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Messages - vyew

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16
Everyone who's mouse still works and who doesn't have carpal tunnel syndrome :P (well, the carpal tunnel part is not funny)

17
https://www.youtube.com/watch?v=Ba4k5Ko4fkM

Feel free to check the timings yourself, as I didn't do any of those fancy on-frame timer things :P For spam-clicking I use an autoclicking macro.

As far as I can tell, the problem stems from the left click holding hit speed being slightly slower than spam clicking, especially once the rebuild is 1/3 complete. Frogger (thanks Frogger) has informed me that overall, left click holding rebuild speeds are on average 10% slower than spam clicking speeds.

19
Feedback and Suggestions / 1.3.7 Novice Loadouts
« on: July 30, 2014, 07:37:33 am »
It looks like this is still an ongoing process...

Pyra A:
Front Gat/Flak
Side Hades/Mercury

Well if you wanna hold on to the Gat/Flak that much, *shrugs.* Even so, please change the side Hades/Mercury into either a close range combo (Gat/Mortar, Carronade/Banshee), or a long range combo (Mercury/Artemis). If the aim was to make the side of this ship a mid or long range armor-piercing support side, then use double Hades or double Mercury. Having both at the same time is quite redundant.
==================


Pyra B:
Front Gat/Mortar
Side Carronade/Banshee

This is OK! Although why this loadout is now the Pyra B, not the Pyra A, and therefore breaking the previous convention of having the A loadouts be the closest ranged loadouts, I don't know.
==================


Pyra C:
Front Mercury/Flak
Side Artemis/Flamethrower

Why this does not have Mercury/Artemis on the front, despite being the "long-ranged" (really this is more like medium range because of the light flak, and therefore overlaps with Pyra B) Pyra loadout, I am not sure. Hell, why has the Mercury/Artemis combo been banished entirely from the Junker loadouts as well? I guess sniping is now impossible in newbie matches, save for the Lumberfish in Goldfish B.
==================


Goldfish A
Front Heavy Carronade
Right Side Gatling
Left Side Light Carronade

I see the redundant light carronade is still there on the left side, and the right side is still the Gatling, instead of the much better fitting explosive Banshee. As mentioned by Wundsalz multiple times before, this loadout lacks explosive damage on the side guns.
==================


Goldfish B
Front Lumberjack
Right Side Mortar
Left Side Light Carronade

OK
==================


Goldfish C
Front Hwacha
Right Side Flamethrower
Left Side Gatling

OK, although I thought flamethrowers were discouraged from being used in newbie matches? I'd argue that having the flamethrower on the right side of a Goldfish (due to its ease of access by engineers) makes it a main weapon as opposed to a backup or support weapon.


Junker A
Front Artemis
Left Side Mercury/Flak, with the Mercury on the top deck
Right Side Gatling/Flak, with the Flak on the top deck

Please please please put the Explosive guns on the top deck and the armor Piercing guns on the bottom deck!!!!!! Also, both a Gat/Flak AND a Merc/Flak on the same ship, kill me now  >:( What happened to the Mercury/Artemis? Are sniping guns really that bad for novice matches?


Junker B
Front Artemis
Both sides Gat/Mortar, with the Gatlings on the TOP DECK

OH FOR THE LOVE OF-

This is fine, though I would recommend the Gatling to be on the bottom deck instead of the Mortar. Could use a Flare on the front, but using Flares at all is up to you.

- On junkers, place the hull strippers on the lower deck and explosive weapons on the upper deck! Reasoning (as stated by many players in verious forum threads): There is more stuff to repair on the junkers upper deck than on the lower deck, which results in the upper deck crew to be distracted from shooting by repair-duties more often than the crew on the lower deck. hull strippers need to be operated continously - most explosive weapons don't. Hence whoever is on the lower deck has got more time to shoot and as hull strippers need to be shot more frequently they should be placed on the lower deck.

-snip-

Also: The gatling gun is a hull stripper and should be placed on the lower deck.

Junker B:
Hull strippers (like gat, merc or hades) should be placed on the lower deck. Always. Do so please!

-snip-

Junker C:
Hull strippers (like gat, merc or hades) should be placed on the lower deck. Always. Do so please!



-snip-
Junker A:

Gat/mortar sides, with the gatlings on the top deck and the mortar on the lower deck.
Gatling at the front.

(Recommend mortars to be swapped to the top with gatlings on the bottom. Otherwise it's probably fine)

-snip

Junker C:
-snip-

(Recommend explosive guns be on the top deck and the gatlings on the lower deck.)



Recommendations for having Piercing guns on the bottom deck and Explosive guns on the top deck have been made since June 21 and repeated throughout the next couple of weeks, with further repetition and emphasis in the 1.3.7 Dev App novice loadouts discussion thread. To any Muse staff reading this, please explain/justify why the novice loadouts continue to/should have Explosive guns on the lower deck.
==================

Now back on topic:

Junker C
Front Gatling
Left Side Carronade/Flamer, with the Carronade on the top deck
Right Side Gatling/Banshee, with on the lower deck.

OK
==================


So I take it that:

No Hades as a main gun
No Hades/Flak as main gun combos
No Mercury/Artemis, or otherwise any kind of sniping combo
No utility guns

Are these restrictions final?


EDIT: Well, at least they work. Good work on pushing these out before the you know what time Muse!

20
Also, and this is where things get really dodgy, some of the guns in the game right now have a secondary damage type that deals more damage than their primary. As such, I wouldn't discriminate between Shatter/Flechette  and Flechette/Shatter for instance. That cuts the number of damage combos in half sadly.

Not quite, because the secondary damage type can have an AoE and can therefore hit multiple components, or hit the balloon through a Pyramidion's armor. Imagine if the Lumberjack had Flechette as Direct and not AoE damage.

Also, yes I think that Explosive/Fire or Fire/Explosive seems to be the most interesting and not likely to be overpowered combination. Plus, it fits in with the alternate reality timeline because firebombs were definitely available in WW1/WW2.

21
Feedback and Suggestions / Re: More uses for Javelins!
« on: July 26, 2014, 10:06:01 am »
I do want to be able to harpoon terrain and slingshot my ship around corners.

I really do wish this could happen. It just seems like what an airship with a harpoon would do-a sky anchor!

If that isn't possible, I think making the harpoon more controllable by players would be nice. Being able to reel in the harpoon on command (it would stay at the length it was attached at until reeled) would be nice, allowing the player to control the length of the rope would be cool as well. If a Heavy Harpoon could be made, I'd like it to be able to penetrate through a ship and pin it to a solid object for a short time.

(off topic: by "bombs" they meant Mines, which do have friendly fire)

22

As for the Banshee change, I believe that it is supposed to make the Banshee the only light gun that can pop balloons at long range using the Fire damage type.

Hades is already good at popping balloons.

The Hades applies Fire type damage as Direct, not AoE, which means the Pyramdion's balloon is mostly OK. The Banshee would have Fire as its AoE damage type, allowing it to hit the Pyramidion's balloon through the armor, or with hull hits on other ships.

23
harpoon is piercing/flechette

WHOOPS! Sorry about that :)

EDIT: YOU LIE! It's Flechette/Piercing!!!



As for the Banshee change, I believe that it is supposed to make the Banshee the only light gun that can pop balloons at long range using the Fire damage type.

24
The Lounge / Re: That Moment When...
« on: July 23, 2014, 09:11:31 am »
That moment when you have exactly 1 pixel of hull health left.


25
Direct/AOE

Existing combinations:
Piercing/Shatter (Gatling, Mercury)
Piercing/Impact (Mine Launcher)

Shatter/Flechette (Lumberjack)

Flechette/Shatter (Carronades)
Flechette/Piercing (Harpoon)

Explosive/Explosive (Mortar, Banshee, Flaks)
Explosive/Shatter (Artemis, Hwacha)

Fire/Piercing (Hades)
Fire/Fire (Flamethrower, Flare)



Unused combinations:
Piercing/Piercing
Piercing/Flechette
Piercing/Explosive
Piercing/Fire

Shatter/Piercing
Shatter/Shatter
Shatter/Explosive
Shatter/Fire
Shatter/Impact

Flechette/Flechette
Flechette/Explosive
Flechette/Fire
Flechette/Impact

Explosive/Piercing
Explosive/Flechette
Explosive/Impact
Explosive/Fire

Fire/Shatter
Fire/Flechette
Fire/Explosive
Fire/Impact

Impact/Piercing
Impact/Shatter
Impact/Flechette
Impact/Explosive
Impact/Fire
Impact/Impact


Plenty of new room for new ideas, go! Or perhaps there can be more life squeezed out of the few that are already used. Here are my favorites:

Piercing/Piercing. Dedicated piercing gun, maybe like a semi-automatic rifle or revolver. Has actual penetration of ships (because it doesn't have Shatter, I don't think it would be OP like the Mercury with penetration apparently was). Maybe in both light and heavy versions

Flechette/Flechette. Gun that has 1 accurate shot (perhaps needing to be lobbed like a frag grenade) that instakills a balloon, but needs a long reload. Like Lochnagar Lumberjack, but as a light gun and doesn't require actual Lochnagar.

Impact/Impact. Shoots a very heavy projectile that knocks back ships, in addition to a small amount of disabling power (less than the current Mine Launcher). Heavy gun.

Fire/Explosive. Missile launcher that shoots 3 missiles at once. Direct fire damage allows decent damage on the balloon or 9 fire stacks (3 per missile) on components if aimed accurately (heavy clip removes the spread of the 3 missiles.) The explosive part seals the deal.

Shatter/Fire. A projectile weapon that needs very high accuracy to destroy any component in 1 shot, but near misses drop some fire stacks instead. Could be a projectile of molten metal, that "melts" components and splashes the molten metal everywhere.

Flechette/Fire. Focused sunlight laser beam!


I think it's quite unfortunate that a significant number of the unused combinations could easily result in "1 gun that does it all" and thus turn out to be overpowered.

26
Feedback and Suggestions / Re: Make leveling more rewarding
« on: July 23, 2014, 08:21:21 am »
On topic: IMHO If the reward is not a gameplay (meaning it visually and obviously changes something in-game) item, then it doesn't matter. See expectations of many newbies of "upgrades" or "new weapons" as rewards for level ups.

For visual and obvious changes, look around at your crewmates, and view yourself in third-person for comparison. See skill level comparison between "newbies" and veteran players for reasons why actual gameplay-related alterations would be a bad idea. Without new content, skilled players demolish inexperienced crew members. I'm still new, but I've picked up a lot of things very quickly. I'm not quite one of the big kids, but I can hold my own in random non-novice pub matches and usually finish on the winning team.

Quote
For gameplay items that are not game breaking I'd suggest filters to make the game saturated/black and white, different weapon themes/SFX, voice packs. Anything that feels like an "upgrade."

Filters is actually a cool idea, but not gameplay-related by any means. Purely cosmetic, like character customisation. Not sure how viable an option it would be for the game as it currently stands, but if possible, I'd actually quite like this.

Weapon themes are something for ship customisation, and would be cool, BUT the idea of changing weapon sounds is kind of problematic, imo. Hearing is an important sense for gamers, and compromising it could weaken gameplay. Being able to quickly recognise the weapon you're being shot with makes a huge difference sometimes. Not saying it can't be done, but each weapon's sound would have to be distinctive and still similar to the defaults.

Character voices as later-level unlocks though? GREAT! I'm all for it.

EDIT: You may notice the only suggestion I'm disagreeing with is also the only one with an actual impact on gameplay.

 It is indeed a very bad idea to introduce the gameplay-affecting unlocks, but I fear that just having more cosmetics isn't going to hold players' interests when compared with the unlock-heavy progression systems of modern games.

27
Feedback and Suggestions / Re: Make leveling more rewarding
« on: July 21, 2014, 07:08:19 am »
How do I eat this baguette while engineering? I'd probably choke!

On topic: IMHO If the reward is not a gameplay (meaning it visually and obviously changes something in-game) item, then it doesn't matter. See expectations of many newbies of "upgrades" or "new weapons" as rewards for level ups.

For gameplay items that are not game breaking I'd suggest filters to make the game saturated/black and white, different weapon themes/SFX, voice packs. Anything that feels like an "upgrade."

28
General Discussion / Re: No Noob is Good Noob
« on: July 15, 2014, 09:24:07 am »
Rookie (thx NS2)

29
General Discussion / Re: So about that MLG thing
« on: July 15, 2014, 09:21:52 am »
I guess this means we need some montages highlighting all the 360 no-scopes and matrix hydrogen dodges, complete with dubstep and lens flares!


30
General Discussion / Re: Ideas for an Article
« on: July 13, 2014, 09:11:09 am »
What makes competitive GoIO unique compared to competitive games (mostly the ever popular MOBAs and FPSs and RTS) (sorry for captain obvious), but also similarities.

Some ideas off the top of my head would be crews (as opposed to teams), interesting stuff about ship loadouts, how map control and positioning gets done and its effects in GoIO, close vs long range combat, individual skill vs coordination of crews and teams.

tl;dr I'm sure you already know what to write :P

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