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Messages - Mysterious Medic

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Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 22, 2014, 03:20:06 pm »
Alright so, I've thought about this a bit and I have to agree with geo. Ammo types really won't fix the balance of the classes. Even utility ammos I feel could be used with an engi. No, I think the permanent solution is passive gunner tools. The reason buffed guns are so great is because the buff stacks on top of whatever other ammo you're using- so a buff ammo is pointless. I'm thinking a passive buff gunner tool will fix this. It will take up a gunnery tool slot, and it will make whatever gun you go on have that passive buff for whenever you're shooting it. If an engineer would use this gunnery tool it would put him at a disadvantage because he cannot use other ammos in conjunction with it.

Let's take the example of the buffed greased gat. Right now, it will always be better than a gunner just with greased rounds and two other ammos, because the other Ammos aren't needed. But with a gunnery passive buff, the gunner will have the edge- always a permanent + 20% damage without all that silly clicking- and you get two other ammo types.

These passive tools shouldn't be limited to simulating buffs either. You could have passive tools for adding hp to the gun, reducing arming time, adding fire chance- the possibilities are nearly endless.

This fixes our problem and doesn't nerf the engineer who will always still have more repairing power. All it does is make the gunners better at well... Gunning.

Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 08, 2014, 10:18:17 pm »
Something I've been seeing recently is the carronade/art combo. Seeming opposites working well together. If a heavy clip barking dog is a poorman's artemis, why not just use an artemis and have explosive?

There are a few reasons why artemis doesnt perform very well in close range brawls. First is yaw speed; at distances, not much turning speed is needed, you only really need it to lead shots sometimes. On a ship that is closing distance fast, the yaw speed of the artemis will be the death of you, its just way too hard to be able to turn it fast enough at close distance. Second is rate of fire; unlike at mid or long range, where leverage is usually gained slowly, in close range, every mistake could be your last. Thats why there is high risk for high reward, you either have to kill the ship fast enough so that it wont kill you, or disable it fast enough so that you have more time to adjust positioning. The artemis just shoots too slow to do either of these things. - Oh and as for the "need" for an explosive weapon... Rams (;

Although I agree that there is a "Law of Diminishing Returns" for weapons, you are neglecting the bi-functionality of weapons. Double merc doesnt work because it does piercing damage. It works because it does piercing damage AND shatter damage. Double merc would be useless if the merc only had one damage type. There are very few times where having two guns that are imputing the same type of damage is useful, mainly because if you need two of the same gun for the same damage, it only means that the one alone is not doing its job sufficiently. Thats why two artemis are useful, you can actually get enough explosive damage between the two of them to kill a ship quickly.  Same goes for having two gats on a brawl mob, you just need MOAR piercing. But most of the time, muse has designed its guns to be effective by themselves. One flamer is enough to cause chaos, one mortar is enough to kill a ship, one hwacha is enough to disable a ship, etc.

Feedback and Suggestions / Re: The Real Goldfish Fix
« on: April 26, 2014, 09:46:54 pm »
I don't see how the flamer buff will somehow stop the goldfish's front gun from being taken out.

The Docks / Re: RESERVE Your Clan Name NOW!
« on: April 25, 2014, 11:38:00 am »
Well blade created the clan, so yes he would be the leader. Just wasn't sure if we were registered yet

The Docks / Re: RESERVE Your Clan Name NOW!
« on: April 25, 2014, 10:43:50 am »
Clan: Crimson Sky Menace
Clan Leader: Mysterious Medic
Clan Tag: CsM

Feedback and Suggestions / Re: The Real Goldfish Fix
« on: April 23, 2014, 10:21:28 am »
@deltajugg the goldfish already has a bifecta with certain weapons. Hwacha and light caronade get a slight bifecta, as do heavy caronade and banshee. Also, I never said it wasn't a viable ship, it's still fun as hell in pubs. It's just that in competitive play, with such efficient Artemis use, your guns going to be down constantly. And honestly, I really don't see the problem with the shielding idea, as a pilot you still have to maunever above them and around them. I've already explained why it wouldn't be overpowered.

@crafeksterty I don't know how you fly your goldfish, but I burn the hell out of my engines (much like I would with any fast ship). There's no way both of my engineers are going to be able to rebuild my front gun AND keep track of engine damage AND any other damage coming at us, the ship is just way to spread apart. Also, if I'm in a mobula, junker, hades art pyramid, or anything you would put arts on, it's so easy to just tell your crew "hit his front gun" and it's down in an instant. Compare that to a squid, or pyramidion, can you disable them as easily coming in? Not at all.

Feedback and Suggestions / Re: The Real Goldfish Fix
« on: April 22, 2014, 09:30:32 pm »
Let's put this into perspective, imagine if the pyramidion's two front guns had HUGE hit boxes. Meaning, even if you managed to close the distance or sneak up on an enemy ship, your weapons would be disabled immediately. No one would use it. It wouldn't really counter anything. That's the goldfish's current problem. Compare it to other ships with heavy weapons. A galleon doesn't need to get close to an enemy to use it's maximum potential. Neither does a spire. If you choose a brawling version of either of the two ships, you have so much more fire power than a goldfish. BUT, if you give the goldfish an easy bifecta, it's mauneverability becomes a problem. Simply put, the goldfish is the only really mauneverable ship with a heavy weapon. A goldfish is also, in my opinion, the hardest ship to repair, and rightly so. For this reason, the goldfish is an entirely different animal than the two other heavy weapon ships. That is the reason why it needs it's own fix. Also, a blender fish is the only ship you can insta kill a mobula with a balloon ram, so yes, I believe the blender fish has it's place in brawling ships.

Feedback and Suggestions / Re: The Real Goldfish Fix
« on: April 22, 2014, 06:00:31 pm »
When does the spire charge into battle? The galleon has a huge hull to protect it when advancing. Fact of the matter is, even if you do get the jump on a ship with Artemis, there is a good chance they will still disable your front gun. When I'm piloting a blender fish, most of the time I don't feel like I'm rewarded for using height advantage, and this would fix that.

Feedback and Suggestions / Re: The Real Goldfish Fix
« on: April 21, 2014, 11:48:32 pm »
Making heavy guns have shorter rebuild times would make the goldfish problem a multifaceted balance issue for all heavy weapon ships so I think the devs would say no thanks to that, they're comfortable with the balance on heavy/mid weapons I think. No, this is specifically a goldfish problem, so I think it needs a specific fix. Who says if needs to be ugly?

Feedback and Suggestions / Re: The Real Goldfish Fix
« on: April 19, 2014, 10:26:28 pm »
@ Dutch Vanya It has? :-\ Damn, I thought I was original. Can you link me to that?

Feedback and Suggestions / The Real Goldfish Fix
« on: April 19, 2014, 10:12:11 pm »
After seeing the goldfish being taken to a few more competitive games, it was pretty clear to me what the biggest problem was: how easy it is to disable the goldfish's front gun. I'm pretty sure this is the general consensus of goldfish pilots. Once your front gun is down, you're a fish out of water (pun intended). Instead of arcing its side guns forward, which would just make a more mobile and overpowered spire, I suggest that a protective hood arcing up from the bottom of the goldfish should be implemented.

First off, there's no way this could be overpowered; the artemis arcs downwards, so any blenderfish or hwacha-fish approaching would have to move in high. As opposed to the hood covering the top of the front gun, a blenderfish can't just go under an artemis and make the artemis useless. I'm thinking the artemis (or caronades, gats, and any other fast shatter weapon) shouldn't be able to hit the front gun head on, but maybe a few degrees above it.

I'm not opposed to any other shielding ideas, but I think this could be implemented easily, and make the goldfish more viable of an option in competitive play again.

Team Name: Crimson Sky Riders

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