Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - vyew

Pages: 1 2 [3] 4 5
31
Gameplay / Re: Countering Blender Goldfish
« on: July 10, 2014, 11:40:52 am »
Weaknesses of the Goldfish:
-Exposed balloon
-Flimsy armor
-1 light gun on each side
-No guns behind
-Only 1 front Heavy gun that is very exposed


Weaknesses of the Heavy Carronade:
-Can't shoot down
-Very inaccurate without Heavy Clip and thus effective range is actually less than the maximum range
-Not very long maximum range either
-It's a Heavy gun, so it's easy to hit and takes a while to rebuild


Set up your ship to attack one or more of these weaknesses and you should be fine!
(Easiest way is to take a Pyramidion since the front of its balloon is armored except for some small exposed areas)

32
Gameplay / Re: Spire Changes?
« on: July 03, 2014, 11:46:01 am »
I have read/heard varying reports that the armor rebuild time is/is not tied to the actual armor value.

Edit: Zill beat me to it

33
Gameplay / Re: Spire Changes?
« on: July 02, 2014, 06:44:24 am »
Chute vent sheesh-kabob!

Also silly idea: how about rotating all the engines 90 degrees to the left, so now the Spire is basically a crab in airship form, only able to move sideways?  ;)

(Actually now I think about it that would be kinda interesting, a crabship!)

34
Feedback and Suggestions / Re: Spectator Mode, more view types
« on: June 28, 2014, 01:31:32 pm »
Halo and Call of Duty both have listen-in during tournaments  :)

Edit: Also, since everyone uses mumble and TS, perhaps the casters could connect in with permission (not sure how the streamed delay works into this)

35
General Discussion / Re: If you were a Game Modder.
« on: June 22, 2014, 01:23:16 pm »
New maps, even if they are just cut from the current maps

New new maps: Cave map, volcano map, super mountainous map, map that has a day/night cycle, map that takes place inside a storm, hurricane map

New environmental hazards (to go with the new maps):
Heat/fire hazard (sets fires on ship+direct fire damage)
Electric hazard (disables components temporarily, prevents them from being repaired)
Darkness (as in, need flares to see, not just to spot through clouds), Hurricane Winds (big damage to hull)

New ships: Ship with 2 front heavy guns, ship where the entire crew is meant to be shooting guns almost all the time (not like the Spire/Mobula where the pilot shooting is often optional), ship with an actual heavy weapon (I.e., the ship IS the gun)

New guns:
Heavy Gatling: Does the damage of 2 gatlings at greater range and accuracy, but with terrible screen shake. Has infinite ammo and instead operates on an overheat mechanic. Overheating doesn't immediately disable the gun, rather it does increasing self damage+fire stacks as long as the gun is used in overheat state.

Heavy Flamethrower: Like the flamethrower turret from Multiwinia. Uses overheat mechanic.

Burst fire assault rifle-type light gun: Piercing and shatter damage, with less piercing than the hades, 2 bursts to disable a light gun, 3 to disable an engine/medium weapon.

Actual flak gun, with airbursting rounds


New game modes: Throw in the standard ones from other competitive PvP games (e.g. VIP, juggernaut, bounty, FFA etc) plus some creative ones (still thinking about them)

Ironsights for all weapons so that proper no-hud can be achieved.

More music!

36
Feedback and Suggestions / Re: Novice Lobby Presets
« on: June 22, 2014, 01:00:09 pm »

Another idea: short description texts for each load out, briefly elaborating how the ship works.

Also name each loadout and extend the loadout naming and description to crew loadouts ;)

37
Feedback and Suggestions / Re: Novice Lobby Presets
« on: June 21, 2014, 02:45:33 pm »
For reference, current novice loadouts are:

Pyramidion A:

Gatling front right
Mortar front left
Flamethrower lower left middle
Banshee lower left rear

(recommending a flare or carro to replace the banshee, possibly a carronade to replace flamethrower, though I think the flamethrower is fine as it is)

Pyra B:

Gatling front right
Light Flak front left
Artemis lower left middle
Flare lower left rear

(Hades is tough for newbies, not sure how to fix this one)

Pyra C:

Mercury front right
Light Flak front left
Flamer lower left middle
Artemis lower left rear

(Recommend Artemis instead of light flak, and perhaps a flare, carronade, or gat/mortar combo to replace the artemis and/or flamethrower)


Goldfish A:

Heavy Carronade front
Flamethrower right
Gatling left

(this is fine methinks, maybe banshee as Wundsalz has suggested to replace the gatling)


Goldfish B:

Lumberjack front (wow, I was not expecting this :O)
Mortar right (WHAT!?)
Banshee left

(Right side mortar is totally fishy, perhaps a close range weapon to replace this is in order. Perhaps a flamethrower as Wundsalz has suggested. Left side banshee is kinda ehh as well, perhaps a flare gun is a decent replacement.)


Goldfish C:

Hwacha front
Flamethrower right
Artemis left

(Probably fine, although perhaps a gatling instead of the flamethrower would fit better with the hwacha, and as suggested by Wundsalz, a carronade on the left would be more conducive to the hwacha's mainly close range nature at the cost of medium and long range disabling power. Yes, the hwacha can be used with heavy clip for mid and long range, but that is tough for newbies.)


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)


Junker B:
Artemis front

Artemis top left
Light Flak lower left

Gatling top right
Gatling lower right


(What is this I don't even XD! I wasn't around during piercing flak and 850m hyper-accurate gatling days XD! I suggest a gat/mortar right side, a mercury/flak left side and a flare or flamer on the front. )


Junker C:

Artemis front

Gatling top right
Mortar lower right

Gatling top left
Light Flak lower left

(Recommend explosive guns be on the top deck and the gatlings on the lower deck. Again, without mounting a Hades, I don't see how to fix the gat/flak side. Perhaps change it to merc/flak? Maybe a carronade/flamer side instead of gat/flak?)

 


For all 3 of these, the front gun could be swapped to almost anything but solid choices would be mercury, artemis, flamethrower and flare.


I don't think Artemis trifecta should be in here, that would just present a frustrating experience to novices as the gun they just rebuilt gets instantly broken and their armor excruciatingly slowly plinked down to hull.

Too many perhaps used in this post.

Also Wundsalz:

Junker:
3.) Mercury front, 2 gatlings on the lower deck, 2 gatlings on the upper deck

38
General Discussion / Re: Linux Users: How are the mouse controls?
« on: June 20, 2014, 10:44:03 am »
Met a new player today with the following specs:

Kubuntu 14.04 x64 with a Logitech G500 mouse
Nvidia GTX560
6gb of Dell Vostro 420 3gb ram
500gb Samsung SSD

And Guns is the ONLY Unity3D game that DOESN'T cause mouse problems for him. His username is GuruMeditation.

39
General Discussion / Re: Why GoIO is not for every one
« on: June 19, 2014, 10:25:48 pm »
Disagree on not being able to transfer skills from regular AAA FPS games.

Personally I found my twitch shooting skills from CoD and Halo (I hail from the land of consoles) apply to engineering, and some jumping skills from Halo also transferred.
Grenade throwing/any guns with ballistic arcs transferred pretty well to the projectile weapons of GoIO (although the duration of travel is much longer).
I was a terrible sniper in Battlefield, but since Battlefield has projectile drop and velocity, compensation skills carried over.
Many players do say that Tribes: Ascend's projectile velocity inheritance is pretty good for learning the same concept in GoIO.
General reflexes are certainly useful in GoIO for dodging rams, hydro etc, just less so than FPSs.
In terms of piloting, giving arcs to gunners is not unknown in FPS territory. In Halo, learning to drive the Warthog properly in order to give the turret gunner good constant arcs without also exposing your Warthog to enemy fire for too long is pretty tough, since everyone has the ability to quickly destroy your vehicle.
You can certainly solo (as in, you and your crew) carry your team to victory in GoIO :)

Edit: Forgot to add in Planetside 2, where occasionally there are exhilarating moments where your highly coordinated, communicative and severely outnumbered platoon can delay and even defeat a vastly larger uncoordinated enemy. Also there is an air vehicle called the Liberator which has a dedicated pilot, main gunner and tail gunner which requires very good communication and individual skill between its crew to function at its peak efficiency role of targeted bombing.


Really there are only 2 concepts not transferrable from your typical AAA FPS:

1) Teamwork. Most AAA FPS don't need much teamwork since individual accomplishments are influential for winning the matches. Furthermore communication is not encouraged in pub matches.

2) No gameplay unlockables, thus the game gets boring fast to players expecting to unlock new ammo, ships, tools over time etc.

40
Q&A / Re: PS4
« on: June 19, 2014, 10:06:18 pm »
Yay, more players during the off hours is nice :)

Plus this may be a game where PC and console players might be on a mostly even footing. As a seasoned console FPS player I feel that piloting and gunning will not be a problem, but some of the twitchier engineering jumps (squid circuit in particular) might be, because performing those requires ridiculously high look sensitivity on a controller. Many FPS console players play medium or medium-low sensitivity because they can leverage console autoaim to get shots off faster and more accurately.

41
Feedback and Suggestions / Re: character progression needed
« on: June 11, 2014, 01:21:16 pm »
I don't think any kind of progression can happen in GoIO PvP for 2 main reasons:

1) There aren't actually that many gameplay items to unlock. 16 guns (minimum gatling/mortar default, so 14), 8 ammos, 7 ships (1 needs to be unlocked by default so 6), 5 engineering tools (Wrench+Fire Extinguisher need to be default items minimum, so 3), 8 piloting tools, 2 spotting tools for a total of 41 gameplay unlockables. This is nothing compared to e.g. MW3, ME3 MP, BLOPS2 etc.

2) Veteran players would be OP because they can stack their passive abilities (unlocked through progression) with tools/ammos. In your example (+15% passive gun damage buff), noob players cannot counter veterans. Veterans would stack +15% passive with +15% buff hammer for +30% damage, plus (for example) 1.3x Charged Rounds. Noob players with just +15% buff hammer (assuming they unlocked it) would have no chance.

Also, noobs would be easily crushed because they have nothing unlocked yet. This would be worse than all other PvP games with progression, because even a noob player has the tools to beat a veteran player, which wouldn't happen in GoIO because of the item balancing if everything had to be unlocked.

I'm also interested why you think a perfectly balanced game can only have 1 gun, 1 ship etc. You can have a range of different gun ships with different strengths and weaknesses. As long as the playstyles are balanced against each other, and everyone has equal access to the same stuff (which would not happen with character progression for GoIO) it's fine. If you mean like, e.g. Halo where everyone starts with BR+Magnum+2x Frag, there is still the matter of power weapons and power positions so it is definitely not just 1 gun for everyone.

tl;dr there is progression in GoIO, it's called skill and you gain skill by gaining experience, by playing lots of matches. Boring? Yeah sure of course, but it means that the game (with matchmaking active, which it isn't right now) will always be fair. I got tired of MW3 because if one team had more veterans, they would chain UAV/Care Package/Predator/Reapers/AC130/EMP/Stealth Bomber, no fun for the other team after ~8 minutes.

42
Feedback and Suggestions / Re: Mic "Radio" effects.
« on: June 07, 2014, 11:31:31 am »

I support some sort of indicator. It would actually even be more useful in lobbies, where unsuspecting crew have divulged your entire ship's strategy to the enemy team before.


THIS. One of my crew apparently was holding X the entire time I was talking him through what I wanted him to take and my strategy, so my voice played through his speakers, back into his mic and to the entire enemy team XD.

OT: Purple voice chat indicators for party voice chat (matches the party text colour), team colour (Red/Blue) for Captain chat, black for crew voice chat :)

43
The Lounge / Re: Nautical or Aviation terms?
« on: June 05, 2014, 01:06:58 pm »
Compass directions when telling crew to spot a faraway enemy (more accurate than left/right/forward/back) and when using the C chat to tell the other captain where the enemy is (since port/starboard doesn't work for the other ships). I will also say the altitude of the enemy as high/level/low.

Left/right, front/behind for close range, which side guns to use, etc. I keep confusing myself with port/starboard xD

44
General Discussion / Re: First impressions
« on: May 30, 2014, 07:02:35 am »
Yep, in intense battles the main engineer will be non-stop running around repairing. To get a good view of the battle, you gotta be a gungineer, gunner or pilot :P

45
Airship drift racing on Paritan Rumble :) :) :) :)

:)

Pages: 1 2 [3] 4 5