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
46
Feedback and Suggestions / Re: Player conduct over voice chat
« on: May 27, 2014, 01:37:54 pm »
Leave the lobby, or mute (Block) them all. You can block players by left clicking on their names->block players. This will mute their voice, erase their text chat from the chat box, and prevent them from sending you private messages. Additionally there is the profanity filter that erases profanities from the text chat, which is on by default. Finally if you really don't want to hear anyone's voice, you can disable voice chat altogether in the Audio options.

You are correct that it is impossible for Muse and a roster of Community Ambassadors to police the entire community with the scant resources and time that they have. Sadly the recent surge in popularity has brought with it an inevitable rise in the number of trolls and rude players. You can report them by left clicking on their names->Report. Fortunately, not all of us are like that :)

Edit: I was too slow by 4 minutes, lol

47
Gameplay / Re: Double Flack on Pyramidion
« on: May 26, 2014, 12:34:17 pm »
 Teamwork is always OP  :o

Also, if you think 2 flaks are OP, wait till you get 4...

48
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 23, 2014, 01:23:01 pm »
And another thing, sorry for yet another double post.

Have you considered my Injection proposal, of turning it into a Turret ammo type? I think it helps resolve a lot of gunner utility issues that are being adressed, and creates a very niche, situational ammo type that is extremely hard to use but allows for tremendous rewards if properly applied, while also slightly boosting the offensive potentials of Spires and Mobulas without affecting the other ships as much.

I'll type it here once again in case it got hidden with all the posts and stuff and I'll shut up afterwards.

Injection Clip
-95% rotation
+30..50% rate of fire
-10..30% damage
+80% damage done to gun with entire clip
Does not stop firing until clip's emptied


Practically turns the gun into a turret that can be preaimed, allowing for gunners to 'use' more than 1 guns at the same time, giving some ships the ability to improve their offense while allowing engineers to return to defensive positions (5fecta mobulas anyone?). The ammo type is far too situational to be used by engineers and gives the gunner a more active role of quickly rotating the ship to set the guns up in proper arcs. Gives pilot a whole new thing to learn, as it turns ships into 'biplanes' with fixed turret aiming. Is hard to use effectively, even harder to use to its' maximum efficiency, promoting crew communication and practice.

This is as niche as it can get. It is interesting, fun, and has a high skill ceiling and encourages having a 2nd effective ammo to salvage an attack run or to simply not have to rely only on this ammo.


Personal suggestion: An ammo that shoots around cover (not proximity rounds). A gunner would shoot away from the cover, after which the bullets would curve towards the target, thereby requiring skill to manipulate the bullet arc.

tl;dr curving bullets :) :) :)

49
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 17, 2014, 10:33:13 pm »
Looking good! A few little nitpicks though:

-On the Goldfish jump from the top deck down to the hull, you should be dropping down before you pass that rope, i.e. you should go down as soon as you're through the... Tunnel? That thing. It saves time over jumping down from right in front of the helm (also you should just be falling down, jumping costs a little bit of time).
-One of the examples you gave of grabbing guns while falling was with the Junker bottom guns. If you land on top of the gun instead, you can shift over and drop onto the bottom deck itself. Unfortunately I don't have a video on hand to show this, but it's not very hard to pull off.
-The Squid circuit looks good, though you're slightly slow on the starboard jump. Here's a little guide I did a while back for how I do the circuit, though I believe the angle on starboard is slightly different now (due to changes to engine collision boxes) https://drive.google.com/file/d/0B0fs0x_HXnzpblRrbHF6bFNVbU0/edit?usp=sharing

Noted, will add later today/tomorrow :D

50
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 17, 2014, 01:09:09 pm »
I suggest mentioning that on the Goldfish while more difficult, the left side engine jump is the better one to do as it is more conducive to more repairs. Assuming both engines need some love itsstarting from left leaving on right instead of starting on right going to left and then leaving on right.

Oh man, I saw that while I was 32% through exporting! I've added it in, thanks for the suggestion!

Just in time for Sunday, here's version 2! Steam Guide will be up as soon as I complete its YouTube embedding shenanigans. Unfortunately my Google-Fu was not strong enough to find a way to remove the video artifacts, my apologies. Also I forgot to thank all of you fellow forum engineers, so I've added an annotation and put you all in the description, my bad  ;D

http://youtu.be/z8OYa44EsTk

Edit: Accidentally pasted gunsoficarus.com instead of a video. Also, vote up the guide if you think it's good  :o

51
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 16, 2014, 03:39:42 am »
I think I will make a separate video about repair circuits (except the squid one), because otherwise this video would just get longer and longer.

52
General Discussion / Re: Was Going to Rant
« on: May 15, 2014, 09:34:55 pm »
Some people do take this game way too seriously despite not being in a tournament and get super worked up about it  ;) But hey, it's the internet, what can you do  :P

Fortunately, this unnamed person is not representative of our entire playerbase. Block 'em (left click on their name->mute/block player), enjoy the blessed silence, and keep them the block list as a reminder to NOT play with that guy ever again.

The opposite also holds true: every time you play a match with people you like, put them on your friends list!


(Obviously I do not know all the details, but in the future try discussing your strategy with your teammate in the lobby and see if he wants to roll with it, if not just try your best, or change your ship build.)

53
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 15, 2014, 01:05:48 pm »
Oh well, it sure made me FEEL faster  :D

54
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 15, 2014, 10:57:08 am »
Good point, I will add a note about that.

55
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 15, 2014, 08:54:22 am »
OK, I'm going to be working on the updated version of this video tomorrow and over the weekend, so if there's anything anyone would like me to add, post it here ASAP!


Current list:

Bunny hopping/jump movement-move around faster by spamming jump

Component bracing-Hitting the hull with a spanner a couple times during Gatling pressure before using the mallet allows for extra armored time

Mount guns in mid-air when falling past them (Galleon, maybe junker)-Use only in emergencies (assuming it doesn't cause me to teleport/rubber band due to touching a solid object on the fall)


N-Sunderland approved easy Squid repair circuit-will keep the other 2 circuits in there to use in case of extreme lag or personal preference (no big jumps at all=no rubber banding caused by hitting objects in midair, yes muse your fix didn't work for this one, see the Spire jump rubber banding section)


I will also streamline the video bit by leveraging my newfound Windows Movie Maker wrangling skills, cutting out unnecessarily long ending of clips, title screens, etc.

Finally, if you fellow engineers (or curious newbies) feel any of the footage is not clear enough (I still don't know how to fix the artifacts, sorry), name and shame it in this thread and I will re-record it.



56
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 14, 2014, 11:28:37 pm »
Ah ok, technical term for spannering against gatling.

As for jump movement, seriously? :O I thought I was imagining it!

57
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 14, 2014, 07:14:34 pm »
In my experience the best repair circuit for the Squid is like this:

-hit port top engine from below
-hit port bottom engine
-hit the top starboard engine in mid-air with a rail jump (the one where you cut the corner, not the one where you jump down from the top deck)
-land on starboard walkway and hit bottom engine


By the way, that's a really good video. I'm glad to see someone showing all those tricks off, since others (well, me at least) got lazy about doing it.

I think I put that one in on the second squid repair circuit bit, I'll remove the text about the mid-air hit being unnecessary. Thanks, I'll practice that circuit :)

I would also put component bracing on the tip list, as well as jump movement. Also the thing with mounting a front mobula gun, the same trick can be used on, for example, galleon heavy guns.

I have no idea what component bracing means 0_o ha ha! Do you mean chem spraying before combat, or waiting on a component before big damage comes in?

Jump movement: Didn't I sort of cover that in the video?

Either way, thanks for the galleon tip, I'll add that in later  :)

58
Guides / Re: Engineering Tricks and Hardcore Parkour (Video)
« on: May 14, 2014, 01:42:00 pm »
Ah yes, well I didn't include that for 2 reasons

1) I can't do it consistently :o I end up under shooting because I forget to hold A while hitting in mid air xD

2) If you hit the top engine from below, is the mid air hit really required? Though I think I read N-Sunderland say something many months ago about the mid air hit ending up contributing very slightly to more efficiency. Either way I think just hitting the top engines from below is easier to do.

59
Guides / Engineering Tricks and Hardcore Parkour (Video)
« on: May 14, 2014, 10:40:20 am »
http://youtu.be/kX7lHEZ65Qs

(how do I embed :()

Have I missed any tricks that can consistently be executed even with at least 200ms of ping? Also, how do I fix this grainy-ness?  :(

Tricks I have intentionally not included:

Galleon: main engine jump to turning engines-Rubber band galore AND teleporting into thin air

Spire: top right gun to edge of railing to hull-Bungee cord stuck to feet


Tricks I have unintentionally not included:

Mobula: Something about going from the helm to a lower gun? Even so I'm not sure that's useful for engis.

I'll throw this into a Steam Guide as soon as I'm certain nothing has been missed.

60
Gameplay / Re: Fire Extinguisher - your opinion?
« on: May 14, 2014, 10:01:07 am »

Yes you can put out any number of stacks immidiatly. But when you fight against flamers you will still have the issue that it will immidiatly catch fire after 3 second immunity again.
...

Thus rendering you to constantly camp a component which will stop you from doing anything else until you are out of range for the flamer.

In many situations there's simply no time to deal with a possible future threat, for some things that currently need your attention prove to be lethal if left unattended, but taking care of it simply leaves you exposed to another mortal danger

Exactly why you need the chem spray. Using the extinguisher to keep a single important component from burning down means you cannot turn your attention to anything else.

The only way is perfect chem spray. Damned if you miss a chem spray, just as dammed if you futilely attempt to extinguish fires all over the ship, only to have another 10 stacks on the first component you extinguished.

The solution is, sometimes, to let the component burn down (which will probably happen due to chem spray misses /engineering pressure from Gatling, carronade etc) . Broken components cannot catch on fire. So you simply chem spray immediately after the component is rebuilt. Flamer damage through chem spray is now sufficiently nerfed that it is negligible.

Pages: 1 2 3 [4] 5