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Messages - michael.hauda

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16
Um, I'm going to go against the general opinion here. how many times has the heavy flak not killed something fast enough? newer players already can't use it, moderately experienced players can sort of, the only people you're helping are the people who land 80% of shots and they don't need the help.

I'll agree to not making explosive more effective against balloons, which leads me to my third point..

Flechette damage of heavy carronade needs a lowering (not nerfing) the light one is fine, maybe give more shatter damages to the heavy one too balance out the decrease.

Lowering fire extinguisher cool down would be great, 2 or 1 second preferably, but keep the full removal please

And yes, please raise the effectiveness of bumpers to at least relatively effective, now its more worth it to burn kero for  a second so you don't get thrown around than it is to use bumpers..

No to the squid suggestion, it isn't needed at the moment and there is supposed to be a buff to its maneuvering right?

17
Feedback and Suggestions / Re: Experience Gains - Post MM.
« on: February 04, 2015, 08:04:29 am »
I wouldn't mind novice matches to be all they get until they have x number of achievements but that's just me, I acknowledge the player count is low so it might not work but I like the idea.

These achievements would cover the basics of the game and require things like; destroy 20 components with heavy clip, extinguish 5 components with chem spray, spend 30 seconds using moonshine, the idea being they'll get the achievements hopefully by using tools smart (probably not, its trial and error) the main idea being force them to get a few easy but fundamental achievements without any of the somewhat silly or difficult ones.

Also, why not have each gun tell you good ammos for them? if I remember correctly they each tell you about themselves already, is it too much to add in a blurb about greased rounds to the mortar?

Also, less creative solution but hear me out, increase the XP required to level at low levels? like, have each level require as much XP as getting to 8th itself does or something, if you get to 8th in 10 games now the number goes up to 80 which is much better I think

I would like to see the leveling at least for non-novices stay the same just because I level comparably slow (at 1100 matches) and I like the added pat on the back once in awhile, I wouldn't mind more goodies when I level though I mean you don't get anything at level 30? that was upsetting.. :P

18
Feedback and Suggestions / Re: Matchmaker and Level Adjustment
« on: February 04, 2015, 07:46:29 am »
I'll take a swing at a reply;
-Between matchmaking queue and lobby wait times the game feels about as slow as before, at least before you could leave and click a different lobby if the one you got put in was too slow.

-Second pilots and gunners are less common although they still happen a lot more than would be preferred, this happens last minute sometimes and has ruined many many many matches.

-I never thought viewing the enemies levels was a bad thing, but then again you didn't really get rid of it did you. :P

-You added an option to delay the lobby, that only the pilots get.. so they can delay, given its better than before it still sucks.

-I love the new leveling system, it makes the game more rewarding because even if you didn't get to get achievement progress you got something (XP) for your time.
-----That said.. I think novices should go back to the original way of leveling until they get through novice levels, hopefully this means level 8s will actually know how to extinguish a fire and where the hull is on each ship.

For the people who suggest you friend "everyone" so you can get the server list feel, maybe I want my friends list to actually be my friends? rather than 90% people who don't play anymore, 7% novices, 2% random players and 1% friends..

I am in favor of matchmaker and the server list being one thing, allowing people to join the lobbies directly or letting matchmaker find them a lobby that it feels is balanced, not that it will be

As for the 3 match limit, before matchmaker lobbies had names, if you were getting steamrolled you could just leave, and not click that lobby; now matchmaker just shunts you in with the same people over and over and over, seriously. At least add an option to flag a lobby you're in so it doesn't put you there until that lobby has played another game or something.

Also, correct me if I'm wrong, if I say that I don't want to be in say.. Crazy King lobbies, matchmaker shouldn't put me in them? because if that's the case matchmaker fails to do that, this problem has happened often with the above problem of being put into the same lobby/with the same people.

Sorry I rambled a bit, matchmaker has just been a pain is all..

19
The Docks / Re: Current Available Clans
« on: January 31, 2015, 10:43:36 pm »
https://www.youtube.com/channel/UCbzd513GScevtAGGCkm9JOA
can this get added to our websites part? we were literally working on it wen I posted the clan info thing before

20
The Docks / Re: Current Available Clans
« on: January 31, 2015, 09:21:08 pm »
Leader; michael.hauda
Clan Tag; MisF
Member Count; 27, this is fluctuating a lot as we are recruiting and dropping old members
Website; Channel in progress
Location; Our members are largely American or Canadian but we will take anyone capable of communicating with us (English speaking)
Looking for; anyone willing to improve with friends, we especially need more gunners
Other Assets; Fun playing atmosphere and aggressive play style
recruitment Thread; https://gunsoficarus.com/community/forum/index.php/topic,5593.0.html


21
The Docks / Aye you there, yeah you, are you a Misfit? [MisF] come on in!
« on: January 31, 2015, 08:17:50 pm »
Hello fellow misfits and oddballs Misfits is recruiting and would love to have you in their clan, we play casually but would love to dip into the competitive scene once we've grown more. Before we can do that we need more people to join up and embrace their inner misfit.

We're always looking for any sort of crewmen, we are heavily pilot and engineer oriented but have a couple skillful gunners among us thus we will take anyone who either possesses skill in any role or is willing to learn and listen to our more experienced members.

We play for fun and to win, try your best but don't take it too seriously. At the end of the day if you die you die a misfit and with your fellows, never give up.
We aren't a strict clan but we do have some rules that we find fundamental (or I do)
-Please don't join to troll, our clan is at times goofy and is always fun but we don't make fun at the expense of others.
-While we don't require mics, we would prefer if everyone make an effort to communicate whether by typing or using crew signals we are a very vocal clan so try to keep up the banter.
-We kick members after a 75 day period, which is a lot for clans, this is mostly to keep our clan active and sharp.
-We don't discriminate against lower level players in terms of recruiting or in any other way, most of us are level 15 in something but we were all new players at some point so keep it kind.

We are working on videos as I'm typing that will show us playing if you're interested in how our games typically go, also we will post a ship decal/clan logo soon that we hope to get into the game for us to use.

In game our leader is michael.hauda and our officers are Lord Anubus and Nataleigh, you can contact any of us if you would like to join but we will want to fly with you a few games to get a good judge of character.
Here's a list of ships we commonly fly as a clan by name to see if you may have flown with us before;
michael.hauda; Hats off to the Bull, Scarlet, HEFTY HEFTY HEFTY, wimpy wimpy wimpy, Alubom, Misfit, Thumbtack
Lord Anubus; White Lightning, Black Buccaneer, Razgriez
Commanderstealth; Firebird

Hope to see all you crewmen in the skies on our side, we are working on obtaining official allies but would love more men under our banner so don't hesitate to pop in and say hi.
michael.hauda, clan leader.

22
Feedback and Suggestions / Re: Engineer Tool Idea, the Destroyer
« on: December 13, 2014, 04:17:05 pm »
I think it would be fun. Exploitable, but fun. A troll gunner can already shoot loch flamer, troll captain can sit all day on moonshine
engis can also troll by doing nothing at all, trolling happens no matter what, it was just an idea I had and thought like sharing :)

23
Could we throw snowballs too?

Hades firing snowballs would be awesome, maybe next year :P

24
Feedback and Suggestions / Making the rangefinder useful
« on: December 13, 2014, 04:36:45 am »
So most of us hate that tool, why? first half the noobs take it and second it doesn't do squat for most ships, my solution is to add another heavy gun to the game.
we have a heavy mortar and a normal mortar but neither is a mortar, neither fires in a high arc (80 degrees) with the intent of hitting a distant target (LJ targeting the guy above them doesn't count), and the mercury doesn't fire that way (resembling a howitzer it should fire in a high as hell arc but it doesn't to play on the sniper fanboys that are among us)
so how about this;
Howitzer
Range 1,700
Size, Heavy
Damage (prim) 75 Explosive
Damage (sec)  400 Shatter
Burst Radius, 6
Projectile Speed, 300m/s
Clip size, 1
Reload time, 5 Seconds
Arc top to bottom 80-25
Arc left to right 20-20

ok, I know it looks unbalanced mostly due to a lack of additional drop, honestly I'm not savvy enough to do those calculations, the idea is to have the drop be so bad that you need to aim mostly up to hit targets at the maximum distance, with a distance this large and you only getting one shot you can have a crewmate use a range finder which will show you the arc of fire from the gun to the ground (the projectile never self detonates, it must hit ship or ground) also the fact that the shell will be hitting from above ideally means that the high shatter damage shouldn't be too debilitating but noticeable due to balloons taking the brunt of the impact at least half the time, also like the mine launcher I'd enable friendly fire (and self harm) with it to avoid people using it at closerange too much (I hate arming times and these sorts of artillery shells wouldn't have them)

I think it fills a long range indirect fire support role well with damn good disabling of guns and engines and it has STYLE lol, and good gunners wouldn't end up needing the rangefinder after enough time with the gun in play because they rock like that, also this gun is an awesome gun for spires and gives the goldfish a new gun that I think would be viable and yeah I like it, feel free to give input

25
Feedback and Suggestions / Engineer Tool Idea, the Destroyer
« on: December 13, 2014, 04:04:44 am »
Hey you all I had some idea while playing this last week that I'd like to share;
Firstly, you know how when a component has 12+ fire stacks and no one has an extinguisher its pretty much a goner? why not have a tool that lets you break it the rest of the way so you can just rebuild it? I get that feeling aaaaaallll the time seriously, ok part two for this new tool, what if the next time you repaired (not rebuilt) something you got a bonus? something small, you could call the tool a salvager and design it like a blowtorch or crowbar or something, cool right? well I started to thing about how it could be abused and I hit a wall there, I mean the only way to purposefully do that is have the captain use tools to break stuff and the engi use the salvager to finished the job but it takes time to burn down stuff like that so I don't see a lot of room for abuse honestly.
now I know it's a niche thing but so are half of the gunners tools, engis should get some cool situational stuff too, I can see a pyra with 1 buff engi (chem, wrench, buffkit) 1 buff engi (chem, salvager, wrench) up top and the normal engi down on the bottom, one buff engi #1 can easily prebuff both guns before combat and the salvager can tear down doomed balloons and use the bonus to repair to get it back up to a healthier state, cannibalizing his gun before jumping down to help the main engi would be a viable tactic as well
5 seconds to activate (must be continuos, no prebreakage) gives 50% boost to next repair, Spanner would give 60 rather than 40, Wrench (the tool likely to be paired with this) would give 180 rather than 120, Mallet would give a whopping 375 rather than 250, a fair increase but not game breaking
King of Repairs build, Salvager, Mallet, Spanner
King of Vesatility build, Spanner, Mallet, Chemspray
King of Flames build, Salvager, Wrench, Chemspray/Extinguisher
King of Guns build, Buffkit, Wrench, Chemspray/Extinguisher

also some odd things could be done with this, need to turn fast? destroy the correct engine and you will fly the opposite direction, engi can use the repair buff to fix it once the uber turning isn't needed anymore, same works for going downward although that's much more situational

The only flaw I see in this is the trolling potential, but that wouldn't be a problem if when people got reported they got kicked out :P like, more than 1/10 times

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