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Messages - The Sky Wolf

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61
General Discussion / Re: Pilot engi tools and ammos?
« on: April 19, 2015, 02:53:26 pm »
Would be funny if the helm did catch fire, and 20 stacks would kick the pilot off. No damage to the ship, just the fire lock.

Right?

#LoadingHeatsinkinHelmCaptain

#LoadingLochnagarinHelmCaptain

#MalletingTheHelmCaptain


I SAID BUFF THE HELM! BUFF! B-U-F-F

62
Gameplay / Re: How do these airships fly?
« on: April 19, 2015, 02:38:55 pm »
*Zooms by on an upside-down Mobula.*

I THOUGHT ABOUT IIIIIIIIIIIIIIIIT!!!

Look at him go!!!! I TOLD YOU NOT TO THINK ABOUT IT!1111!~~11!@

63
Gameplay / Re: The Flying Wedge....alternate Pyra
« on: April 19, 2015, 02:37:52 pm »
That's a great idea, a super durable Axe-head-looking ship with a hwacha on the back between the rear engines. So if you miss a ram, you can still fly passed them fart on them with rockets.

64
Gameplay / Re: The Flying Wedge....alternate Pyra
« on: April 19, 2015, 03:15:07 am »
I want a new ship that has a Heavy Gun in the rear of it and a small gun in front.

65
Gameplay / Re: How do these airships fly?
« on: April 19, 2015, 03:07:21 am »
All of the ships are made out of paper thin, hallowed out aluminum girders (even the wood, its just painted wood color/texture) and the balloons are already filled with hydrogen. Using hydrogen canisters just hyper-inflates the balloon to get an altitude boost. The following balloon damage is caused by small tears in the hyper-extended fabric which leads to you losing  altitude shortly after the boost.

The Mobula is able to prevent itself from dramatically flipping upside down by being filled only with the methane of Skywhale farts which has amazing self-stabilizing properties.

It works if you don't think about it.

66
Feedback and Suggestions / Re: Tar=explosive/ flammable
« on: April 19, 2015, 02:38:17 am »
That really would be amazing to set tar clouds on fire with flares and flamers. It'd make even more sense for the squid to have a flamer/flare rear gun in that case - which I'm guessing is what inspired the idea originally.

Maybe tar could stay the way it is and Muse could add a new flammable gas cloud instead with this ability? Call it Fuel Dump or Diesel Cloud, but make it ineffective until actually ignited by fire.

67
General Discussion / Re: Converting Light to Heavy
« on: April 19, 2015, 02:21:24 am »
It would basically be a bulletstorm gun. Put out as many shots as you can, hoping some connect. The one issue would be heavy clip. This gun would be broken by it as it is.

I've been following your posts about your suggestion for this storm gun idea and I just want to say that I think it sounds really cool so far.

Lanliss is right, 300 rounds seems fare. It'd be like the heavy version of the gatling with 2-3x the rounds.

68
General Discussion / Re: Pilot engi tools and ammos?
« on: April 18, 2015, 06:58:04 pm »
Would be funny if the helm did catch fire, and 20 stacks would kick the pilot off. No damage to the ship, just the fire lock.

Right?

69
General Discussion / Re: Pilot engi tools and ammos?
« on: April 18, 2015, 04:35:52 pm »
I find there is a variation in the pattern pilots all around pick their engineering tools and ammos. What do you prefer?

Personally I'm spanner4life unless it's a spire, then it's pipe wrench. I am considering taking mallet on a junker for hydro+free repairs sometime though.


And I've recently gotten into the habit of taking the "Lucky lochnagar" for ships I dont anticipate to gun in.

As a captain I always take my fire extinguisher just incase my helm catches on fire. Generally for ammo, I take whichever ammo fits my mood. I take charged rounds if I'm feeling charged, or want to charge in a pyramidion. I'll take greased rounds if I'm in a squid and feel slippery. I'll take burst rounds if I plan on exploding.

70
The Docks / Re: Become a Devil Today! Are you Devilish Enough?
« on: April 18, 2015, 04:23:39 pm »
have you ever danced in the pale moonlight?

Yes, but truth is - in spirit we're more like these kinds of devils



than these kinds of devils






71
I wasn't playing this game a few months back, I just came back from a year long break. Now I know currently their paradigm is set towards the Pilot having both item types, and then the Gunner & Engineer each having one item type and being total opposites. It's all very well thought out, but still I believe it could be engineered a little bit better to help the gunner role become just a tad more useful than he is right now.

 I believe adding 1 new wieldable item for the gunner, and 1 new iconic item for the engineer would compliment both classes and balance the roles a little more while still keeping the paradigm in place... Because dat Gungineer... is taking that gunner's place more and more.

72
There's 2 types of items we use. Wieldable items, and Icon items.


#1. Wieldable items - These are items that you can actually hold to help your team with (Examples: Spyglass, Rangefinder, Spanner, Rubber Mallet, etc)

#2. Icon items - These are items that are never seen, and only you can use them while mounting a specific object like a gun or the helm. (Examples: Kerosene, Moonshine, Greased rounds, Burst rounds, etc)



The Pilot utility belt contains both iconic items for his specific job, and wieldable items that other classes can use.
The Gunner utility belt contains iconic items for his specific job, but no wieldable items that other classes can use.
The Engineer utility belt contains wieldable items that other classes can use, but no iconic items specifically for himself to use.


The gunner needs some wieldable items to make himself more useful, as he only really needs 2 ammo slots 90% of the time, and the engineer could possibly use some iconic items to boost engines possibly.





73
Wow, Squash! That was so well put! I'd like to think of a way to buff gunner without some unexplained.. magical.. cliche MMO stat boost.. But if gunners could reload 7-10% faster, and turn their turret 7-10% faster, would that be enough to make a huge difference?

What if.. Muse kept the stat boost a secret?

74
Feedback and Suggestions / Re: Tar=explosive/ flammable
« on: April 18, 2015, 02:47:19 am »
Imagine if engineers actually had to load the Pilot items into the engines and fuel tanks themselves?

75
Feedback and Suggestions / Re: Rearview Mirror
« on: April 18, 2015, 02:45:59 am »
can that class be actually called swabbie?

Yes

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