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Messages - Eukari

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16
The Lounge / Re: Are you ready for some footbaaalll!?
« on: September 10, 2013, 02:26:44 pm »
Yeah, I forgot how many Europeans play this game. :P

Look, I'm all for a "Whose blood sport has the most stupidly suicidal athletes in the pursuit of our amusement" contest, but if we could please keep this from becoming a "Whose blood sport has the most stupidly suicidal athletes in the pursuit of our amusement" contest? I live in a rural town, I get enough misplaced nationalism just by going to the grocery store.

Although, it's not like I've gotten any real replies. >_>

17
Feedback and Suggestions / Re: Heavy Harpoon
« on: September 09, 2013, 11:56:38 pm »
You could shoot ships at other ships. I love it!

18
The Lounge / Re: What did you name YOURSELF and why?
« on: September 09, 2013, 11:53:57 pm »
Xem , Xemko, Xemka.

...Does this mean you're going to eventually become Xemka?

Yes, but only if you give him a Thunder Stone.

19
Feedback and Suggestions / Re: Detonate Mines
« on: September 09, 2013, 09:40:54 pm »
I think it could work if you did two things- added a "loading time" until the mines would explode manually (maybe five seconds?), and make it so you explode all your mines at once. Essentially, it's all or nothing- you can't keep any mines around if you detonate manually, reducing their passive effects (area denial) by increasing your control.

20
Feedback and Suggestions / Re: Game Type Idea: VIP
« on: September 09, 2013, 08:43:15 pm »
My worry about letting non-VIP ships get points is that it creates incentive for the VIP to just run and hide. If I'm in a Squid, I could just jet around while my two teammates earn kills on the enemy team. It'd take longer, but because the non-VIP team can't score except by killing me, it essentially becomes a long, slow slog to inevitable victory. (assuming I don't screw up, in which case it just goes the other way)

Another idea is to give each team a VIP. This would probably only work in 3v3, because otherwise it could easily turn into an alternating 2v1 that's incredibly one-sided. With a VIP on each team, you still need to organize yourselves to ensure the VIP is safe, try and time your shots with your teammates, etc., but now both teams always have a relatively easy way to score. If I try to play "Catch the VIP," I'm leaving my two teammates versus their three ships...and their VIP can rack up kills. The idea is to create incentive for the VIP to actually fight, while still having gameplay that's different enough from a normal deathmatch to be enjoyable.

Something else- would it be ridiculously unbalanced to have the VIP's ship permanently buffed? It might help ensure the VIP is the one getting kills, and give a boost in a "hot potato" situation where your current VIP dies and it gets passed to you...while you're still fighting two enemies. Another thing might be to automatically heal your ship when you're made VIP...or delay it for 30 seconds or something, so that you have time to die/get away and don't feed the enemy a free point.

Captain Phil- I think you're probably right. It was intended to add another layer of insurance to keep the VIP in combat, but it'd be an absolute nightmare on wide-open maps like Dunes.

21
Feedback and Suggestions / Re: Ball Turret
« on: September 09, 2013, 05:04:32 pm »
I think the biggest thing here is that it's so unique that it's almost too much. The nice thing about the game right now is that every light gun can go on every ship, and every heavy gun can go on any ship that can carry heavy guns. So if I don't like brawling, I can outfit my ship to be a sniper. If I love to pop balloons and destroy guns, I can do that, and I can do that on whatever ship I want. Now, not every strategy works for every ship, but it's still my choice.

This gun would change that- you'd always have to play this ship in one manner, where you get above the enemy and shoot down at them. And if they ever got above you, you'd lose access to your one claim to fame ... and that's not even mentioning how much a Blenderfish would ruin your day.

I think the concept of ball turrets are cool, and in a more three dimensional air combat game could work really well (I'd love to see a WWII-era fighter plane simulator that has you in a flying fortress), but Guns of Icarus is still too much about the horizontal. Vertical positioning is important, but the focus is still on forward/back and left/right- this gun wrecks the curve, and not in a way that screams "easily balanced" to me.

22
Gameplay / Re: Rapid Fire - Left Click
« on: September 09, 2013, 04:44:41 pm »
As I mainly play the engineer role I tend to do a lot of clicking.  I'm worried that one day I'll get RSI from all the repetitive clicking at some point and have to stop playing this game. 

To be fair there already is a click and hold function for continuous hits.

I think a lot of people don't realize this because the timing of the rebuild hits don't match up with the animations. Like, if you tap the left mouse button when rebuilding a part, it animates each swing that rebuilds the meter, but if you just hold the button it still rebuilds at the same pace but the spanner/wrench/whatever doesn't match up with the "ticks." At least, that's what it is from what I can tell.

23
The Docks / Re: CakeWatch: On Patrol.
« on: September 09, 2013, 01:41:10 am »
Are you sure this is the right thing to do? You wouldn't want anyone to think you're half-baked. There's a real danger of overreaching here. This could take a slice out of your membership; can you really just sit back and watch that happen?

24
Gameplay / Re: Firing mechanism and damage explanation
« on: September 09, 2013, 01:37:10 am »
So does that explain why, instead of needing to lead targets, the gatling actually needs to fire behind them? (if you're both traveling in the same direction) I've always wondered about that since, as you said, it's very counter-intuitive.

25
Feedback and Suggestions / Re: Entering a game in countdown
« on: September 08, 2013, 07:21:41 pm »
What if you joined in a spectator slot instead of in a ship slot?

I thought of that, too, but there's no way switch from spectator to participant in the middle of the game. Also, you'd almost certainly end up with most new players waiting to see which team's winning, then joining them. (it's like that in TF2, and I totally do that there) Also, you could join as a spectator, look to see where one side is, then join the other team and give away their position. Ambushing is pretty important to a lot of builds and ships, and I'd be worried it would unbalance that. (I suppose you can do that now, with a guy in spectator mode plus teamspeak or whatever feeding you information, but if your side is that organized you're probably already going to win)

26
The Lounge / Re: Other Games You're Playing Now
« on: September 08, 2013, 07:15:59 pm »
I wandered back into Mass Effect 3's multiplayer and have been enjoying it. I mean, I enjoyed it before, but it's still fun now. The random unlocks are a little annoying, but only because they've added so many class/race combos (and don't stop giving you old ones) that your chance of getting the one you actually want is very low. And that it takes four Silver-level matches to get enough credits to buy all the good packs. Grrr.

But, it's very fun to play. If anyone else plays Mass Effect 3, hit me up on Origin (my ID name is Eukimi, because Eukari was already taken, what the heck) and let's kill some Geth/Reapers/Cerberus/Collectors!

27
General Discussion / Re: Just For Fun: Sky Whalers
« on: September 08, 2013, 05:05:40 pm »
Well, the idea was to promote a different sort of gameplay than you get during normal matches. If you just used Gat/Morter and Mercury/Flak, what's different from a regular deathmatch?

A possible variant would be switch things up and go "Sky Squid-ing." Basically, you get three Squids armed only with mine launchers versus Junkers who use harpoons and flamers. The Squid's superior mobility would help make up for its lack of direct-damaging power, while the Junkers attempt to harpoon the slippery Squids so they can fry them alive. And, of course, the Squids would all bring tar.

...to be honest, that sounds like it would be a bit more balanced. I'm not rewriting the whole thing, though. ;P

28
Feedback and Suggestions / Re: Entering a game in countdown
« on: September 08, 2013, 04:57:40 pm »
It's quite possible that there are some extremely negative implications to this idea that I'm not even thinking about because I haven't had any caffeine yet today.

My biggest concern is that you often get people jumping in and out of lobbies quickly. If everyone lost their "Ready" status when that happened, it's feasible the game would never start.

29
Gameplay / Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
« on: September 08, 2013, 04:27:53 pm »
The Drogue Chute definitely needs a boost. I always run it when I see a Blenderfish on the other team, but, as N-Sunderland said, it's usually a far better idea to just get off the helm and help repair the balloon. Having it last for four or five seconds after popping off the helm would go a long way to making it achieve its intended purpose.

I also agree about the Spire- it either needs to get a defense buff or a speed buff. Right now, it's slow and fragile- a bad combination in a game that prizes good mobility above pure firepower. In a straight shoot-out, the weaker ship will almost always lose. Seeing a Spire on the enemy team is cause for relief...and seeing one on my team is cause for alarm. Making it faster would put its position relative to the battle more under the Spire's control, which is very important for a ship that blows up when you sneeze on it.

30
The Lounge / Are you ready for some footbaaalll!?
« on: September 08, 2013, 04:19:13 pm »
Who's excited that it's football season? I'm excited! Are you excited?

Indianapolis fan here! The Colts looked a little wobbly today, but the Raiders were kind enough to throw the game away at the last second. Hopefully they'll smooth things out for next week.

I, unfortunately, only watched the first half of the Broncos/Ravens game on Thursday. That would be the half before Peyton Manning merged with the collective soul of all quarterbacks before him and became even more of a passing machine than usual.

Looking forward to all three of the later games tonight, especially to see how Bruce Arians does with his very own team. It's gonna be a good season, folks!

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