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Messages - Schwerbelastung

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31
Gameplay / Re: 1.3.6 Hotfix Flamethrower
« on: May 03, 2014, 10:44:15 am »
Previously people were complaining that 8 stacks of fire were too much, and no fire guns could effectively disable weapons. Now the situation seems to be "tables turned". Would there be any idea to actually increase the number of stacks required to disable a gun? The problem with this, of course, that it would make the hades and the carousel even less effective at disabling weapons.

32
Feedback and Suggestions / Re: A new piloting tool: Ship Stabilizer
« on: May 03, 2014, 10:32:11 am »
I think the proper name and actual mechanism would be 'gyroscope'. A large gyroscope would do everything you have requested, as well as damage the ship with the torque it generates.

Rather than damage engines, I would make it damage the armor if you try to use any engines or balloon, and increase damage to the armor if impacted. You could still move and adjust your ship slowly, at the risk of losing some armor.

Also, since that is not really the best pro/con ratio to warrant its use ever, add in complete removal of ship 'bobbing' and partial stabilization of all guns, as if heavy clip was loaded. Not complete reduction of recoil, but maybe 50-75% dampening.

That doesn't sound too bad.

So basically, we would have a stabilizer/anchor/gyroscope, which would effectively stabilize the ship and damage it in case you tried to move, would combat any attempts to gain momentum by the player, and perhaps protect the balloon and the guns a little.

You would be a sitting duck in a sense, not being able to move your ship very much at all as long as the buff was on. However, you would be able to slowly turn your ship, your main engineer could use his/her mallet to compensate for the turning/altitude change damage, your gunners would get a good shot but the tool would basically only be really good when there are no enemy ships too close. If the phoenix claw is the "op" (more or less must have) brawling tool.. maybe this would be a good alternative for a long range tool?

33
Feedback and Suggestions / Re: A new piloting tool: Ship Stabilizer
« on: May 03, 2014, 07:11:30 am »
Basically iron sights and prone mode in a FPS. Run around, stop, crouch, sight down barrel. Sniping doesn't need a special tool. Think aside from Ducks and Gents, most players/casters, would rather there be less sniping.

A tool like this would be problematic for balancing. Like say the anchor drops and yeah plants the boat. But at the same time it effectively disables the ship. Can't move or turn even after it is released. Say 5-10 seconds. You make it like that and you got something no sniper will take as losing the ability to evade or duck to cover for even a few seconds could cost a match. Without that it is just too powerful a tool even if it did damage components/etc.

What if it worked like Moonshine, added 1000% horizontal drag? You could still move, but very slowly. You would have to lift the anchor if enemies close in on you or move past your gun arcs too quickly. I'm not confident that this would be unreasonably hard to balance around, and it might not be that devastating even if used by competent snipers - if an enemy ship closes in, the tool would be rendered near worthless unless the enemy stays in your arc on purpose. Unlike tools like kero, moonshine, claw, and hydrogen, which continue to be potentially useful throughout the match.

edit. Spelling mistakes.

34
Feedback and Suggestions / Re: A new piloting tool: Ship Stabilizer
« on: May 03, 2014, 06:36:54 am »
Sounds interesting, rename it to "anchor" =P I don't think it needs to damage balloon and engines, perhaps it could remain active for a few seconds after use (impact bumpers and drogue chute don't damage anything).

Good point. They do not damage the ship, but at least the bumpers (and likely the chute) decrease engine output. I guess this function has already been kind of built in to the anchor, huh? I like the name suggestion too.

35
Feedback and Suggestions / A new piloting tool: Ship Stabilizer
« on: May 03, 2014, 06:27:36 am »
Hey there, got a small inspiration when playing another game (Space Engineers) where you have spaceships that have "dampeners" that stabilize your ship.


General idea: You have a mechanic - a piloting tool that occupies one slot - that you can use to have the ship automatically stabilize itself using the engine and the insert/release gas to the balloon mechanics. If it was possible, the piloting tool could use hydrogen and kerosene/moonshine (if the pilot had chosen them) to stabilize the ship sooner, and the stabilizer would do damage to the balloon and the engines as long as the ship is still moving. After the ship has stopped moving, the downside of the stabilizer is that you effectively cannot move any more.

Target audience: Sniper ships and other ships that benefit from relocating and then trying to stabilize the ship asap. This would add versatility to ship/pilot builds if it was considered powerful enough.

Pros: There isn't a piloting tool like this in the game currently. This would be a viable and hopefully not too good piloting tool for long range builds.

Cons: I'm not sure if the idea itself is enough to warrant picking it over a combo such as claw/kerosene or moonshine/hydro or tar.

Potential modifications: Maybe there could be an added bonus, such as the balloon and guns taking 25% decreased damage from enemy fire to make this a "sniper" or a "turret" tool? Remember that the stabilizer tries to stabilize the ship and combat any momentum - you couldn't effectively start or keep moving the ship with this buff on. The ship (hull+hull armor) would go down just as fast as before, but you would be a stronger disabler and supporter in long range battles due to added durability to guns and the balloon.


Any comments?

36
The size of that fire lets me wonder whether that' supposed to show campfire romanticism or witch burning celebrations.

Random romantic midsummer bonfire in Finland with a guy sitting next to it:



(in before someone pastes a bigger bonfire from their country :D)

37
The Gallery / Guns of Icarus -themed songs
« on: May 02, 2014, 05:38:45 am »
Hey,

quickly skimmed through the first few dozen threads and some pages and didn't see a thread dedicated to Guns of Icarus songs (I did notice the Cello thread, don't worry). I thought it could be fun to either make our own songs or edit existing ones to fit the Guns of Icarus theme.

I'll start. Here's the Irish Rovers' version of  "Drunken Sailor", which has now become "Drunken Swabbie". There are many other versions of the original song, but I believe this one has been going around in the lobbies the most. If I had musical talent, I could sing the new version too, but alas, I'll save your ears.

Oh, and if you like the song itself, do look these guys up on Spotify, Youtube, music stores, whatever. They've got dozens of good songs!

Enjoy!

Video / song:

https://www.youtube.com/watch?v=KgoczbY99OA

Old and new lyrics side by side:

https://dl.dropboxusercontent.com/u/19676292/GoIO/DrunkenSwabbie.htm


38
Dev App Testing / Re: How to get your input heard
« on: April 29, 2014, 02:54:39 pm »
Could you clarify what submissions "don't require discussion"? I can't think of any.

Perhaps bugs that can be reproduced and could be used to gain an advantage somehow? Just something that quickly came to my mind.

39
Gameplay / Re: 1.3.6 Flamethrower Changes
« on: April 28, 2014, 06:07:19 pm »
IMHO, decrease the damage per round (particle) to 1, or even less. Decrease the ignition chance to 15% or even 10% and keep the range the same. If you lower the range, it will mean that you have to get far to close for it to be of equal use than say gat/mortar, or even gat/flak. I thought the idea was to make this a viable alternative.
When considering a flat ignition chance reduction we need to keep incendiary rounds with their 20% ignition chance in mind.

While that is true, I'm not sure incendiary rounds were too powerful in the past either. I think they applied less fire stacks on average than greased rounds, or at most an equal amount. I for one would like to see incendiary rounds as a viable (maybe even clearly superior) choice on the flamer, as it would not only be intuitive but cause more variety in ammo choices (not just greased all around when talking about light weapon brawling builds, with the occasional heavy clip thrown in).

As it stands I personally feel incendiary rounds are only decent on the gatling and the heavy carronade, and from an effectiveness standpoint one could argue that greased/charged (respectively) outperform them in most situations regardless.

40
Gameplay / Re: 1.3.6 Flamethrower Changes
« on: April 28, 2014, 04:23:22 pm »
I don't think a range nerf is necessarily required. I would be happy with a further damage/fire stack nerf, so that you could still use it to effectively knock out non-chemsprayed guns, and even kill the enemy if you shot at them long enough. Maybe reduce the damage more than the chance of applying fire?

I personally would like to see the flamer in a place where I want to use it as a 3rd "backup" close range weapon on a Pyramidion or a Goldfish. A skilled pilot could effectively use it in a trifecta on a pyra, hopefully without being too overpowered. I would like to see it as a utility, not a brute force gun. And by a "brute force" gun I'm referring to a gun like the Hades, which is a very good all-around gun.. as long as you've got a decent gunner and are able to maintain range.

41
I really love the ideas. I'm hoping Muse will get some ideas from this thread!

I'm adding a suggestion of my own. I would really like my character to use an open leather jacket, as he is currently using a kind of a padded jacket. I'm currently using the Revolutionary outfit on my gunner, which does come close but doesn't fit my idea of an actual leather jacket.

The Khovansky has the idea I'm after - an open jacket that has some fitting clothing underneath it. It's a different kind of a jacket though, reaching the knees. Would there be an option to have something in between? An open brown leather jacket with fitting steampunk clothing underneath? Pics below to illustrate:

My gunner with the Revolutionary costume
How he would look with Khovansky
The general idea I'm after (ignore the jeans and the shirt underneath the jacket)

edit: I'm stupid. Khovansky is a coat, not a jacket. I have two excuses though when it comes to naming clothing; I'm a man and English is not my native tongue. :P

42
The Gallery / Re: Artistic screenshot gallery
« on: April 17, 2014, 03:55:37 pm »
I like the screenshots and especially the captions. However, one stuck out to me as being perhaps unintentionally funny. "The outcome of a battle is determined by its participants." - that's some Sun Tzu stuff right there. ;)

Just kidding, good work! :)

43
Feedback and Suggestions / Re: A suggestion Regarding Leave Counts
« on: April 17, 2014, 03:47:51 pm »
I am leaning towards Alistair's experience here. I have nearly 2000 matches with less than 20 leaves, and I've dropped out due to my connection often, usually, but not always being able to resume the game via main menu. I've also changed equipment in the middle of the game more often than 20 times in total.

44
Guides / Re: Italian Guide
« on: April 16, 2014, 07:20:31 am »
LOL! Thank you!

btw: Stracciatella is a icecream made by "Fior di latte" (milk+cream) with chocolate scales.

Ah, that explains a lot. I just mainly got by during my 3-day visit in Italy with those words, as I just went "Hello. Stracciatella, please!" and always got awesome ice cream in return. "Grazie!" ;)

45
Guides / Re: Italian Guide
« on: April 14, 2014, 03:54:17 pm »
My knowledge of Italian is pretty much limited to Grazie and Stracciatella (I think one of them means thanks and the other one is Italian for awesome ice cream), so I'll try to choose the word that I feel describes my feeling towards someone posting an Italian GoIO guide.

Stracciatella! (+salute)

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