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Messages - The Sky Wolf

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76
The Docks / Re: Become a Devil Today! Are you Devilish Enough?
« on: April 17, 2015, 09:56:43 pm »
Pfff, some more demon impersonates.



heretics.


evangelist.

77
The Docks / Re: Become a Devil Today! Are you Devilish Enough?
« on: April 17, 2015, 09:44:04 pm »

78
Feedback and Suggestions / Re: Kero Claw Alternative
« on: April 17, 2015, 04:49:10 pm »
You youngins don't remember, this is actually how Kerosene initially functioned. I honestly liked it. My junker would bring kero, tar barrel, and hydrogen. If its less effective than both though you probably don't need the two x damage.

I remember those days. It was awesome. Specially cause I rarely if ever use claw. I can never justify turning faster over needing chute. Frankly imo, pilots who rely solely on claw too much, tend to be bad at evasion. Their first thought is to rely on claw to turn the ship, not change positioning to counter a foe. I've seen these pilots sit there trying to turn a full 180 when all they need to do is do a full reverse kero or a combination of hydro or chute.

Course none of that matters now if you're a Pyra pilot. Ships just fold up like used teepee. Caught so many recently trying to turn or counter. Not even half a clip of mortar shells and they are gone. No way a crew can get the armor back up in time. If all 4 were beating on it, maybe, but there is very little time for that.

Very true, that nerf really didn't do much to hurt the Pyra's reputation.

79
Feedback and Suggestions / Re: Kero Claw Alternative
« on: April 17, 2015, 04:29:40 pm »
We need an item that is an exact combination of Hydrogen and Chute Vent all in one tool.  ;)

80
The Docks / Become a Devil Today! Are you Devilish Enough?
« on: April 17, 2015, 04:04:10 pm »
INTRODUCTION
'Ello, and welcome to the Devil or [)evi] clan page! The first clan tag to ever have 5 letters in it instead of just the measly 4 letters. Many say the Devil himself granted us the ability to add a 5th letter as a tribute to the 5 points of the pentagram, while many others say that's just ridiculous.


ABOUT US
We are the Devils of the skies. Our goal as a clan is to snatch up as many noobies as we possibly can to educate them on how to become the biggest Devil they can be; which entails teaching them all of the basic ins-and-outs of Piloting, Gunning, and Engineering and eventually how to become the best at it early on. Of course professional players are welcome to help teach these newcomers how to pubstomp - This is the most fun way to keep people playing; by teaching them how to murder in the skies above.


BENEFITS
The benefits of joining the Devils would be the fact that the clan is ever-growing. There is almost always someone online to invite to your crew if you ever desire to jump into a match quickly with a crew or teammate you can trust.


RANKING
Your ranking in the Devil clan is dependent upon your Pilot, Gunner, and Engineer skill levels. Your ranking determines how much respect and trust you receive.

1-9 - 1-9 - 1-9 = Devil Recruit
10 - 10 - 10 = Devil Officer
15 - 15 - 15 = Devil Lieutenant
20 - 20 - 20 = Devil Commander
25 - 25 - 25 = Devil Captain
30 - 30 - 30 = Devil Rear Admiral
35 - 35 - 35 = Devil Vice Admiral
40 - 40 - 40 = Devil Admiral
45 - 45 - 45 = Devil Fleet Admiral



RULES
THERE ARE NO RULES


81
Feedback and Suggestions / Re: Kero Claw Alternative
« on: April 17, 2015, 01:13:58 pm »
I'm thinking...

x00% Engine Thrust
No Increase or Decrease in Drag
xx damage per second to the engines
Perhaps even x damage per second to hull/balloon.

A tool that gives everything the ship can give... I want it tested.


But ever since I stopped piloting Pyramidion, I've not used claw that much. Sometimes on Spire, but almost no other time.

True, usually the best combo for the Squid is Chute Vent, Hydrogen, and Kerosene; it turns fast enough by itself. By the way - how much time do you spend in the GoI workshop?

82
Feedback and Suggestions / Re: Kero Claw Alternative
« on: April 17, 2015, 01:11:40 pm »
Its hard to come up with a name for your new item because it's a combination of Phoenix Claw and Kerosene... and nobody knows how the Fudge Phoenix Claw is supposed to actually work to make anything turn faster...

Maybe we call this new item Axel Grease? Axel Grease isn't bad for your engines though.

83
I just imagine Spires anchoring down safely into large piles of scrap metal wreckage... Blending in and sniping kids out. Maybe it doesn't protect them from carronades, maybe it just chains them 5 meters from the ground to let them float there steadily.

84
Feedback and Suggestions / Re: Rearview Mirror
« on: April 16, 2015, 10:19:05 pm »
Never heard of Clit Bang

85
Feedback and Suggestions / Re: Incendiary buff
« on: April 16, 2015, 02:54:07 am »
Incendiary either needs to have its rounds sped up, or do slightly more fire damage. Who's with me?

86
I would go for, say -XX% impact damage, and high drag. So that the ship takes little ram/ground damage, but still can be nudged a bit. So that the tool wouldn't be op or abused.

I wouldn't want it to have a brand new mechanic. Just percent changes to how a ship operates, like most other piloting tools.

I would want this tested, and given a shot. Or perhaps it evolves into a new strategy against blenders. Chute Vent than Drogue Chute.

Very nice, it could also be used to counter the Minotaur's push I'm thinking.

87
So,... it's like

Descent Force +X00%
Climb Force -x000%
Until ship is <10m above ground.
+X00% Angular Drag
+X00% Longitudinal Drag
-XX% Engine Thrust
Deactivation Delay: x Seconds

I gave above 10m stats because a pilot tool that only activates below ten meters would be just too hard to use. Instead, it takes you down until it truly activates.

So, it's like a chute vent with drogue chute at the end?

Basically, and nullifies all ground damage to the hull/armor. Do you think it should let the ship hover perfectly, or plant the ship firmly onto the ground?

88
well the game has a control binding for cargo hooks.

Hmmmmmm

89
It'd be a way to hold your ship firmly onto on ground below, maybe you'd have to be within 10 meters above of the ground to weigh anchor. The anchor would gently latch you onto the ground without hull damage. You basically hook yourself onto the floor, and therefore there's no height to fall from when your balloon is popped; avoiding all crash damage.

Though - ships above can still fire upon you while you sit there, but your ship will have no sway and you'll be able to shoot more accurately, and hide in tight spots and await your enemy.

90
Feedback and Suggestions / Weigh Anchor! New way to counter carronade?
« on: April 14, 2015, 09:17:11 pm »
Imagine weighing anchor on your ship to help you land steadily, safely and firmly on the ground without dragging your hull all along the causing damage. Could this be default of all ships? Could the anchor be a captains item? Could a spire use it to plant itself on the ground and snipe easier? Would it negate the strengths of carronade too much? It could help a squid sit silently in the streets of Paritian Rumble awaiting its enemy?

Let's talk about this.

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