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Topics - Indreams

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16
Feedback and Suggestions / Lochnagar Experimental Round
« on: February 17, 2015, 11:27:44 am »
I'm building on my original thoughts from here: https://gunsoficarus.com/community/forum/index.php/topic,5267.0.html
A general idea that ammos should work differently for each gun so that gunner's three ammos are more frequently useful.


Let's start with the Lochnagar Shot.

Lochnagar
"An extremely deadly and experimental round of ammunition. A single powerful shot loaded with everything and anything that goes boom. Due to the nature of the clip and ammunition, it drastically reduces gun mobility." also massively damages the gun.

It's a very good ammo on guns with small clip-sizes. It's a troll ammo on guns with large clip-sizes. I'd like to have Lochnagar be useful on most guns, so that fresh players won't ruin a game excited about "Super Ammo" and we can see some exciting ammo variability in veteran games.

Tactical Juxtaposition
Tactical Juxtaposition is a perk in a tower defense fps game called Sanctum 2.
It is one of the most interesting perks.

Slow Weapons:
  • Doubled firing rate
  • Doubled magazine size
  • Base damage 0.6x its original.
Fast Weapons:
  • Halved firing rate
  • Halved magazine size
  • Base damage 2.5x its original.

I think we can apply a similar idea to the Lochnagar.

New Lochnagar

Small Clip Weapons:
  • 1 round clip
  • +125% damage
  • -90% rotation
  • no recoil
  • 250 damage to gun per shot
  • -60% arming time
  • -50% AoE
Large Clip Weapons:
  • -50% clip size
  • +70% damage
  • -30% rotation
  • no recoil
  • 15 damage to gun per shot
  • -60% arming time
  • -50% AoE

Small Clip Weapons stat is the original Lochnagar stats. Small Clip Weapons should be the ones you use Lochnagar for anyways, Heavy Flak, Heavy Carronade, Mines, etc. etc.

Large Clip Weapons stat is - half clip size, massive damage, but gradual damage through use. Stats should probably go through balance testing. It should be in a way such that large clip lochnagar will need coordination with the engineer for full potential. However, guns will have to eventually break.

Creative, Interesting, Implementable Ideas

Lochnager Flare - Lots of Fire Works.

Lochnagar Flame - can be that cryo gun we were asking for.

Lochnagar Hwacha - Fires dual flames instead. Short, strong burst and the gun should die.

Your addition - if you have a creative thought, just post it!  :D :D :D

-----------------------------------------------------------

I'd like comments and discussions. Happy Posting![/list]

17
General Discussion / New thing I learned about Guns of Icarus
« on: February 11, 2015, 09:23:15 pm »
I've played GOIO for about a year now, and I still find things that I didn't know about the game.

For example, just now, I discovered that, when you are on the ship-screen, you can press your movement keys (wasd) to rotate the ship, such you can examine the bottom of the ship.

I feel like my words aren't doing justice. I'm kinda mind blown to write correctly. Try it for yourselves, go to ship-screen and press your movement keys.


I bet there are numerous other things that you've learned after having played for a while. Like, b to captain-target spot, the drums when other ships are near, etc. etc. Post'em here! :D

18
Feedback and Suggestions / Fire Tool Reload
« on: February 04, 2015, 10:42:25 am »
Any experienced player knows that fire tools are imbalanced. Chem Spray >>>>>> Fire Extinguisher. I know this very well.
I've argued for Fire Extinguisher before. Man, that was the hardest argument I've lost. Truth is, Chem Spray is far better than Fire Extinguisher.

There's many ideas to balance these tools. This is my little something.

Fire Tool Reload

Basic Mechenics

Chem Spray:
After about 5~6 sprays, the engineer needs to replace the chem spray canister. The reload is done by the second mouse press. It can be done quickly while moving.

Fire Extinguisher:
After about 10~12 sprays, the engineer needs to replace the fire extinguisher canister. The reload is done by the second mouse press. It is done sightly slower than the chem spray. It can be reloaded while moving.

Advanced (Possible) Mechanics

These Mechanics could be implemented individually with testing to twick balances.

  • Engineer movement slowed during reloads
  • Reload is slower, but can happen with out the fire tool being active.
  • Potency of the fire tool is reduced as the canister depletes.
  • Amount of fire tool left is visible/invisible.
  • Engineers have set number of reserve canisters. They are refilled from a canister station/over time.

These could make balance changes without number changes.

My Thoughts

A reload mechanic such as this can impact the balance of fire tools without technical number changes (which often doesn't solve the problem and/or is difficult to do right).

I don't think a fire tool reload mechanic will impact the game play much. If it is too complicated, the reload can be made automatic.
And reload mechanic shouldn't be much of a nerf to fire tools. 5~6 chem sprays will cover half a ship, and its about the number of components a typical engi is charged with.

A reload mechanic will

  • give other ways to balance chem spray to fire tool
  • make fire prevention strategic and fun (one must to decide which components get priority)
  • make fire tools a lithe more realistic. GOIO is Hollywood realism, but we can't just scrap realism.
  • replace the mindless, constant chem spraying of engineers with some interesting game play.
  • rehabilitate the chem spray addicted engineers by putting limits to chem sprays.

This is a thought experiment. I'd like your thoughts on it.

19
The Lounge / I'm Scared to Drive
« on: February 02, 2015, 04:17:55 pm »
I'm kinda scared to drive because when I'm reversing, I know I'll turn the handle the GOIO way and *BOOM*

I'll also try to change altitude, use kero, drink moonshine, and wish for an impact bumper during accidents.

I'll also think that 18-wheelers are galleons and try to stay away from their broadsides.

I'd think Prius is a squid and get scared about fire.

And this is a mobula.

I'll yell at it to lift up and get out of the way.

20
Feedback and Suggestions / Matchmaker and Level Adjustment
« on: February 02, 2015, 11:40:35 am »
Match Maker was an overhaul. So was the new leveling system. We had a grand discussion when they were first introduced.
Now that we've settled into it, let's see what we think about it now. What was your opinion and has it changed?

21
Gameplay / Anti-Pyramidion Mathematics
« on: January 26, 2015, 05:12:29 pm »
I made a graph of ships a few months ago. I've been meaning to create a graph of weapons, but I haven't even started.

Instead, I've done a little scenario calculation.

Scenario:
A pyramidion, at the same altitude as yourself, is charging towards you at maximum speed (32m/s). You know that pyramidion's weakness is maneuverability. You decide to change the altitude to dodge the incoming gat/mortar destruction.

Using basic kinematic physics, I've calculated the following.

Results:
If you decide to move up/down, from rest, when the pyramidion is at 500m,
Pyramidion will come to your position in 15.625 Seconds.
If you are a...
Junker: move maximum of 218.055m up or down.
Galleon: move maximum of 201.483m up or down.
Squid: move maximum of 229.5m up or down.
Goldfish: move maximum of 221.06m up or down.
Spire: move maximum of 227.092m up or down.
Mobula: move maximum of 246.492m up or down.
And the Pyramidion, if it decides to match your motion, can move up to 212.796m up or down.

In same Scenario, with Pyramidion at 300m
Pyramidion will reach get to you in 9.375 Seconds.
Junker: 111.43m
Galleon: 95.171m
Squid: 123.25m
Goldfish: 114.872m
Spire: 120.842m
Mobula: 140.179m
Pyramdion can match up to: 106.734m

In same Scenario, with Pyramidion at 200m
Pyramidion will reach get to you in 6.25 Seconds.
Junker: 58.1177m
Galleon: 49.9453m
Squid: 70.125m
Goldfish: 61.7783m
Spire: 67.7167m
Mobula: 87.0232m
Pyramdion can match up to: 54.7023m

In same Scenario, with Pyramidion at 100m
Pyramidion will reach get to you in 3.125 Seconds.
Junker: 14.6484m
Galleon: 10.9863m
Squid: 19.5314m
Goldfish: 15.8691m
Spire: 18.3105m
Mobula: 33.8669m
Pyramdion can match up to: 13.4277m

In same Scenario, with Pyramidion at 50m
Pyramidion will reach get to you in 1.5625 Seconds.
Junker: 3.66211m
Galleon: 2.74658m
Squid: 4.88281m
Goldfish: 3.96729m
Spire: 4.57764m
Mobula: 9.15527m
Pyramdion can match up to: 3.35693m


And this is about it for now. Read through the calculations. If there are anybody willing, check my math.

Let's discuss Pyramidion with some numbers. :)

22
Feedback and Suggestions / Gunner over Engineer
« on: January 25, 2015, 09:47:12 pm »
An idea that came from a game I've played today.

Shouldn't gunner supersede an engineer on a gun? So, when engineer is on a gun, the gunner can take his place immediately, the same way you supersede an AI.

23
Feedback and Suggestions / Pyramidion needs more love?
« on: January 22, 2015, 11:20:30 pm »
This might be a little preemptive post. As far as I know, next ship balances will buff spire and squid and nerf pyramidions.
The spire and squid buff is definitely needed. The spire definitely needs a little buff to be good.

I can't disagree that pyres need a nerf. Pyra's two forward facing guns, small profile, decent health, ease of engineering, and high maximum velocity (not acceleration) makes it a force to be reckoned.

But I am little disappointed. When I joined Guns of Icarus, Pyramidion was the vanguard, ramming ship. But through a series of patches and developments in tactics, Ramming gradually became less effective. Now, Pyramidion is better off pointing at the enemy than ramming the enemy (unless that enemy happens to be a Spire).

I'm scared that Pyramidion nerf will take pyramidion out as an effective ramming ship.

I want an active ramming ship. I enjoy sniping, but I also enjoy ramming (so the pilot is also doing something). I'd rather not see a pyra nerf. I want to see a creative solution instead.

This is my opinion. What are your thoughts? Would you like a pyra nerf? Do you have a fresh idea to keep the game balanced?

24
Gameplay / Favorite Gun-Ammo Combination
« on: January 21, 2015, 11:32:32 am »
Let's talk your favorite Gun-Ammo Combination. What is it, and why?

25
Q&A / Incendiary Rounds
« on: January 19, 2015, 07:41:34 pm »


+20% Increased Chance of Causing Fire on Hit
-30% Projectile Speed
-25% Clip Size
-30% Rate of Fire

Let's talk Incendiary rounds.

I believe it is one of the less popular ammo choice. I know I don't like it too much.
Increased fire chance is pretty cool, but - Projectile Speeds, - Clip Size, and - Rate of Fire is a massive downside. Come to think of it, + Causing fire is not much of an upside either.


What do you guys think about Incendiary rounds? I don't like how it shoots, but what about you guys?

26
The Lounge / Do Siberian Rivers "Flow" North?
« on: January 15, 2015, 11:38:38 am »
I asked this in the first thought thread on the pit, and its been plaguing me since.

Do Siberian rivers flow North, into the Arctic? Or do they sort of freeze as they go North?

GOIO community is very diverse; I wander if you guys can give me a more satisfactory answer than the internet.

27
Website and Forum Issues / Did forum get an update?
« on: January 12, 2015, 12:57:58 pm »
I can't quite put my finger on it,... but the forum seems a little different today than it was last week.

Does anybody know anything about it? I think the feeling is emanating from the Updated Topics page.

28
The Lounge / What makes you like Guns of Icarus?
« on: January 10, 2015, 11:49:38 pm »
I love worlds that Hiyao animates, like Porco Rosso, Castle in the Sky, Nausicaa, and Howl's Moving Castle. Guns of Icarus is pretty much the only game that puts me in that romantic world. That's my main reason for playing Guns of Icarus.

I've named two of my ships in reference to Hiyao's works. It might soon become three.

What makes you like Guns of Icarus?

29
Feedback and Suggestions / Voice Chat in Different Ears
« on: January 02, 2015, 07:51:12 pm »
I've had this thought a while ago, but it didn't seem important at the time. It still doesn't seem like a huge issue, but I decided to post about it.


Most pilots have experienced it. Crew chat and Captain chat overlaps and you can't hear what's going on. It's a rare occurrence, but it is a frustrating occurrence.

Is it possible to have Captain chat take priority to Crew chat? Or, as I thought, have them come out of different sid.es (L and R speakers or earphones or headsets).


It's a small problem and solutions are difficult. What do you guys think? Do you have a better solution? If so, please share. :)

30
The Lounge / Happy New Year!
« on: January 01, 2015, 12:17:16 am »
Happy New Years! May the winds be in your favor 2015!

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