Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ZnC

Pages: 1 [2] 3 4 ... 17
16
Feedback and Suggestions / Re: Swag Yolo's Perfect Plan to Fix Skirmish
« on: January 05, 2017, 05:29:44 pm »
Eric does whatever he wants with balance.

You know I ever once asked in a fireside: "how do you guys (i.e. Muse) make balance changes?". The exact answer I got (from Eric): "gut feel." Sadly, the intricacies of competitive balance is lost on them.

Can't fault them for making a game they enjoy. Can give them a negative review though. :D

17
Guides / Zanc's Gunnery sheet
« on: October 15, 2016, 02:40:15 pm »
Hey

Months ago, Muse released a huge balance update. Just before they pushed out the Loch change, I sent them a Dev App feedback email. It specifically says that Loch is overpowered and would be a problem if it goes live. I even pinpointed what the problem was and proposed a solution, as with all feedback I send. Nothing changed and it went live. You guys know the rest.

Some of the other changes were good, some were not. That's fine, it happens. We can fix it. Several feedback emails later, Muse threw out more and more balance changes completely in the opposite direction of all the feedback I've sent. Then, the regular whom I was playing with decided to quit the game (for his own reasons). A familiar name - Kamoba. I too had enough of poor decisions and stopped playing.

Today, I leave behind my finest spreadsheet.
Zanc's Gunnery sheet: http://s000.tinyupload.com/?file_id=07423823697414864143

There are more docs like it but this is the one I always go back to. The reason I never shared it was because I thought nobody would ever use it. It's disorganized, 'numbers'-heavy and confusing at first glance. But maybe someone will use it for whatever.

Although competitively trained as a Buff Engi (which I completely mastered), I always saw myself as a Gunning Enthusiast. At one point I was also working on a comprehensive buff engi guide, but abandoned it after losing interest in the game. Will come back to try Alliance since I've already bought it though.

Take care
[G/♫] Zanc

18
The Docks / Re: [♫] The Bards
« on: August 15, 2016, 09:08:24 am »
*waves* Hello there!
What's up?

Why is The Mann in a cake?

19
Feedback and Suggestions / Re: New update
« on: May 27, 2016, 05:40:57 am »
Without touching on whether or not it is statistically the case the people swap teams to unbalance a lobby...

I've said it many times, including to Muse, and I'll say it here again: it isn't the case. I've never seen people unbalance lobbies in that way. Like, ever. Lobbies get unbalanced because lobbies die (because of awful rematching standards/practices) and reforms restack the teams. I would love to know what evidence Muse has of this alleged spectate-swap "abuse," because I've played my fair share of matches, and this is news to me.

I agree with jedi here. It is blatantly obvious to the entire lobby when anyone, especially a high level, tries to stack the lobby like that. The real problem is when clanmates/friends want to play together and 'stack' the lobby with no team scrambles.

20
Release Notes / Re: Version 1.4.6 Release Notes
« on: May 24, 2016, 06:32:56 pm »
So I played VIP with the Gents last night and thought it was a fun yet competitive mode.

For those who've tried it - does anyone else think that when the VIP kills an escort, they should score 1 point?

I discussed this with a comp pilot and we noted a few things:
-In the current rule set, escort ships are expendable
-The only incentive for VIPs to be aggressive is to kill the enemy VIP
-Most of the time VIPs are too busy trying to stay alive against expendable ships

If VIPs score 1 point by killing an escort:
-Escorts are no longer expendable
-It would be more efficient for the VIP to be a kill ship
-This creates a dynamic where action is focused on assisting the VIPs
-In 2v2, a one-sided engagement can potentially be 3-0 (VIP kills VIP, then kills escort)
-Thus, games might end in 2 engagements without giving opponents chance for a comeback
-However, it can also potentially go 2-1, 2-0, 1-1, or 1-0
-Needs testing to see if victory condition needs to be increased

21
The Lounge / Re: A fond farewell.
« on: May 19, 2016, 03:49:11 am »
There goes the only person I still fly with. One of the (very) few pilots willing to try my ideas and develop non-standard builds. Will always be proud of the side-Gunner Blendersquid and mastering Main Engi on it. :x

I'm not involved with community stuff much, but I believe Kamoba has contributed a ton when it comes to being a CA. He taught me how to play on the Metamidion when I just started. Back then, it truly felt like the golden age of GOI.

22
The Gallery / Re: My Ugly Banshee
« on: May 11, 2016, 10:21:27 pm »
That's quite nice actually.

23
Feedback and Suggestions / Re: [Ammo idea] Rifled Rounds
« on: May 02, 2016, 06:13:42 pm »
I'd rather see heavy clip actually useful first.

That is a good point though. Maybe I should be suggesting this idea as a Heavy Clip rework instead.

24
Feedback and Suggestions / Re: [Ammo idea] Rifled Rounds
« on: May 02, 2016, 12:37:45 pm »
Of course, it is important that the idea should not clash with the roles of existing ammo types. Here're the common use cases for Lesmok and Heavy Clip:

Lesmok
1. Lumberjack
2. Heavy Flak
3. Hades
4. Mortar
5. Mine Launcher
6. Harpoon

Heavy Clip
1. Heavy Carronade
2. Hwacha
3. Minotaur
4. Gatling
5. Light Carronade
6. Banshee

With the exception of those in my original post, it does not replace many of the effective combinations above and definitely does not make them "pointless".

Still, even I am doubtful this idea will get anywhere, anyway.

25
Feedback and Suggestions / [Ammo idea] Rifled Rounds
« on: May 01, 2016, 03:57:52 pm »
Something like Heavy Clip with some Lesmok traits, but with Rate of Fire as a drawback instead of Clip Size.

Rifled Rounds
-Reduced Jitter (similar to Heavy; 50-70%)
-Slightly increased Projectile Speed (20-40%)
-Reduced Shell Drop
-Significantly reduced Rate of Fire (30-40%)

Designed for: Guns with jitter that could use increased projectile speed/range

Use applications:
>Minotaur
Heavy Clip reduces a shot, which is bad for the Mino that needs to keep pressuring the enemy. This ammo makes it easier to hit, but the time in-between shots is much longer.

>Gatling
Useful to start chipping away at an enemy, but not as efficient due to lower rate of fire.

>Carronade
Slightly more effective range, but longer time for the second shot allows the Engineer to mallet and prevent the pop.

>Hwacha
Better sniping capability. Gives it back a little of pre-nerf Heavy Clip, in terms of Projectile Speed.

Thoughts?

26
Community Events / Re: Guns of Icarus VODs
« on: April 26, 2016, 08:48:55 am »
Alright so...

Hope I'm not butting in wrongly, but:
1. Muse trusted Urz to come up with an official list
2. They didn't like the formatting so they edited it (without telling him)
3. Urz didn't like the changes so he edited it back
4. Clash of vision
5. Muse made an official one themselves

@Muse: If you trust someone to do something, try not to edit their work without notice. I noticed this has happened a couple of times in the past. Even if they disagree, at least inform them first. Then, figure out if it'd be better to move on your own. You guys still have the final say on all things official. Although, it would be really nice to give Urz credit since he did propose and come up with the initial list.

Realistically, the people who're gonna watch the VODs are the participants, their mates, and other competitive players. GOI has a barrier where if you don't play and know the game, it is difficult to enjoy watching it. My opinion is that there is no need to separate the events. Just listing them chronologically as they happened keeps it clean and simple.

Peace

27
Feedback and Suggestions / Re: New Heavy Weapon
« on: April 04, 2016, 11:34:56 pm »
I imagine the stats would be like...

Primary: Piercing
Secondary: Shatter
Range: 50m
Rate of Fire: Super high
Clip size: Super high
Ammo types: Greased for DPS, Incendiary for fire stacks

Kinda like a melee range Heavy Gat. It would work like any gun, doing damage without having to actually ram. Maintaining pointblank range for the weapon's DPS will be interesting. Harpoon Drill Spire?

28
Feedback and Suggestions / Re: New Heavy Weapon
« on: April 04, 2016, 09:39:18 pm »
Wasn't this posted before?

HEAVY RAMMING GUN

Edit: Oh it was about the chainsaw.

29
Gameplay / Re: Gunner vs. Buff Engi on Heavy Carronade
« on: April 01, 2016, 01:36:50 pm »
This thread again; it's been a while though. Gonna keep it short this time.

Gunner
-Stamina
-Charged + Incendiary rotation

Gun-gineer
-Mallet Spanner
-Better rebuild/repair
-Charged + Buff

Buff-gineer
-Wrench Buff
-Firefighting
-Charged + Buff

Many players underestimate how devastating Incendiary Carronade is on the enemy ship, especially when used with Charged. On a Goldfish I have a buff-gineer front, so the choice is either Gunner or Gun-gineer. Set it up however you prefer, I always go gunner though.

30
Community Events / Re: SCS gets 100 and a new name!
« on: April 01, 2016, 01:32:30 pm »
This is a brilliant idea. Every week, teams stand a chance to win the RYDER CUP! Named after the top competitive team since the dawn of mankind - it'll be such an honor.

Pages: 1 [2] 3 4 ... 17