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 - Sprayer

Pages: 1 ... 3 4 [5] 6 7 ... 18
61
Feedback and Suggestions / Re: XP system seems wonky
« on: October 25, 2014, 11:11:40 am »
So doing repairs (as opposed to rebuilds) and keeping stuff chemed as engineer doesn't award bonus xp?

62
Gameplay / Re: Dual @ Dawn Spawns
« on: October 24, 2014, 11:29:04 pm »
How about each team having spawns on oppoite corners of the map? So red gets to spawn in both northwest and southeast and blue in northeast and southwest?

63
Hey, signing up the Praetorians for Sunday.

Contact me or Jub Jub!

Edit: Apologies if I missed the deadline. Je suis une pomme de terre?

Tu est une pomme de terre monsieur pandas. Ton broussaillité est comme personne.

64
Feedback and Suggestions / Re: Secondary Fire Effects
« on: October 24, 2014, 11:18:54 pm »
[...]
Mine Launcher: Primary fires mines, secondary deploys them. Minimum time before they can be deployed remains. Perhaps longer delay increases damage?
[...]
What if I like the minelauncher automatically deploying and dont want to think about that timing in addition to calculating where to shoot the next mine? There already is enough click spamfest in this game, don't add to guns plox.

Flamethrower: Secondary shoots the fuel, it has a higher lifetime and drop and sticks to enemy ships for a fixed time. Setting fire to any component hit by the fuel will set fire to all soaked components or the armor if the component is destroyed and deal the normal flamethrower damage all at once.

Artemis: should keep zoom

Hades: zoom through the visor so it doesn't annoy anymore

Heavy Flak: Alternate shot that has a higher arming time, proximity trigger and does shatter AoE damage.

65
Gameplay / Re: Here come the Banshees
« on: October 20, 2014, 10:09:03 pm »
[...]
2) How is this going to impact ship builds from here on out.
[...]

Gonna see it a lot more on the side Pyramidions now.
Since it has great arcs, I can see it used on many Junker builds too.

66
Feedback and Suggestions / Re: Fire Stack Timeout
« on: October 17, 2014, 03:02:06 pm »
[...] GOI isn't know for its slavish adherence to the laws of physics so it doesn't really matter what the real life equivalent of the game mechanic is. [...]

Just saying, you're the one who started it....

So what time do you think it should take for fires to burn out Richard? About a minute or more would be too long to actually affect the gunner class too much since an engineer would have come by by then, less than a minute would probably be too much of a nerf for flamethrowers.

67
Feedback and Suggestions / Re: Fire Stack Timeout
« on: October 16, 2014, 04:30:42 pm »
So how do you explain fires caused by weapons other than the flamethrower hamster? I agree with anyone saying fire does not need to be nerfed any more. Only about half (or less?) of the ships can not effectively be kept chemsprayed.

68
Feedback and Suggestions / Re: Fire Stack Timeout
« on: October 16, 2014, 12:55:49 pm »
It's called component destroy. Every fire goes out once it's eaten all it's fuel~

69
Community Events / Re: Proposed SCS testing event.
« on: October 02, 2014, 08:26:26 pm »
Does this rule affect crew composition and loadout?

70
Back to topic.

We'll just have to wait until MUSE sees they have to break their paradigm again in order to fix things.

71
I tend to avoid writing "meh no likez" so I intentionally left my opinion about the damage overhaul out of my post.

But if you insist, I like how the damage system currently works and if I had to change it, all I would do would be to add a tertiary damage type to all guns.

72
Carronades are only effective if they can shoot. Seeing as it is one of the lowest range weapons, why not bring a counter build? A single artemis can make a carrot or a blenderfish useless. Or you go Pyramidion and just make sure you never let them get in your back. How about packing drogue chute? Or bring a double LJ galleon and camp some wide, open space.
Only taking away an enemies ability to maneuver vertically instead of what destroying balloons does now would nerf the carronade to the ground, as oppose to what you said. But it would also make the LJ completely useless.

73
Feedback and Suggestions / Re: Academy
« on: September 21, 2014, 03:09:22 pm »
http://steamcommunity.com/groups/GOIO_Training

This group is/was for trainers and rookies to organize training events. We were loosely coming together twice or thrice a week hosting training matches, as stated earlier, us teachers have permission to join and create novice lobbies so that was helpful in that. During peak times, that is after each sale, those matches were quite well frequented. However, many teachers retired from Guns of Icarus and we failed to recruit new ones. Besides, it seemed like less and less rookies were interested in training matches as both the number of participants as well as the overall number of novice lobbies decreased overall, not just in between sales.

74
General Discussion / Re: Hit Ready Already
« on: September 19, 2014, 03:06:35 pm »
Butbut Spuuuu-uuud. What good is using a microphone if you won't express everything you can't via text?

75
Here..  is an actual serious thread https://gunsoficarus.com/community/forum/index.php/topic,4695.msg78300.html#msg78300

I believe the chute vent ram is metioned in there somewhere too.

This thread is almost definitely Pit worthy. [...]

Fixed it for you.

Pages: 1 ... 3 4 [5] 6 7 ... 18