship completely if they want to block an attacker on a disabled side.

Ugly Munkers:

Putting mine launchers under deck on opposing sides where they won't get used, or using mines with harpoons or other  bizarre builds is what ugly munkers look like. These are vessels that should never be feared and can be easily swatted down without much effort.

Munker Weaknesses:

Pretty obvious, you have a huge balloon. But foes must close range to take it out. This is where the kerosene comes in handy. With a good miner on the bow, you use the kero to close on the blender, bringing him into mine range. All the while you have mines coming up in front.

So what happens is, if he moves forward to close attack, he'll face mines, if he rushes back and you deploy behind him, he faces mines. During this time your balloon is going out over and over. But you will beat him or force him into a wall. You can also use Kero to backpedal id something goes wrong.

Your biggest enemy is Lumberjacks. In fact if facing Jacks, I'd either take a different ship or take a merc on some hardpoint. Something you can use to take out that Jack quickly is helpful.

Disable squids can be trouble cause they can often times evade shields or sneak in other angles. However, if one gets behind you, don't freak out. It takes time for that little blender to take down the balloon. Time for the flames to do much also. You have about 1 or 2 shots at breaking their angle and fighting back. Use the kerosene.

Likely the squid is right on your butt cause that is your blind spot. When they are, go full reverse, gun it with kero and smash them off. Squids bounce a bit so it'll likely make them readjust their angle, buying you time to rebuild balloon and get your own kill side/disable side on him. Show the squid the foolishness of sitting around in a blind spot.

Then lastly, believe it or not, other munkers can be problems but not why you'd think. Junkers move so slow and can stop so quick that they can actually navigate mine fields better than other ships at times. There is also high armor which takes a long time to cut through. To top that off they don't build up a lot of momentum so impacts also don't affect them as badly. Case in point, take all mine junkers in a 2v2/etc and you'll likely have a match that takes over an hour. But take mobulas and you'll be done in no time.

Munker Gunner Theory:

Gunners on Munkers have the greatest burden. They are responsible for the entire ship at any one moment and must not only adjust for ship movement but also enemy ship movement. A good Munker gunner will be able to predict at least 5-10 seconds ahead of where the battle is. Even more than that is better. You have to be constantly switching ammo types and adjusting ranges.

It is often a good idea to preload your short range ammo first unless you have a visual on target approach. Why? Because often times if a boat is charging, it will reach CQC range before your mines deploy. So the best option is to just have the mines fall short. If your balloon goes out or you take damage then so be it. You've effectively stopped the forward momentum. From there switch to standard or long range mines and start building the cage. Your pilot in the meantime can then move in closer, this adjusts the ranges and forces the foe to react. They can only move in 2 directions unless they have hydro and if they chute it actually sets up an even more favorable position for you. When both routes of escape are cut, you have your prey trapped. Mine them mercilessly.

Also it is a good idea to work on speed deploying. Play as an engineer and work on deploying quickly and accurately with only 1-2 sec. It is doable. It just takes practice. you have to keep an eye on the battle and be already thinking mine placement before you take up the gun. Then you just adjust the arc quickly and fire one away before you go back to repairing. I've done this many times with Zuka with enough success rate where he'd purposely put mines on the side of his Pyra just for me to use.

Munker Pilot Theory:

Some has been mentioned before but much of Munker piloting is involving quick action on rebuilds, shooting, and adjusting ranges. Despite what others might think, a Munker is rarely stationary for long. By constantly adjusting speed and positions you are laying a staggered minefield which is extremely difficult for foes to navigate.

Also be mindful that in order for Munkers to work it requires your foe to be reckless enough to commit to CQC. Now, that doesn't mean you are completely helpless should you run into an intelligent foe. It just means you have to take your flying from a defensive posture to offensive.

Offensive Munker flying is dangerous and can often be a double edge sword. Success rate is low, however, depending on the map you can execute it well and force a back pedaling foe to make a major mistake. Generally it involves taking a superior position above a retreating foe then laying down mines as you push full speed with kero. You won't catch the fastest boats but it can force a foe to panic, which is then your moment to strike.

90% of Munker play is mental. Like gunners, you gotta be predicting the battle. But for pilots you are often times looking over 10 seconds ahead. You get in your foe's head. Make them panic, make them commit mistakes. Then also mentally predict not only ship movements but also watching your gunner mine placement. Then to top that off, being mindful of other foes. Hence, why Kero is a necessary tool.

A "good munker" build can successfully repel 3+ ships, without help, if you and your crew is working in unison. Even if you start to lose the fight, it will take your foes a long time to finally down you. This allows friendly targets to regroup and help.

Keep in mind tho, if you see a friendly in trouble or in a 2 v 1, the best course of action is to mine, not only his attackers, but also him. Stay at mine range, don't close in to help. Be merciless. Don't think for a second you can save them. Their life was expendable the moment they teamed with a Munker. Never hesitate.

Appropriate "Friendly" Targets:

If you've made it this far and still have delusions that you can be friends with ships waving the same color as you, then consider this the last chance to face reality.

When teaming with a Munker, an ally must understand this. If they get greedy for kills and brave a minefield to reach a foe you are mining, their life is forfeit. Should they rant and rage over chat, you just block list. It isn't your fault. They were the ones who teamed with you. A munker is never at fault! Mines happen, deal with it.

That said, ideally Munkers are there to cause chaos, to break a foe's order and concentration. Allied ships must be ready to take advantage of this. I remember the first competitive match we took a Munker into. It was Paritan Rumble in the twilight of the merc OP era. I discussed this with Brick beforehand and we deployed with a shield and sword setup. I'd be the shield, he'd be the sword. The shield would always remain up and block approaches, while he'd snipe through the minefield or kill any foe that tried to break through. Foes that broke through would become his prey while I'd keep their ally at bay. Forcing them to sit helplessly and watch as Brick tore them to pieces.

The plan worked. Sadly getting it to work more often is problematic as the game has matured and crews have moved on. But this is an ideal setup an ally can take and not become target bait. Just need to practice it a lot.

If you are flying with a Munker, you must keep in mind your role. Also the fact that you are on your own. While there are 2+ ships listed, literally you should not count that Munker as an ally. They are a powerful tool to set up engagements for you to dominate. Good Munker pilots realize this and are often satisfied to merely make foes rage while you feast on the remains.

This is also where there is another weakness to Munker builds. Foes can just ignore the Munker and focus on you. In fact, I would do this myself as tangling with a Munker is often more hassle than it is worth. Unless I know the pilot is inexperienced. If hes got a bad build and doesn't know how to fly the Munker, he's easy prey.

So keeping this in mind, you need to fly in a way which lets the Munker do it's thing and also forces your foes to address the Munker problem so you can exploit it.

Closing:

These ships have a well earned reputation in not only making foes rage quit but also allies. If you use it, master it, and continue to use it, you must be prepared to pay the price of using it. Have block lists ready and never feel remorse for those who won't stop charging into your mines. If they can't figure out or have anger management problems, oh well.

I've never let this information outside of TBB or select few because I wanted to see what others would come up with, and also because it would tip off others to how to deal with them. Its much better to make foes work for their kills than it is to give them the gameplan isn't it?

However, I think we've reached a point with this game where people have developed ways to counter Munkers and now we're at the point where I've seen too many Munkers succumbing in battles which they should have an advantage. So for all Munker kind and Munker pilots everywhere, its time to up your game! Use this, work out new ideas, master them. I want to see Munkers wreaking havoc, not being thought of lightly.

I've yet to face a Munker in a Munker fight that I couldn't defeat. Maybe with this posted I'll finally face some skilled Munker captains.

39
Community Events / 12/13/14 - Aerodrome S.o.R. Episode 6: Price of Peace
« on: December 09, 2014, 06:24:56 am »

First of all, a very special thanks to all teams for pressing on all these weeks. Specially as the event had to shift back to CP for the ending. Thank you for the patience in enduring with the new gametype and with the Commander System. Both were great risks but also great potential.

Overall we got to see teams adjust to the VIP play and try out new ideas or strategies. Some worked, some didn’t. The important thing was to see the adaptation to it, which shows promise and hope for more official gametypes being added in the future. Maybe we’ll see new gametypes spawn from ideas shared, maybe not.

The Commander system will continue to be worked on in time. I was overall happy with how things worked outside of point tuning and maybe some reworks. I know it is hard for a team to face an uphill battle because of a Commander’s choices, but that is how it was meant to work. One good commander or one bad commander could totally turn things around. From point gains to just overall moral of the participants.

Maybe these things will also go on to inspire other events. I encourage others, take what you can from this then make something better. Aerodrome succeeds in some areas, fails in others. Find what you think could be done better and make your own event.

Also, special thanks to Rob and Dan for hosting the event. It is rough putting on these things close to the holidays. Thanks to both of them for their time given for this.

Then lastly, consider this goofy vid as part thanks to the community, fans, and crazy RPers who enjoyed spinning off their own tales from this war: https://www.youtube.com/watch?v=BrubFdERpSY

Now on we go, final episode of Skies of Retribution.

Episode 6: Price of Peace

Matches: The Storm Ryders vs SPQR
Match 1: Raid on Refinery
Match 2: Anglean Raiders
Match 3 Tie Breaker: Desert Scrap
Time limit: None


Despite the King’s best efforts, it has been too little, too late for the Coalition. However, as Coalition vessels fly over Anglea with no opposition, one cannot say the King completely failed.

An Armistice may be in effect and both sides are at the negotiating tables. But while the voices of the ambassadors now engage in their war of words. The price of peace ultimately comes down to the choke holds placed on both factions.

The Pact’s hold on the Blackcliff Refinery has effectively made the Fjordlands a hostage, forcing Chaladonian involvement to a stand still. Destruction of it would severely cripple the region and with the poor resource conditions already present in the Baronies, it might even be a fatal blow.

Likewise, the Coalition is holding all of Anglea hostage. While Angleans are hearty people and can endure much, trade relief from Yesha has been stopped completely. Yeshan merchant fleets unwilling to brave the Coalition’s interdiction, have remained at port. This strain is taking it’s toll on the alliance with Yesha, as Anglea needs those resources to help it’s recovery from the last war.

With Anglean fleets serving on much of the Pact’s vanguard, there have been few ships left to mount any kind of resistance to the Coalition warships. Blame is being pinned squarely on Yesha and there is tension to put an end to this war sooner rather than later.

Neither side can allow this to continue and while the ambassadors disagree, the breaking point has come.

Both the Ryders and the SPQR fleets have had enough, and are now going to put an end to this conflict the only way they know how. What price will they determine for peace?

Nitty Gritty

Streaming channel: http://www.twitch.tv/therobanddanshow

Time will be 3pm EST/12pm PST/8pm GMT Saturday. This may help resolve time issues for you: http://www.worldtimebuddy.com/est-to-gmt-converter

Teams are requested to be in game and start forming up 15mins prior if not sooner. Bully Buddies and Scorekeepers will have lobbies preloaded and ready to go well in advance and passwords will be given out ahead of time too. Teams may join in and start filling their lobby at any time during the event, earlier the better. But they will be requested to hold off starting until all clear is given. The match ref/scorekeeper will handle that.

We will continue to use both the Aerodrome Steam Group and the Skype group to communicate between the teams.

Anyone who has not responded to my personal messages regarding either skype or the steam group needs to do so now so I can add you.

The Bully Boys will attempt to have ships ready to fill in but new ships able to join or alliance ships with players interested in flying an extra match, please state interest.

40
The Lounge / Old Fogie Gamer Time
« on: December 07, 2014, 01:10:40 am »
Ok so this thread is about classic games or games which were just lost to obscurity. Games you played as a kid or big kid which just stood out and now you can imagine yourself as an old fogie sitting around in a rocking chair talking about what was. You can post as many times as you want.

I'll start with NHL: Rock the Rink: http://youtu.be/ARJKWy4z2Hw
Gameplay here: http://youtu.be/9gO7GbwszDU

It was an obscure title at the time because it was coming off the NFL Blitz buzz which was dying out. They released it during the fall of that era and it just never got much press either. Its basically an off the wall arcade hockey game with over the top moves and an emphasis on violence. All to rock music and zany announcers "He puts the cake in the oven! The oven heated to a toasty 350deg!" To handle the extra effects, they cut it down to 3on3 hockey. But the engine was basically the same one EA used for the regular NHL series.

Honestly at the time, I liked regular NHL games better but for some reason I never really forgot this title. I'd still pull it out and play it for laughs now and then.

It was also somewhat iconic because it marked a shift in EA's policy towards NHL games which started in 94. In 93 the NHLPA game they ran had blood in it. When you'd beat someone senseless or whack them, they'd fall on the ice and a pool of blood would form. 94 they removed that after parental complaints about violence. Rock the Rink would have been impossible during that era and it signaled a shift back towards more bloody realism in hockey games.

41
Feedback and Suggestions / The Squall Light Autocannon
« on: November 28, 2014, 04:49:44 am »


That there is a Puckle gun. Which was the precursor to modern autocannons. Which other members have mentioned here being, the pom poms. This is the QF1. The first pom pom:



It was a design used all over the world but saw it's first major use during WWI.




Now this weapon is not new to the GOIO forums. Others have posted it. So I'm just bringing their idea back and posting a way it can fill a spot immediately in game right now.

Proposal is for a single barrel semi auto fire light mount gun that serves in the mid range kill role that is vacant with the moving of the light flak up to long range. I don't count the banshee for this range as its more of a ranged flamethrower. Also, it doesn't shoot fast enough.

So, damage type...simple: Explosive
Range: Short - Medium. Max probably around 500-700.
Rate of fire: High
Spread: Triple shot semi auto with bullet spread.
Clip: 9-12 round. Mortar style rotating drum. So 3-4 bursts before reload.
Reload speed: Mortar speed would be reasonable.
Damage potency: Between LF and Mortar.
Bullet speed: Light Flak level speed
Jitter: High
Time between bursts: Debatable. 1-2 sec.

The purpose of this weapon would not be to replace the mortar or the flak, but to serve a role that the old light flak left open with it's move to long range play. For a quick hitting weapon that could generally land shots well in the short ranges but poor as the distance increased. Perfect for side mounting like on Squids, Junkers, Goldfish. Potential viability on Spires and Mobulas too. Any ship where arming timers are liabilities and getting mortars to unload fast enough is problematic due to the vessel needing to turn to make it happen.

Ammo must have a spread to it. So it fires 3 shots with spread. Heavy Clip maybe can resolve this but ultimately it would be a weapon more effective at quick strafing runs. Why 3 shots? Because we don't have a semi auto gun in the game. The gun would have to have a good kick to it due to firing 3 shots at a time. Hence the reason for the spread and the jitter. Aim may need to be reset after every burst.

Alternate firing mechanism...air. Similar to modern paintball guns. Pressure fired. Believe me, you can turn up paintball guns and shoot through wood with them. Also folks these day do use BB guns to hunt at times. Granted this is for a cannon so the pressure would be nuts. But the gun could add all sorts of leaky hoses and gizmos for visual effects.

So, thats pretty much it. Debate away! The one factor that is completely off the table and will never be considered for this weapon...arming timer. No, just no. No more timers. Defeats the purpose of having a weapon like this.

42
Community Events / 12/6/14 - Aerodrome S.o.R. Episode 5: King and Country
« on: November 25, 2014, 07:01:56 pm »

First off, apologies for narrative videos. Been having trouble getting the footage. Vocals and scripts are done. Week 5 will have some footage coming one way or another since we are prepping a special story cutscene for it. Hoping to add it on to the narration from week 4 but I may release it separate.

This is the aforementioned CP week. We've cleared the special gametype weeks and now the event returns to it's roots for CP battles. Going into the finals, this is still anyone's game for many of the teams and this week will decide who fights in the final battles. It also decides who ultimately wins the conflict. All battles will have a 550 hardcap on points even if some maps go past 550.

As such there are new Weekly Commander options that have been crafted just for this week:

Week 5 Commander

Special thanks to Kirk and Lasall for giving a lot of input and even devising a few of the options. Because some are carry overs but have been tweaked, they've agreed this week should be a fresh start and all options open for play. Again, apologies for the lack of foresight regarding the course of this event. I really should have gotta team signups first before defining the length of the event, but I'm glad it worked out. Thanks to all teams for your patience and help in resolving the issues.

So here we go...

Episode 5: King and Country

With Coalition forces on the run and the situation looking grimmer by the moment, the King, ruler of the Baronies, has had enough.

In a bold move to silence critics and attempt to salvage the war, the King and Queen have not only stripped the command from their own daughter, Princess Nulia, but also banished her from the Fjordlands.

While this move signals a shift in Coalition leadership, it also has allayed anger among their Chaladonian allies, that Nulia was purposely sending them into the heaviest fighting. All to spare Fjordlander forces who have quietly remained on home defense.

Will the King’s new strategies be able to turn this war back to Coalition favor? Or will his efforts be too little too late?

Match 1: The Storm Ryders vs Hydra
Map: Raid on the Refinery

With Coalition frontlines crumbling and fleets being reshuffled with fresh Fjordlander home defense forces, The Storm Ryders have pushed back into Coalition airspace. Their target, the previously defended Refinery off the coast of Blackcliff.

With it’s defenders en-route to reinforce the forward positions, a strike here in the heart of the Coalition would potentially deal critical damage to their war machine.

Battered but returning to the fight, the surviving Hydra special forces have been rerouted to Blackcliff. If they can hold the line and force the Ryders back, they may be able to get reinforcements in time from Chaladon.

Will the Ryders be able to plant a solid boot in the groin of the Coalition, that is frantically trying to get back up? Or will Hydra show it still has plenty of heads that haven’t been cut?

Match 2: Dragontown Bombers vs SPQR
Map: Anglean Raiders


Recognizing their achievements in this war, the King has tasked the SPQR fleet with a daring assault on Anglea, instead of regrouping with frontline forces.

Believing they are his best hope of putting a stop to the Pact’s advance from the north, he is more than willing to risk such a maneuver.

Unfortunately for SPQR, scouts spotted the movement of the Coalition’s vanguard fleet and Pact command has dispatched the Dragontown Bombers to Anglea to cut them off.

While attempts to take Anglea have failed in the past under Nulia’s command, will the King’s gambit with the vanguard fleet, be the key in turning the tide? Or will the Bombers repel the Coalition for the third time and send the SPQR fleet back to where they belong?

Match 3: Green Sun vs WoD & Clan Clan
Map: Desert Scrap


Holding onto the last bit of ground in the desert, the combined forces of Deadalus and Clan Clan are frantically trying to buy Coalition forces time to mount a counter attack. Coming to uproot them, are the reformed forces from Green Sun Trading.

After losing a precious friend in the Black Channel, the Green Sun fleet managed to escape through the southern trade route. However their grief quickly turned to anger, and knowing the frontlines of the Coalition were in disarray, they circled around and are now pressing hard with their remaining ships.

Will Green Sun be able to successfully rout the remaining Coalition forces? Or will this action by Deadalus and Clan Clan buy the time the Coalition needs to surge once more?

Match 4: Flamefled Minelayers vs Crimson Sky Menace
Map: Raid on the Refinery


Reeling from their defeat over Anglea, the Sky Menace fleet has decided if they are going to go down, they’re going to strike the very place the Ryders won their victory at in the past war. The Yeshan refinery, a place of great bloodshed from both the Yeshans and the Angleans.

Early warning sirens have sounded and Pact command has immediately recalled the Flamefled Minelayer fleet from it’s frontline engagements to catch up to the Menace fleet and prevent them from striking one of the Pact’s key refineries.

After moving at flank speed nonstop from the Fjords, will the Minelayers get back in time to put a stop to the villainous Crimson Sky Menace? Or will the Menace leave their mark on the refinery as the ultimate act of defiance against their former comrades?

Nitty Gritty

Streaming channel: http://www.twitch.tv/therobanddanshow

Time will be 3pm EST/12pm PST/8pm GMT Saturday. This may help resolve time issues for you: http://www.worldtimebuddy.com/est-to-gmt-converter

Teams are requested to be in game and start forming up 15mins prior if not sooner. Bully Buddies and Scorekeepers will have lobbies preloaded and ready to go well in advance and passwords will be given out ahead of time too. Teams may join in and start filling their lobby at any time during the event, earlier the better. But they will be requested to hold off starting until all clear is given. The match ref/scorekeeper will handle that.

We will continue to use both the Aerodrome Steam Group and the Skype group to communicate between the teams.

Anyone who has not responded to my personal messages regarding either skype or the steam group needs to do so now so I can add you.

The Bully Boys will attempt to have ships ready to fill in but new ships able to join or alliance ships with players interested in flying an extra match, please state interest.

43

Narrative video should be up by the end of the week, but so commanders can start plotting and planning their moves this week, here is the Episode 4 match list.

This is a rematch week. Not by design but by necessity to finish the gametype rotation before going into week 5. Teams that haven't played each other yet, will do so in Week 5. Which kinda gives away the match list for week 5.

That said, here we go...

Episode 4: Winds of Vengeance

How quickly can winds change? For the Coalition, they’ve discovered how deadly they can be as their past victories are now mere memories.

With command decisions disrupted and chaos among Coalition ranks, the need for revenge is high and the Pact smells blood in the air.

Match 1: Green Sun vs SPQR
Map: Water Hazard (NP-VIP)


Escaping from Firnfeld, the forces from Green Sun found themselves cut off from reinforcements and have thus made the only move they could make, slipping into the Black Channel in order to regroup.

Thinking they have a chance to breathe easier while protected by The Teeth, they instead find themselves pressed hard upon by the SPQR fleet which followed them from Firnfeld.

Words of defeat has reached the ears of SPQR captains and while they know they are needed desperately on the front line, they will not let another Ryder situation occur behind their lines.

The supply lines from Chaladon have to be secured if the Coalition has any hope of surging back. Will SPQR be able to strike down the merchant leader of the Green Sun fleet? Or will Green Sun escape and live to fight another day?

Match 2: Dragontown vs WoD & Clan Clan
Map: Dunes (BC-VIP)


While the battle at the Refinery wasn’t a total loss for the Deadalus and Clan Clan forces, their retreat to the desert line was necessary as Pact forces surged out of the Canyons.

With the Blackcliff Baron slain, the burden of command has been handed off to the Everesk Baroness who had been managing the rear guard. While she is experienced with fighting Angleans on the border of Firnfeld, her desert combat experience is less than the others. Something she is quickly having to now learn on the job.

As she scrambles to regroup splintering Coalition frontlines, the Dragontown bombers, hungry for more blood from their former foes, have advanced at flank speed into the desert.

Will the combined forces of Deadalus and Clan Clan be able to force back the Bomber’s advance and protect their Baroness? Or will the Bombers deal another painful blow upon Coalition leadership?

Match 3: Storm Ryders vs CSM
Map: Anglean Raiders


“Home sweet home,” is what the Ryders would like to say as they rearm in Anglea. However, their former comrades will not allow it.

Displeased with letting the Ryder commander slip away, the Crimson Sky Menace forces have advanced upon Anglea in the hunt of the fleeing Ryders.

Seeing this as a chance to inflict major damage upon Anglean infrastructure, the Menace steels themselves for what they have to do. For they are no longer trading blows with comrades, but firing directly upon their home country.

Once hailed as heroes of Anglea, with the Ryders, the Menace returns as villians and the Ryders rise to meet them. Will the Ryders be able to fight them off as true heroes of Anglea? Or will the Menace strike deep at the heart of Anglea and we welcomed back to their new home, as heroes of the Coalition?

Match 4: Flamefeld vs Hydra
Map: Northern Fjords


With another defeat handed them in the Canyons, the Hydra special forces have retreated back to Fjordlander territory in an attempt to form up with fresh Hydra boats now arriving from Chaladon.

However, their escape was sloppy, as the numerous battles have taken their toll on Hydra warships, and the trail of parts was not overlooked by the Pact.

Following them, the Flamefled Minelayers snuck past the Coalition flanks and have found themselves out of the desert and into the icy Fjords.

Now facing off again, the Minelayers seek to completely sever the last heads of the Hydra and put down the serpent once and for all.

But will it be that easy? One must never count out the slipperiness of a snake and within Coalition lands, and close to their homeland, they could be even more slippery. Can Hydra make the Minelayers wish they stayed at home in the canyons? Or will the Minelayers strike a critical blow just a stones throw away from Lord’s Leap?

Let the Winds of Vengeance blow!

Nitty Gritty

Streaming channel: http://www.twitch.tv/therobanddanshow

Time will be 3pm EST/12pm PST/8pm GMT Saturday. This may help resolve time issues for you: http://www.worldtimebuddy.com/est-to-gmt-converter

Teams are requested to be in game and start forming up 15mins prior if not sooner. Bully Buddies and Scorekeepers will have lobbies preloaded and ready to go well in advance and passwords will be given out ahead of time too. Teams may join in and start filling their lobby at any time during the event, earlier the better. But they will be requested to hold off starting until all clear is given. The match ref/scorekeeper will handle that.

We will continue to use both the Aerodrome Steam Group and the Skype group to communicate between the teams.

Anyone who has not responded to my personal messages regarding either skype or the steam group needs to do so now so I can add you.

The Bully Boys will attempt to have ships ready to fill in but new ships able to join or alliance ships with players interested in flying an extra match, please state interest.

44

Narrative video should be up by the end of the week but so commanders can start plotting and planning their moves this week, here is the Episode 3 match list.

To resolve problems and confusion on the stream, I'll be on it with Brick to go over stuff when needed. Info cards had been made but for some reason they haven't been used. So, I'll just jump in and give the casters the 411 during the event. Updates have been made to sub rules and also a revision on one of the VIP commander options that was an oversight. Apologies it wasn't amended but no one else had caught it.

Anyways, here we go...

Episode 3: Attrition’s Embrace

Despite a successful flank via Anglea, which forced the vanguard Coalition fleets to withdraw to reinforce it’s rear supply lines, Pact forces have been unable to hold the line. With strikes from opportunistic Coalition fleets taking out Pact leadership in the desert, they have withdrawn to their canyon supply area to set up a new defensive line.

Using the natural terrain to their advantage, The Northern Pact hopes to force the Coalition into a battle of attrition.

Match 1: The Dragontown Bombers vs WoD & Clan Clan
Map: Raid on the Refinery


With Pact forces routed from the desert, the combined fleets of Wings of Deadalus and Clan Clan move fast to secure a frontline fuel depot for Coalition use.

Due the shift in the frontlines, Pact command has recalled Cakewatch’s Dragontown Bombers to protect the newly exposed Refinery from Coalition advance forces.

Will the combined Deadalus/Clan Clan fleets succeed in securing a crucial frontline supply base? Or will the Dragontown Bombers put a stop to Coalition ambitions and slow the advance?

Match 2: Flamefeld Minelayers vs Hydra
Map: Canyon Ambush (BC-VIP)


Regrouping with the main battle group, Hydra returns from it’s icy battle in Anglea for the push on entrenched Pact forces in the Canyons. Recognizing their accomplishments, the Baron of Blackcliff has requested Hydra serve as his personal escort as he oversees Coalition forward positions.

Entrenched with Pact forces, the battle hardened Flamefeld Minelayers fleet has become accustomed to Coalition fleet movements and has thus noticed the shift in Coalition lines which has brought the Blackcliff Baron in striking distance.

Will the Minelayers be able to successfully ambush the slippery Hydra and take this Baron’s life? Or will Hydra set the Minelayers in their place and see their Baron to safety with a haughty laugh?

Match 3: The Storm Ryders vs Crimson Sky Menace
Map: Water Hazard (NP-VIP)

Unable to slay the trade minister, the Ryder fleet found their escape route through the Fjords cut off after Dragontown’s defeat. Caught behind enemy lines, the Ryders did what any brave Anglean based fleet would do...pillage.

Using Black Channel as a temporary base of operations, their guerrilla strikes have become a nuisance that Coalition command cannot allow to continue. However, bounties places on Ryder heads have met with only increased losses and the Coalition leadership recognizes, they need someone who knows the Ryders, to beat the Ryders.

Calling upon the Crimson Sky Menace fleet, they send them into Black Channel to rout out the Ryder forces and put an end of their affront to the Coalition.

In this battle, brother must rise against brother, and former friends must kill one another for the sake of their factions. The dreaded day has come. CSM knew it was inevitable, but they also know the best ways to put a stop their former comrades.

Will CSM be able to successfully rout their former comrades and strike down the commander of Ryder forces? Or will the Ryder’s show them how unwise it is to underestimate them, and punish the Sky Menace for their treason?

Match 4: Green Sun Trading vs SPQR
Map: Fight Over Firnfeld


Riding high off their victories in the desert and Anglea, Green Sun, looking to chase down Hydra, have found themselves over Firnfeld with Hydra no where to be found.

What they didn't know was the slippery Hydra had doubled back to the frontlines and now to meet Green Sun, is the rearmed and resupplied SPQR fleet.

On their way to reinforce the flanks and re-secure territory lost, SPQR has advanced upon Firnfeld, driving out Pact forces on their way back to the frontlines.

With early gains the Pact made vanishing quickly, Green Sun has a monumental task laid before them. To drive off the SPQR fleet and keep the Coalition flanks exposed for Pact forces to exploit.

Will Green Sun succeed in this endeavor? Or will SPQR put a stop to these merchants, turned soldiers, and send them packing back to Pact airspace?

Nitty Gritty

Streaming channel: http://www.twitch.tv/therobanddanshow

Time will be 3pm EST/12pm PST/8pm GMT Saturday. This may help resolve time issues for you: http://www.worldtimebuddy.com/est-to-gmt-converter

Teams are requested to be in game and start forming up 15mins prior if not sooner. Bully Buddies and Scorekeepers will have lobbies preloaded and ready to go well in advance and passwords will be given out ahead of time too. Teams may join in and start filling their lobby at any time during the event, earlier the better. But they will be requested to hold off starting until all clear is given. The match ref/scorekeeper will handle that.

We will continue to use both the Aerodrome Steam Group and the Skype group to communicate between the teams.

Anyone who has not responded to my personal messages regarding either skype or the steam group needs to do so now so I can add you.

The Bully Boys will attempt to have ships ready to fill in but new ships able to join or alliance ships with players interested in flying an extra match, please state interest.

45
Community Events / 11/8/14 - Aerodrome: S.o.R. Episode 2: Thunder Rolls
« on: November 03, 2014, 06:46:28 pm »

For starters, the narrative video will be a little late but we're hoping to have it ready for Saturday. Special thanks to all teams who showed up last week. This week we will have a new challenge to play with, the Weekly Commander system will be functional!

Commanders you have until 24hrs prior to the event Saturday to get your selections in. This week's commanders will be SPQR and The Storm Ryders. Looking forward to seeing what your selections do to the battles.

Now off we go with...

Episode 2: Thunder Rolls


The sound of thunder in the distance echoes across the desert. But it is not the sound of a storm or a tempest. It is the sound of guns and the cries of vengeance from soldiers on faraway battlefields.

Yet as thunder always follows lightning, new battles follow new commanders. The lives lost and battle lines shifted have given rise to these new heroes. Those who have taken it upon themselves to lead the charge into a new day.

Match 1: The Storm Ryders vs SPQR
Map: Water Hazard - BC-VIP


Despite their victory in seizing the desert passage, SPQR was recalled back under an emergency summons. Their target: Pact forces who broke through the Coalition’s home defense fleets and have been giving the King’s fleet trouble.

Recognizing the dependency that the Barons have upon Chaladon, The Storm Ryders have thus turned their offensive towards Chaladon to put a stop to the resource convoys being led by one of the trade ministers. However this move was not done in secret and many ground spotters have relayed the change in objective of the Ryder fleet, as it moves upon the Black Channel.

SPQR has, in turn, arrived in time to secure the Black Channel trade route. But will they be able to protect the trade minister in such short time?

A disruption in the supply line could turn the Coalition’s early triumphs into mere memories. Black Channel cannot afford to turn back now. Supplies have to be maintained as frontline forces are already stretched thin trying to protect two fronts.

Match 2: Dragontown Bombers vs Crimson Sky Menace
Map: Northern Fjords


Returning from the front, the Crimson Sky Menace fleet seeks to redeem themselves after the loss of their Baron by assisting the SPQR fleet in ridding the Fjordlands from the Pact vermin who have crept in.

Thanks to word of success from the Ryders reaching back to Pact command, the Dragontown Bombers have regrouped and advanced around the main front to press an attack via Firnfeld hoping to completely open up the Coalition's flanks to attack. They too seek redemption for allowing a Pact General to be slaughtered under their care.

Will the Menace be able to secure the Fjordlands? Or will the Bombers strike another blow upon the already weakened flank of the Coalition?

Match 3: Green Sun Trading Co. vs Hydra
Map: Anglean Raiders


Receiving commendations for their actions in the desert which took the life of a Baron of the Coalition, Green Sun has been granted a privateer contract under authority of Pact fleet command. Their first act, to ferry a resource convoy up to Anglea and then secure Anglean airspace as spotters have noted seeing Coalition ships in the area.

Those ships, led by the infamous Hydra, have slithered out of the canyons and taken a queue from Pact forces. For if forces from the Pact in Anglea can flank the Baronies, then surely Hydra could do the same in return.

Will Hydra’s special forces be able to strike a blow to Anglea while their fleets are away? Or will Green Sun rise to the occasion once more and be able to sever one of Hydra’s heads?

Match 4: Flamefeld Minelayers vs WoD & Clan Clan
Map: Dunes - NP-VIP


Maintaining the defensive line in the desert is now key to the Pact’s war effort and while the Minelayers were forced to fall back, they have regrouped around the Pact’s frontline commander.

With the Coalition reeling from the flank attack and fleets being reorganized, the combined forces of Wings of Daedalus and Clan Clan, have been sent to reinforce forward positions. While their loss in Firnfeld has dealt an unfortunate blow to the Coalition, their arrival at the front hopes to buy the vanguard fleet time to deal with the rabble that has slipped past.

Wishing to not just hold the line but also take a chunk out of the Pact for their defeat, the combined forces from Daedalus and Clan Clan have decided to press the attack upon the Pact’s forward battle group, still recovering from their own defeat. Seeing a command ship in the battle group, is only the icing on the cake for the Coalition.

Will the Minelayers be successful in protecting their frontline commander? Or will Daedalus and Clan Clan give the Pact a black eye they did not see coming?

Nitty Gritty

Streaming channel: http://www.twitch.tv/therobanddanshow

Time will be 3pm EST/12pm PST/8pm GMT Saturday. This may help resolve time issues for you: http://www.worldtimebuddy.com/est-to-gmt-converter

Teams are requested to be in game and start forming up 15mins prior if not sooner. Bully Buddies and Scorekeepers will have lobbies preloaded and ready to go well in advance and passwords will be given out ahead of time too. Teams may join in and start filling their lobby at any time during the event, earlier the better. But they will be requested to hold off starting until all clear is given. The match ref/scorekeeper will handle that.

We will continue to use both the Aerodrome Steam Group and the Skype group to communicate between the teams.

Anyone who has not responded to my personal messages regarding either skype or the steam group needs to do so now so I can add you.

Lastly we are short vessels on battles. Teams interested in filling in, please contact me. The Bully Boys will attempt to have ships ready to fill in but new ships able to join or alliance ships with players interested in flying an extra match, please state interest now.

Time Change Is Here!

This is a reminder that us silly Americans have gone back in time as of November 2nd. We rolled our clocks back 1hr. EDT became EST which is one hour behind. So 3pm EDT becomes 3pm EST (2pm EDT). 12pm PDT becomes 12pm PST(11am PDT). GMT/UTC times end up being an hour later. This doesn't apply to Arizona who are currently the only sane folks who don't mess with time travel. Players from other countries please take note and prepare accordingly.

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