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Messages - pandatopia

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That would be very nice I think, and it should certainly be doable (see the bars in spectator mode).

However the reasoning for not including this may have something to do with it giving too much information to engineers.

I'm all for it though!

Gameplay / Re: Reload time to damage on gun ratio?
« on: May 30, 2014, 09:29:55 pm »
Whats more painful than the reload speed decrease is the turning speed decrease.

It seems even more drastic than that, a light gun with even just 1 or 2 bars of hp missing can barely turn at all. Its like perma lochnagar shot over here.

Q&A / Re: Evasion and Approach on a Pyramidion
« on: May 30, 2014, 06:37:14 pm »
Nat what is your fascination with squids lol

I just feel like the pyra is easily dodged, the metamidion only works if you get the drop on them or buffed gat. I mean the pyra has decent armor and hull but drops just as fast as anything else to a gat + explosive combo, so if you have to also suffer your low turning speed I don't see it beating out another ship unless you ram as well.

Basically, at the same range I don't see how it can outperform a junker, unless obv you need to get somewhere faster.

The pyra seems to be good at going forwards and thats about it.

Q&A / Evasion and Approach on a Pyramidion
« on: May 30, 2014, 08:42:34 am »
Hey yall,

I've been learning how to fly a pyramidion better, and I was wondering if you had any tips on flying a metamidion, flamer/mortar, flamer/carro close range pyra.

I found the pyra to have a godawful turn speed, lazy balloon (though too fast with hydrogen...I need to get used to this), and I don't have too high of a success rate on ramming.

With claw as a given, what else do yall use? Moonshine or kerosene? Hydrogen?

And what are some tips for approaching ships that haven't spotted you yet? What about if they've spotted you? I've been relying on speed and charging but that doesn't work well vs hwachas or other fast ships who can just back away from you.

What if you're attacked from behind? I haven't had much success running away or disabling ships that come from behind, esp more maneuverable ships like goldfish and squids.

Q&A / Re: Priority One (Engi Achieve, Fixin', Rank 12)
« on: May 30, 2014, 08:36:39 am »
Hmm, I'm slowly chipping away at this by sitting on squid hulls.

I did manage to get one tick of this repairing a balloon with someone else, but that takes THREE people to accomplish, or 2 people squatting on the balloon immediately.

A bit convoluted but at least something I can work towards.

Hilariously, this perpetuates the idea that engineers level better when your team is losing =D

I think an interesting idea to combine achievements and exp is have achievements increase a modifier to exp gained.

For example, a fresh player will get 1.0x exp per game.

A level 15 player will get 16x exp per game.

Alternatively, a player with 2 achievements will get 1.2x exp per game, etc etc. You could also make each acheivement rank in a given type give more (for example, first achievement gives +0.1x exp, second gives 0.11x exp, etc).

This way players can decide for themselves whether they want to play lots of games doing what they wish or spend some time getting an achievement to increase their xp efficiency.

Of course there will be min/maxers who go for achievement spam but that is how it is in every game.

I will echo the sentiment that I like the current achievement system works, but the achievements need to be tweaked. Examples that really stick out are the rebuild <5 second ones, the long range spot/kill ones, and anything that promotes "incorrect" player behavior (such as the one to extinguish fires w/ chem spray...instead of preapplying it). Many of the pilot ones are very convoluted too.

The Lounge / Re: Anime Discussions?
« on: May 29, 2014, 10:36:51 am »
I dunno Elfen Lied and NGE are pretty brutal animes that might make people think twice heh.

The Lounge / Re: Anime Discussions?
« on: May 28, 2014, 01:43:57 pm »
Last Exile - How has noone mentioned this yet? This is THE anime for all you airship lovers. Beautiful scenery, airship naval combat, stunning blend of painted works and CGI. Caution: if you do watch this, you may have undeniable urges to scream IMMELMANN TURN when piloting your ship.
Last Exile was pretty good, but the storyline was just too convoluted.

And sadly, Last Exile 2 was just complete crap :(

I actually didn't realize there was a sequel, but I found the original storyline to be easy enough to follow. Its only the post-ending extrapolation that gets convoluted and unexplained. I thought in itself the anime is a pretty contained story.

Plus Dio is awesome.

I haven't seen a SINGLE Sylvana in GoIO, which is super depressing.

The Lounge / Re: Anime Discussions?
« on: May 28, 2014, 01:01:37 pm »
Short animes are the best. They stick to the point and avoid the draging out and filler that plagues some longer running animes *coughnarutoonepiececough*

Steins;Gate and Soul Eater are probably my favorite animes.

I heard Steins;Gate is also a visual novel style game (or perhaps the other way around), have you played it, and if so, is it any good?

Also I second the notion that shorter animes are best.

NGE (neon genesis evangelion) is basically the benchmark for all anime, and if you haven't watched it you really should.

FLCL is also a great one, though tbh I didn't like the animation much. Its hit or miss, and only 6 episodes, but a staple of the "standard" anime diet.

Last Exile - How has noone mentioned this yet? This is THE anime for all you airship lovers. Beautiful scenery, airship naval combat, stunning blend of painted works and CGI. Caution: if you do watch this, you may have undeniable urges to scream IMMELMANN TURN when piloting your ship.

If you like one shot movies (such as Studio Ghibli films) you'll probably want to check out

Grave of the Fireflies - this is super depressing though.
The Place Promised in Our Early Days/Beyond the Clouds, the Promised Place -  (it has two names). Absolutely beautiful graphics, and touching story.

Q&A / Re: Priority One (Engi Achieve, Fixin', Rank 12)
« on: May 27, 2014, 05:47:44 pm »
"Guys, I'm one achieve away from level 13, but there's this really stupid rebuild one that's holding me back. Wanna make a private lobby so I can get it?"

"Sure, Sunderland!"

That's basically how I got it. Not a very well though-out achievement.

lol...that is what I'm trying not to resort to, but yea, that achievement, and the stupid 2k spot one are just frustrating hit or miss ones you can't even really work towards.

Ah well, thanks, I just wanted to know if anyone else is as bewildered by this achieve as I am.

(Also the chem spray to put out fires one right before this...I mean, is the game trying to get you to use chem spray incorrectly? lol)

Q&A / Priority One (Engi Achieve, Fixin', Rank 12)
« on: May 27, 2014, 05:26:52 pm »
I had a question about the "Rebuild 45 parts less than 5 seconds after destruction".

Uh, 5 seconds isn't very long, even sitting at the part and spamming rebuild.

AFAIK the only possible way to do this solo is sit on a squid's hull.

Was that the intention of this? Was the intention to have this be a teamwork thing? (Though I don't see it listed under teamwork) If so, I would suggest that instead of promoting teamwork it actively harms it, as people will not repair until the last tick in order to grab this achieve. And actually thats what most of the rebuild achieves boil down to heh, but that's another story.

So Engi's, what did you do for this achievement?

The Docks / Re: [OVW] Overwatch
« on: May 27, 2014, 10:30:04 am »
I just wanted to post to let yall know how fun you have been to play with, especially Ightril.

I still don't know how to pronounce his name.

Also that he seems to have a female doppleganger.

Feedback and Suggestions / Re: The role of an Engineer
« on: May 27, 2014, 10:21:44 am »
I'm wondering OP's opinion on gunning.

Gunning (no offense gunners) is just engineering but with fewer tools.

It is strictly less responsibility than an engineer, especially in higher level matches. There is a reason 3 engies is viable and 3 gunners is not.

Bottomline is, what is stopping you, as an engie, from gunning? Nothing in the game mechanics for sure.

I mean piloting is boring too! You don't even get to run around! Just sit at the wheel all day =P

I think one of the things that new players need to learn early on (or risk being burnt out) is that there is no clear cut role.

Engies can gun.
Gunners can repair.
Pilots can also do both.

It is entirely dependent on what you're comfortable with and what you're willing to try that will determine what makes a class "fun" for you or not.

Er, isn't the easiest solution to just give gunners buff hammer, always, as a free second slot? This will really focus on the skill of the gunner in prioritizing reload (gotta know your gun to hop in and ammo change at last second), midfight buffs/repairs, etc.

Alternatively the suggestion in the first page where wrench was a free tool to everyone.

You don't have to do all this adding new stuff or rebalancing old.

One thing that many low-mid level pilots struggle with is vision.

Remember that for the majority of ships, below and above are huge blind spots. People are trained to try to go as high as possible (for balloon popping/countering balloon popping), and thus scan the sky carefully.

The biggest blind spots bar none is right below them, and with a open air ship (mobula, squid, both of which also have fast balloon speed), you can sneak up and wreck people by hugging the dirt and staying below clouds, esp if you have a spotter partner with you.

Hydrogen is an essential part of that strategy as well.

Like people stated before claw is pretty overpowered, doing negligible damage and providing ridiculous turn speed, even on a galleon.

One thing to consider when trying to create your own "meta" is arc spread. There are guides on this, but remember that you want to be able to maximize gun coverage (obviously), and the most "powerful" weapons are not necessarily the best used in conjunction. Similarly, when fighting a ship with certain arcs, know what to do to dodge them.

Here are some things I noticed about each ship.

Junker - This ship requires good communication with crew. General "division of duties" is, 3 engies. 1 engie front gun and hull (you can hit through the little wooden panel while standing on the ramp leading down), 1 engie top deck guns + balloon/turn engines. 1 engie bottom guns + main engine. In order to fly a junker successfully, you need to rely on quick disableand overwhelming firepower with 3 guns. Your armor is huge, and you must kill them before it goes down because you have 0 hull hp. Contrary to intuition, this means do NOT ever focus on repair. If you are needing to repair you are either fleeing or dead already. The point is to never stop firing. In order to get triple arcs, you need to position the enemy at 10-11 or 1-2 o'clock. You need wide firing arcs, such as carronade, banshee, flamer, gat. Correct me if I'm wrong but I believe triple artemis is no longer possible with the nerfs.

Pyra - ram ram ram. Regardless of your guns you always want to ram. The pyra has the best ram in the game, and with kerosene/moonshine it absolutely wrecks (no impact bumpers needed). You can sprint in with double gat even if you wish, and just ram them continuously. Remember though that your prow is above the gunners in front of the balloon, so aim low if you want to ram their hull. Engie on balloon/left gun, gunner on right/jump down for side, main engie on bottom deck. You can repair the main engine from below just by looking up.

Goldfish - One of the weakest offensive ships (unable to ever get more than 1 arc on main target), it requires a good combination of turning and positioning (possibly ramming) to do well. Fortunately it is extremely maneuverable to accomplish this. Always have a claw, and be able to count in your head the time it takes for your front gun (esp hwacha) to reload. On larger (longer) ships it is possible to flamer/gat + hwacha. Since you ever only have 2 guns max on target, gunner will swap between guns as needed with 2 engies splitting engines/balloon/hull/shooting.

Squid - never be seen. Come from above or below, never dead on. Flamer is extremely painful on this. Always aim for the engines first, then guns, then either squat them to death (triple flamer squid if you like, so you can spin and flamer while sitting on them), or stay on their butts. Repair the engines before anything else. A nonmoving squid is a dead squid.

Galleon - many favor a sniping side and a short range side. Not much meta here, just sheer firepower. Make sure you have good spotters, once a galleon is disabled it is very painful to save. Gunner + engie downstairs, main engie upstairs, pilot is in charge of the balloon.

Spire - by far the squishiest ship in the game, but 4 front facing guns (possible to get all 4 firing). You need long range spotters and good gunners, or close range sneakiness. If you're seen first, and you're not immediately shooting, you lose. NEVER try to run, always fly backwards, or you will immediately lose. Better to stand and fight. Generally speaking gunner is on main gun, engie downstairs for second gun + balloon, engie upstairs for right gun, pilot fires top left gun. There is a chute (and ladder) to quickly get between the decks in the middle of the ship. Pretend you're a fireman (or stripper...) and slide down. Always shoot first and repair later. Similar to the junker, the main idea is to kill them before they kill you.

Mobula - Be aware the mobula "floats" more than other ships. It feels like flying across ice, or as some say like flying a balloon. So remember that when attempting quick maneuvers. Has the fastest balloon action in the game, so use this to your advantage to engage/escape/dodge. No guns near the pilot, so you're looking generally at 3 guns max on target. Gunner will take top deck guns, while each engie picks a side and the bottom gun associated. One of the harder ships to successfully repair, it is an offensive ship so concentrate on firepower before repairs.

EDIT: one thing I forgot to mention that a lot of pilots don't do is fly backwards. You have full speed backwards, and flying backwards has two major advantages.

One is they can't shoot your engines, allowing easier escape.

Two is you can shoot at them with your front guns while escaping.

Its actually not hard to fly backwards (except on certain ships like the pyra, where your view is completely blocked). You do NOT need to reverse directions while turning. While looking backwards, "left" will still go left, "right" will still go right. Think of yourship as being on the rim of a circle and you'll see why.

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