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Messages - Sprayer

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1
How about making loch damage increase inversely proportional to clip size, just like the damage to the gun is now?

So guns with more ammo benefit more from loch than guns with little ammo?

2
Feedback and Suggestions / Re: Alliance-inspired pvp modes?
« on: September 14, 2015, 06:05:12 am »
GoIO - the moba. A new influence in the moba genre or the end of the GoIO Community as we know it?

Coop Moba would be a nice thing to see though. Also, let's face it. We'd all like to blow masses of smaller airships as well as player controlled ships to kingdom come .

3
Release Notes / Re: Release 1.4.1 Notes
« on: April 30, 2015, 03:53:16 pm »
- Stamina:
All stamina effects are only active when the stamina key (default: left shift) is being held down and stamina gauge has not been depleted.  All effects will stop when the key is released or stamina gauge is depleted.  When stamina is active, it will deplete the stamina gauge.  Stamina gauge will refill over time.  Gunners will get a small bonus refill if they destroy components while Engineers will get a small bonus refill if they rebuild components.  Everyone on the ship will get a bonus refill when their ship gets a kill.
  -- Pilot: +125% ship thrust , +125% longitudinal drag,  +150% climb force, +150% descent force, -20% vertical drag, +15% angular drag. 
  -- Gunner: -25% reload time, +30% rotation speed, +20 degrees yaw arcs (not percent!), +40% pitch arcs
  -- Engineer: +85% movement speed and jump height

- Heavy Carronade
  -- Increased jitter to 6 degrees (from 4)
  -- Pitch arcs reduced to -20 to 10 (from -30 to 15)
  -- Reload time increased to 7.5s (from 5.5)
  -- Range reduced to 400m (from 425m)
  -- Direct damage increased to 17.5 (from 17)
  -- AoE damage reduced to 10 (from 18)

- Carronade
  -- Direct damage reduced to 6 (from 8 )

- Heavy Clip
  -- Reduced jitter reduction to -70% (from -100%)

No. Just no. I'm done. What is this... Just... No... Please, no...



Another one bites the dust...

On another note: first hotfix was already released, I demand changelogssssssssssss

4
Release Notes / Re: Release 1.4.1 Notes
« on: April 30, 2015, 08:50:38 am »
[...]
- Flamethrower
  -- Changed hit logic: will not completely penetrate ship and will instead stop when the center of its sphere collider hits the target ship. 
  -- Anything within the sphere collider’s radius will have the chance of fire stacks being applied.  Increased fire stack chance to 22% (from 18%).
  -- Commentary: The Engineer repair game comes down to time to complete action and number of actions that need attention at any given moment.  Previously, the Flamethrower would penetrate the entire ship and potentially set all components on fire.  For experienced players, this was not an issue due to expert use of Chemical Spray.  However, for the less experienced this created an extremely debilitating state of play (even causing us to remove Flamethrower from Novice) in both psychological and systemic ways—too many actions needing attention and too many things taking damage over time.  Now that the Flamethrower will not penetrate, this will decrease the number of things needing attention and hopefully give Engineers some room to breathe.  Coupled with an improvement to the Extinguisher, reactive play should be more manageable.  With Engineer Stamina in mind, Flamethrower now places more stacks of fire on components.  This places emphasis on the time aspect of the Engineer game where Engineer Stamina can be used in.
[...]

Doesn't this mean you can still set an entire ship on fire simply by aiming the flamer in between the hull and bloon? (and using burst ammo)

5
Could we throw snowballs too?

6
General Discussion / Re: If you were to add a tooltip...
« on: December 06, 2014, 12:43:18 pm »
See hamster, you don't test it by rammimg armor on armor but bloon on bloon. All bloons have same hp and that's how you find out that the heavier ship actually takes less damage.

7
Gameplay / Re: Heavy Clip Heavy Carroande
« on: December 05, 2014, 03:00:46 pm »
No it doesn't. But without heavy clip it's easier to hit stuff. At all.

8
Gameplay / Re: Heavy Clip Heavy Carroande
« on: December 05, 2014, 02:19:46 am »
There is a downside to the heavy clip heavy carro. You need to lead your shots more to hit what you want to hit. This may not be a problem if you want to hit the bloon, but light guns and engines pose trouble on 425m when the shot takes half a second + your ping to land.

9
I dunno, I kinda saw many names for binding left and right mouse button. When it dosn't say left/right 0/1 are one of the more used names. I believe it's more used than 1/2 for the simple fact that devs who'd rather tend to 1/2 also more heavily tend to left/right.

I was wondering about the cargo hook as well since in recent feature additions, muse added the feature before the ability to bind a custom key to it (from the top off my hat Signals and Active Tar)

Also in many shooters and foremost source engine games zoom/ironsights are called secondary fire and guns that actually have an alternate firemode don't have zoom/ironsights. This only changed relatively recently, before that alternative attacks (e.g. underbarrel grenade launchers) were either a seperate weapon or were accessed by switching the firemode via a select firemode button.

Also, Helm also has both a dismount and leave option. (For whatever reason)

10
Gameplay / Re: Ship design pet peeves
« on: December 03, 2014, 04:03:24 pm »
You should be glad they didn't put realistic air friction or acceleration behaviour on crew members. You wouldn't be jumping on a squid anymore believe it.

11
General Discussion / Re: If you were to add a tooltip...
« on: December 03, 2014, 03:59:03 pm »
Even if you could force crewmembers to jump off the ship, they'll just come back anyways.

Dieselpunk and Steampunk are not the same.

Don't use mines on your allies unless they deserve it or you have fun doing it.

Something about Mom's Spaghetti.

12
[...]
but while the damage per clip (more sensible than damage per second per clip) is often more relevant
[...]

It's actually damage per second in a single clip so yes it is damage per second per clip. In competetive matches it's often considered a failure to not oneclip enemy armor with a single gatling clip. This is dependant on the damage output over time as well as the damage per clip.

Also I think I will just follow your example and continue derailing the thread without the use of pms. The ability to express ones own thoughts in a way that others can easily understand it using language is a skill associated with any language. As you have seen, I was able to express your suggestion in an easier way than you did, therefore there were and are simpler ways. Failure to use them is in the one who does the statement.

13
General Discussion / Re: Old Galleon?
« on: December 02, 2014, 01:55:45 am »
What if I told you incendiary artillery?

Wouldn't be greek fire anymore.

14
Gameplay / Re: Pulsing Kerosene
« on: December 02, 2014, 01:54:43 am »
You would use moonshine for other reasons. Moonshine is pretty specificaly used for ramming. It keeps your ship stable even when crashing into an enemy ship.

So its use is not for the sake of going fast. Its for the sake of going fast for the short moment while your hitting and crashing into an enemy. there is a reason why pyra rams can be super hard with moonshine. They go THROUGH you. Or force itself through you.

We were talking about the squid right? So it's also for getting out of enemies effective ranges really quick.

15
[...]
Thank you for trying to "defend" me, but you're wrong about what I wrote not matching what I meant. I wrote exactly what I meant to write, Crafeksterty misread my post. Apparently, in spite of somehow understanding it correctly, so did you. But you're right about what I "meant to" write, which, funnily enough, is ALSO what I actually wrote. You man the gun for a short period at the beginning (or in the middle) of the reload, and don't have to be there when the reload ends.
[...]

Two individuals who couldn't be more different from eachother in their views and thought processesses read it in the same way and differently than you meant it, believe me, you didn't write it clear enough.

Well, I do like the timer idea even though I don't think it would change my gunner/gungineer routine. That is, unless that timer is set to "instant" in which case I would switch the ammo right after the reload on some guns. (more like go to normal and back to the ammo I had before to exploit it) This would actually buff gungineers as well since there wouldn't be any misloads anymore when you jump off the gun to whack it with the buffhammer.

The second poposal would only buff the dpsr (fancy huh? that's how I call dps with reload) but on most if not all guns on which gunners are not viable right now the dpsc (dps per clip duh) or damage per shot (no acronym wtf) matters much more.

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