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Messages - obliviondoll

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151
Q&A / Re: Slightly odd question - trying to stay airborne...
« on: July 03, 2014, 03:53:42 pm »
Muse recently added different sounds for ship on ship and ship on ground impacts. Ship to ship sounds like shearing metal where as ship to ground sounds like rubbing gravel. If you are hearing both at the same time chances are another ship is trying to grind you into the ground. This maneuver is commonly called the "Goomba Stomp."
I'll keep that in mind, and listen for the differences next time I'm in test mode and can deliberately slaughter myself without upsetting any friendlies :)

Thanks again, everyone!

152
The Pit / Re: You've not played GOI until you have...
« on: July 03, 2014, 03:51:22 pm »
I was somehow expecting more things that I haven't done yet.

This thread makes me feel competent.

Also, you haven't played GoI until you've taken out a Pyramidion by ramming it with a Junker.

153
Q&A / Re: Slightly odd question - trying to stay airborne...
« on: July 03, 2014, 07:03:28 am »
Thanks for the confirmation! Much appreciated.

I knew regular damage wouldn't cause my Junker to fall out of the sky like that, the only uncertainty I had was for fire specifically. Judging from your reply, that seems not to be the case, so it must have been the ramming from above. I'm really loving how friendly and helpful players in this game have been so far. It's always nice to see a good community like this one.

154
Q&A / Slightly odd question - trying to stay airborne...
« on: July 03, 2014, 05:45:50 am »
So today, I had my first experience trying to actually pilot my own ship. It's a Junker, and I'm quite proud of its performance, failtastic though it was.

I did notice a slight problem though, and I can think of two possible explanations, but I simply don't know.

So, the problem: In combat with enemy ships, my own seemed to have a tendency to think the ground looks nice this time of year, and it might be nice to take a closer look.

The possible explanations I can think of are:

1. Both enemy ships were heavy on flamethrowers, and in combat, my balloon spent more time on fire than operational. It was rarely actually taken out of action, thanks to my very friendly Engineers. Do you lose lift from the balloon being on fire? Even without it being destroyed?

2. One time my ship died, I noticed the enemy was directly above where my ship exploded. It is possible/plausible/likely that they flew above and dropped down on top of my ship? I'm guessing the added weight of a second airship pushing down on top of my balloon would probably be unhealthy for my ability to stay airborne...

Like I said, I'm not entirely sure of the reasons, so hopefully this will help me to avoid such flight failures in future... hopefully.

155
The Lounge / Re: Nautical or Aviation terms?
« on: July 02, 2014, 09:00:38 pm »
So far, in my one moment of experience as a Captain, I've stuck to nautical terms when speaking about directions relative to the ship, but switched to left/right when explaining something to a specific crew member who I can see and know which direction I want them to go relative to their character model.

Unfortunately, in that one battle, I kept forgetting the game is push-to-talk, so my instructions were "ignored" by my crew. Then I got yelled at for not being a good Captain. I'm pretty sure that was a fair assessment of my performance up to that point.

As an Engineer, I've rarely found any need to give directions beyond "I'm busy with the Engines and Balloon, can someone get the Hull?" so looking beyond the edge of the ship is a rare occurence for me during combat.

156
The Lounge / Re: Introductions!
« on: July 02, 2014, 04:49:59 am »
Hi! I'm obliviondoll, and I'm a very new arrival in the game.

I've been on the forums for a few days, mostly lurking, but with a couple of posts. Today, I finally got a chance to actually play the game alongside a couple of friends.

I've played only a handful of matches, and I already know I'm going to be here for a while. This game is great fun, and I look forward to learning and improving and eventually becoming at least competent. I've done badly in some games, and had a moderate level of success in others. I feel like I'm a weak link, but not so severe a weak link that I can't learn from watching how others play. Hopefully I'll be able to keep learning from people here as well as in-game.

157
Gameplay / Re: The Philosophy of the Sky Captain
« on: June 30, 2014, 11:21:45 pm »
I want to post in this thread, if only to say that it was the first one I read on finding these forums. Not just the OP, but the entire discussion, has been an enjoyable read for me, and I look forward to one day being experienced enough to step free of the "Learning Captain" title and see how I define my role.

For now though, I'll just hit things with various tools and see how long I can keep myself and my unknown Captain(s) airborne.

158
Gameplay / Re: Major and Minor Playstyles
« on: June 30, 2014, 11:14:48 pm »
So I'm new here (and haven't even played outside the tutorials yet!), but wow.

This discussion is great. The 3-point system is a good basic strategic overview, but the smaller the scale you're looking at, the more complex the model needs to become.

For team-wide tactics, the three classifications listed in the OP work as basic definitions. Aggressive, Reactive (not Passive) and Control are clearly-defined playstyles that can be broken down and defined easily on a team-based level. Fortunately, my relative new-ness to the game doesn't hurt, since the same basic principles apply across most team-based games.

Aggressive play is about pushing at the enemy in order to direct your strongest attacks into them urgently.
Reactive play is about watching your enemy's moves and responding in a way that lets you present your own strengths.
Control is about manipulating the enemy's weaknesses first, and playing to your strengths as a secondary concern.

Aggressive and Reactive play in a larger strategic sense are very different approaches to the same basic DPS role - maximise your strength first, aim for enemy's weaknesses second. On a strategic level, Control has to be reactive by its very nature, because it's playing to the enemy's weaknesses instead of your own strengths.

The reason I say "Passive" seems inaccurate to me is because it implies a lack of attention that Reactive play doesn't allow. It's the same kind of indirect implication that could be taken if you referred to an aggressive team as being "Impatient" instead. Being passive is an implied weakness, like impatience, even when neither of those things is necessarily a disadvantage in the right context.

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As for the 4-point system, I think that applies quite nicely to ships and their loadouts. The weapons a ship carries define its place on the kiling/control axis, while its other basic stats will place it along the aggressive/reactive portion. In the OP, the Spire was described as being unsuited to Control, but also not very well suited to the other roles. My immediate thought was that it would be completely at home working as part of a Control strategy, because of its predisposition towards the "floating turret" role. It provides area control and denial by the nature of its build. It's not fast enough to be an Aggressive Control ship like most, but many loadouts will operate as a solid Reactive Control ship.

There's an apparent contradiction with the Control role here though. I said earlier that on the strategic level, Control is reactive by nature, but looking at individual ships, most of the best Control ships tend towards the aggressive end of the spectrum. That highlights the differences you see when viewing fights on a different scale. Looking at this team level, the Control strategy of who attacks which enemy and when needs to be reactive, shifting based on the enemies you face and their actions. But when you zoom in to an individual ship performing those actions, the behaviour is aggressive, anticipating enemy actions and moving to prevent them while exploiting any weaknesses that present themselves.

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When you zoom in again, to an even closer view, it's time to start analysing individual weapons, and also to look at the crew on board your ship. At this point, you add an extra axis to the pattern.

Aggressive/Reactive determines whether the crew member's role involves acting first or waiting for something to happen. Pilots will usually be Aggressive, while Engineers will usually be Reactive, and Gunners could fall into either category depending on the weapon(s) and ammo type(s) used. A Reactive pilot or an Aggressive Engineer will probably work on the right ship, but for a generalisation, that seems to be the way I'd tilt them based on my (limited) knowledge of the game.

Killing/Control is relevant for all characters. Does your Pilot focus on evading enemy fire first, or on ramming enemies and bringing the guns to bear? Does your Gunner man the weapons with Shatter and Fire damage to disable guns and/or engines, or just go for Piercing then Explosive (or aim for the balloon) right from the start? When both are taking hits, do your Engineers patch up your guns or engines/balloon/hull first?

I'm leaning towards a "mobile/fixed" definition for the final axis. Obviously, weapons would seem to be fixed, but if a ship has more weapon systems than available crew, the functionality of those weapons moves with the crew, essentially making them a form of mobile asset. A Goldfish with only one side weapon in use at a time could treat those two turrets as a single "mobile" turret instead. Likewise, their ability to move implies that crew are mobile, but it seems plausible for a Pilot or Gunner to stand in one place on the ship and never move, or move only a negligible amount to repair things in easy reach.

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