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Messages - DrTentacles

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166
Guides / Re: [N2] Nano's Noobs 101 - Crewing a metamidion
« on: February 20, 2015, 02:52:24 pm »
Four minor quibbles, otherwise, it's a wonderful guide. Metamideon spam doesn't bother me among newbies because it's a good way to get them into the game by getting victories, and learning to work as a team. Hopefully people who might otherwise get frustrated will read this. I'd advise posting in steam guides, if you haven't already. I think novices tend to read them more often, generally.

For Pilot:

 I suggest Hydrogen over Drogue, as Metamideon benefits immensely from a height advantage. However, if you deem this too tricky for starting pilots, I can see why you'd suggest drogue.

Why Heavy Clip on Flare Gun? Does it actually have recoil? My preferred flare ammo is heatsink for a third shot.

You may want to include a section on when to ram, and when not to. One of the biggest mistakes I see newbie metamideon pilots doing is ramming before enemy hullbreak, or ramming when they should really just use frontguns, and thus, putting themselves massively out of arc.

For Gunner I'd suggest Lesmok/Greased/Heatsink. Charged is annoying at long range because of the small clipsize, and it's good to have a range-extender for a metamideon, to hunt fleeing enemies, or to deal with kiting engages. Greased gives better DPS than charges, anyway, so why have two ammos with roughly the same range?

167
Gameplay / Re: Creative Pyramidion Builds
« on: February 19, 2015, 04:12:17 pm »
Double Carronade is painfully effective build, as well. When I was a bit less experienced than I am now, I got 5-0ed by a troll ship that had artificially kept their levels low using that build. I went in expecting a pup-stomp. (They were a bunch of levels 2-3) in pre-matchmaker Icarus, and I assumed they had no idea what they were doing.

They spent the entire chat spamming "Lion Gun Stronk!" in chat, disabling my balloons, engines, and most importantly, gun.

Use heavy clip on the carros, and run with full engi crew for max effectiveness.

168
Gameplay / Re: Creative Pyramidion Builds
« on: February 19, 2015, 03:54:11 pm »
For mid-to-long range, Artemis, Hades, Artemis is a good combination. It lets you get three guns on target, with easier repair cycles than a long-range Mobula and same firepower. The Hades strips hull, and does good perma damage, while the artemii disable guns, and provide the kill. It requires good gunning, and benefits from height advantage, with the trifecta being near the first band of the portside cockpit.

For a closer-range build, you can also replace the hades with a gat, and keep the trifecta.

169
Feedback and Suggestions / Re: Remove Flamethrower
« on: February 17, 2015, 11:43:36 pm »
Flamethrowers are quite effectively usable in a specific niche. It's true-and intentional-that chem spray completely negates their threat. It's also true that they nuke teams that don't know how to use it. On the surface, that appears unbalanced.

However, where a flamethrower shines-and finds it's niche-is as a secondary harassment weapon paired with another disable. You take out components, then flame to exploit gaps in chem spray caused by broken parts, or force them to choose between chemming, and fully rebuilding a part after it goes down to a hwatcha or cannonade. That's, in my eyes, the "ideal" use of a flamethrower, and it remains effective, but not overpowered, in competitive games. 

170
Community Events / Re: Guns of Icarus Seasonal
« on: February 16, 2015, 12:57:49 am »
I'm assuming signups are teams of two ships, correct?

171
Feedback and Suggestions / Re: Competitive scene section on GoIOs website
« on: February 12, 2015, 02:42:24 pm »
Yes. Please update and fix. +1

172
World / Re: Faction Borders
« on: January 27, 2015, 03:24:33 pm »
Airships at dawn!

173
The Lounge / Re: Ship Names
« on: January 27, 2015, 02:46:00 pm »
The Wind Rises.

174
World / Re: Faction Borders
« on: January 27, 2015, 12:54:56 pm »
Nah. The Green obviously means "Green Sun."

175
The Pit / Re: Things that have NEVER EVER been said!
« on: January 27, 2015, 12:33:11 am »
"I hope i get match made against the full Rydr first team."

"Burst Carronade OP."

"Impact bumpers are so meta."

I have said the first one before. Mostly when I'm getting bored of Pubstomps, and want a tense battle where the intensity isn't rooted in the fear that my allies or crew will do something stupid. I've lost far more than I won, but I walk away feeling like I'm pushing myself to the limit. Which can be fun.

On-Topic:

"If we had more junkers, we would have won that Crazy King match."

176
Community Events / Re: Cake's Unbirthday Tournament!
« on: January 23, 2015, 02:56:50 pm »
Oh. Yeah. Team Florivet's contact is DrTentacles. Steam name the same as guns name. That loser.

177
Feedback and Suggestions / Re: Sniper need more love?
« on: January 22, 2015, 11:31:27 pm »
Hades/double art trifecta. Fun for everyone. Boredom problem solved.

178
Community Events / Re: Cake's Unbirthday Tournament!
« on: January 21, 2015, 03:47:43 pm »
Pyromania? Non-Meta? Count me in!

Team Florivet reporting for burninations!

With our noble leader DrTentacles (He sounds charming and handsome)

Our tireless engineer Keiran Gold

Our slightly unhinged gunner SteamDrivenFaith

and, last, but hardly least, out very own "lucky charm" Rorin!


179
Gameplay / Re: Favorite Gun-Ammo Combination
« on: January 21, 2015, 03:33:55 pm »
Lochnagar Carronade.

Makes engineers cry-no matter how good at repairs you are, you will *never* be fast enough. Takes out hulls! Kills guns! Kills perma! There's nothing it can't do!

180
Q&A / Re: Incendiary Rounds
« on: January 19, 2015, 09:24:36 pm »
Hmm. I highly doubt it, unless heavy flack distributes damage differently than any other explosive weapon. The only weapon that you can get a large number of stacks on per shot is the carronade, because each "fragment" rolls hit percent separately.

I am also skeptical of it's effect on mines. Mines already have a fairly high base chance to do fire stacks, with their main advantage for setting fires with incendiary being the number of components hit. Otherwise, it seems to basically be the "two step" (primary/secondary) chance-to-set-fires roll.

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