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Messages - Ayetach

Pages: 1 ... 18 19 [20]
286
Community Events / Reapplying for this saturday :D
« on: August 27, 2014, 01:52:30 pm »
1. Team name: The Jumping Amazing Super Optimistic Noodle Squad

2. Team Logo:


3. Two points of contact:
'Ayetach' is my steam and in-game name (http://steamcommunity.com/profiles/76561198004373307/allcomments)

Or you can contact any Ryder to call for me.

4. 4-man team members (ship crew):
Ayetach
Dementio
GeoRmr
JarmenKell

287
Community Events / Hold your moonshine everyone because the...
« on: August 20, 2014, 07:23:21 pm »
1. Team name: The Jumping Amazing Super Optimistic Noodle Squad

2. Team Logo:


3. Two points of contact:
'Ayetach' is my steam and in-game name (http://steamcommunity.com/profiles/76561198004373307/allcomments)

Or you can contact any Ryder to call for me.

4. 4-man team members (ship crew):
Ayetach
Dementio
GeoRmr
JarmenKell

288
The Gallery / Re: Ryder Art
« on: July 22, 2014, 01:35:33 am »
Yes this is lovely :D

289
The Gallery / Re: "Man the foreguns"
« on: July 19, 2014, 04:48:31 pm »
I did a few more sketches of the other avatar roles, but never really got around to polishing so don't judge too much XD cheers :)

"Nothing a little tape and glue can't fix."


"Give me the arcs and I'll give you the blood."

290
Gameplay / Re: It's The Clawwwwwww!
« on: July 16, 2014, 02:10:50 pm »
Just a random newbie suggestion here so feel free to ignore, but what if it also/instead damaged hull armor?  You are turning the ship harder than it was designed to do so the body should be under a lot of stress so it does make sense.  Would that help offset the bonuses you get from it?

This seems like a very reasonable solution to the debate of its use.

291
Gameplay / Re: Balance ideas for Pyramidion and Junker
« on: July 14, 2014, 07:09:40 am »
As far as pyras go I've always been fond of the idea of removing the 'sweet spot' for repairing the main thrust engine from below while handling the turning engines. Because of the longer time it would take the engies to fix all three engines it would force the pilot to have to use their tools more sparingly (i.e. Moonshine, phoenix claw, etc.) and strategically when flying into an engagement.

This might solve the pyras moving or turning too quickly, its debatable sure but if there was any reason to give other ships a level playing field with the pyra then this might be one viable option.

292
The Lounge / Re: Introductions!
« on: July 14, 2014, 06:48:49 am »
Hello forum :)

This is a bit late perhaps on my part but better late than never :P My name is Mikko, better known as 'Ayetach' in the Goio universe. I'm a Norwegian-American working as a freelance animator between Europe and North America. I do a lot of traveling/exploring, animating, and of course coffee drinking ;)

In game I'm specialized in piloting but I enjoy doing other roles to get a feel on what works for crews when I commandeer them :) If you've flown with me you'll likely have suffered my engine bashing detriments, otherwise I look forward to seeing you all in the skies! ^^

293
The Gallery / "Man the foreguns"
« on: June 23, 2014, 05:00:07 pm »
I found the drawings on here delightful so i thought id do one of my avatar as well :)




294
World / Re: Engine manufacturers?
« on: June 23, 2014, 02:04:18 pm »
we would be able to buy new engines for our ships... (which propably isnt going to happen)

Interesting idea! It would be nice to have more than just cosmetical options for ship modification. Probably poses a problem with balance though. I guess it could be possible in Coop mode where you're only fighting AI...

That would actually throw in a bit more dynamic to ship performance during matches (heavy engines, more power slower acceleration, etc)

295
Gameplay / Re: The Philosophy of the Sky Captain
« on: June 23, 2014, 01:30:45 pm »
I like this analysis. Despite the varying opinions of the pros and cons I do feel that all captains regardless of skill tend to fall into one or more of these categories during each match. How crews and co-captains mesh personality and gameplay wise can really define how each captain behaves in the matches. It certainly does for me in many games :)

296
Gameplay / Re: Fire Extinguisher - your opinion?
« on: June 23, 2014, 01:12:02 pm »
I don't mind fire extinguisher on squids and I force my crew to use it on mobula. On galleon and junker 1 chem spray is enough to keep balloon and hull safe. Other ships are troublesome to handle if you are up against fire. A 3rd engineer is an option there.

Chem spray is most useful when you want to prepare against fire, because the enemy has hades, banshee or just a flamer. But if the enemy has none of these weapon, then chem spray is wasted. The chance of fire from explosive guns is rather rarely and really not dangerous at all. Incendary rounds can turn the tides in special cases, but you can check the gunners loadout just in case, if you wanna be sure.

The fire extinguisher is not totally useless and I tend to not care if my crew brings fire ext or chem spray if the enemy has none of these fire weapons. But yes, it could not hurt to give it some buff.

I would agree with most of what you're saying. In the case of Galleons though, I've recognized the need for both engies to carry chem when flamers are equipped on enough ships to justify the danger of disabling the medium guns. It can really tear the teeth out of a Galleon's bite when they're too hot and frequently flamed, in most other cases though I'm okay with a chem/exting combo depending on enemy ship loadouts.

I still feel that the flamer needs more work, the rate of fire and high ignition chance is pretty overwhelming (ex: triple flamer pyra). Ofc it could also be a good counter to close range metas when keeping them at arms length but meh I dunno if the efficiency it works at is at the sweet spot yet.

297
I agree with this as well. Something more distinctive for each map type that still is relevant to the look would be very useful for a glance reference.

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