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Messages - ZnC

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226
The Pit / Re: Communists in GOIO
« on: February 12, 2015, 05:44:04 pm »
Are you serious?
We're supposed to be asking you that I think...

From Wikipedia:
"Because Marxism-Leninism was used to establish a variety of regimes around the world (such as Cuba, China and North Korea) and claimed leadership of the communist movement, and the portrayal by anticommunists of such regimes being an example of communism, in mainstream usage communism has come to be incorrectly regarded as equivalent to this ideology and these regimes."

227
The Docks / Re: [♫] The Bards
« on: February 11, 2015, 02:45:59 am »
I really like [♫] so I'm giving you guys a bump!

Music pretty much the most sincere language there is. ;D

228
Dev App Testing / Re: New Gun and Stamina System Testing
« on: February 07, 2015, 04:37:13 pm »
Pyramidion
- Reduced hull health

Squid
- Increased hull health

Still disagree about this, but if you, Muse, decide that this is the best idea...

While I was hoping for a buff to the Squid overall, I definitely didn't expect a buff to the already high hull. Squid is surprizingly tanky with the 4-hit spanner rebuild on armor.

229
The Lounge / Re: The Bragging Thread
« on: February 05, 2015, 07:33:12 am »
...would be nice, if merc range was not 2.2...

I didn't think I would have to mention I used Lesmok Rounds.

230
The Lounge / Re: The Bragging Thread
« on: February 05, 2015, 07:12:49 am »
My furthest shot
The moment we respawned on Red Sepulcher, (I loaded Lesmok and) I took a shot on the merc. It destroyed a heavy engine close to 3.5k range with fog blocking my view and only a spot to guide me.

231
Gameplay / Re: Replays and Post-Game Statistics?
« on: February 04, 2015, 11:09:47 pm »
Replays don't need to be stored on a server. I would love to be able to save the replay at the end of a game on my local disk, then just be able to load it and watch it in spectator interface.
It would allow to:
1. Improve your gameplay by watching it and realizing what mistakes you made.
2. Create videos to post on youtube that don't have just one POV without having everyone playing record the thing at the same time (while also having one or two guys to spectate the match just to record it). So yeah, it would make my life (and other guys' life who are interested in popularizing the game) a whole lot easier.

Also think competitive players would benefit a lot from replays.
One thing that requires some thought is: do you also record the in-game speech for every player in a replay? I think it would be interesting ...

When asked MUSE about this in a dev fireside chat, they said that unity doesn't support replays at the moment, but it might happen in the future, in which case they would take the time to implement replays into the game.

I second everything you just said. Watching your own games helps a lot, especially competitive teams. And also about what the devs said in the Fireside chat - they are keen to implement it when Unity supports the feature.

232
Q&A / Re: Incendiary Rounds
« on: January 27, 2015, 09:52:06 am »
Well I tested it by spawning 108 test dummies, firing a single incendiary round at all their balloons - 44 of them caught fire (40.74%). I ran this test a few months back and got similar results.
My assumption is that the flamer doesn't have secondary dmg type, so it only applies the 20% or 25% only once to direct dmg.
So the question is, if it is 20% or 25%. Once we answer that question, you can determine what gives you more fires per second. And that can really go both ways here, if you got a result of 40.74% - That's quite an average result between the presumed 38% and the suspected 43%(average is 40.5%).

Sorry I wasn't clear on that post, I fired a gatling incendiary round at the balloons. In theory the average for that should be 40% flat (20% direct, 20% secondary) and my tests support that.

233
Q&A / Re: Incendiary Rounds
« on: January 27, 2015, 08:35:32 am »
After running a test (which I actually did before), I stand my ground that Greased is the better flamer ammo because of ignition rate and range.
A subtle change of 0.2-0.5 fire stacks per second could not be easily tested and experimented without a substantial amount of measurements and accurate means of time measuring. I highly doubt you could prove something like that with the random nature of the random.

Well I tested it by spawning 108 test dummies, firing a single incendiary round at all their balloons - 44 of them caught fire (40.74%). I ran this test a few months back and got similar results.
My assumption is that the flamer doesn't have secondary dmg type, so it only applies the 20% or 25% only once to direct dmg.

234
Q&A / Re: Incendiary Rounds
« on: January 27, 2015, 08:22:29 am »
In either case, Incendiary is still the best flamer ammo.  New flamer meta...?

After running a test (which I actually did before), I stand my ground that Greased is the better flamer ammo because of ignition rate and range.

235
Q&A / Re: Incendiary Rounds
« on: January 27, 2015, 07:55:04 am »
Now let's do the calculating again,
Greased wasn't affected by the fire ignition chance mistake, so we can count on it being 4.8 fires per second still.

Recalculation for incendiary:
shots/sec: 11.669
fire ignition chance: 18% + 25% (0.18+0.25=0.43)
fires/sec: 11.669*0.43=5

Incendiary will ignite 5 fires per second.

Wow, I never thought it would actually be 25%, that would indeed make incendiary have higher ignition rate and be much better than greased. Thanks for sharing. *thumbs up*

However, in the recent 1.3.9 patch, it says: "Skill descriptions now draw directly from configuration (so they can't get out of sync with the actual effects)." So I'm totally confused right now.

Edit: I've test it and it does seem like it is 20%. Considering it applies to Direct and Secondary damage I have about 40% ignition chance firing at dummy balloons on the gatling.

236
Q&A / Re: Incendiary Rounds
« on: January 26, 2015, 08:36:07 pm »
Apologies for the double post, because I can't find the edit button. But it seems that you are right because there was a hotfix that nerfed it to 1.2 Direct Fire with 18% chance of ignition. Still, I think Greased has a slightly better ignition rate, however Incendiary can fire longer without reloading.

237
Q&A / Re: Incendiary Rounds
« on: January 26, 2015, 07:01:21 pm »
Incendiary flamer gives more fire stacks per second than greased flamer, and the most fire stacks per second compared to any other ammo type you'll be using on the flamer.

The flamer base chance for fire ignition is currently 18%.

Hi Extirminator,

I'm not sure if I missed any changes in the recent patches, but in 1.3.6 at least, flamethrower has "1.6 Direct Fire Damage with 27.4% of igniting 1 fire stack".
Based on this, I think the ignition rate of greased does beat incendiary, and not by a small amount either. ;D

238
Gameplay / Re: Need info for Spreadsheet: Weapon + Engine Health
« on: January 24, 2015, 05:20:18 am »
Also thanks for the tip! thats also just what i'm looking for. Heres the next question then, for the flamer- does the percentage chance to ignite get applied twice, once for the initial hit and once for the "splash" or is it only once? Also, for the carronade running incendiary rounds, i'm assuming that each pull of the trigger gives a chance for ignition and not every individual bullet of the carronade correct?

Flamer is unique in that it only applies the chance (27.4%) once, since it doesn't have a secondary type. However, burst rounds still increases the AoE of the flames. If you do your calculations correctly, you will find that incendiary isn't the most optimal for the flamer. Incendiary rounds still applies to both the direct and secondary damage type of other weapons. This is where you have reached my favourite weapon in the game (HELLHOUND HEAVY TWIN CARRONADE); incendiary rounds applies to every single buckshot of the carronades.  8)

There goes all my secrets...


or is it?......  ;D

Edit: Aw Wundsalz beat me to it

239
Gameplay / Re: Need info for Spreadsheet: Weapon + Engine Health
« on: January 23, 2015, 09:21:02 am »
quick question: How much HP do light, heavy weapons and Engines have? i can't find it for the life of me on the wiki. Also, how much damage does fire do per second? And what are the debuffs to a weapon on fire?

Thumbs up for studying and understanding game mechanics! I've spent a lot of time doing this as a gunner since I've started playing and have a folder of GOIO spreadsheets. One information that has never been clear are the exact AoE radius of all weapons.

Also, to answer your fire question, not many people know this but I'll just share it:
First fire stack does 10 damage per second. Additional fire stack adds 2 damage per second. All fire stacks are affected by damage multipliers.

Best of luck on your spreadsheets!

240
Q&A / Re: Incendiary Rounds
« on: January 21, 2015, 04:33:49 am »
Sometimes you need a back up to escape a 2v1 yourself, incendiary Carronade is pretty versatile and punishes enemy for slight mistakes. If they are perfect on chem/repair they still take a decent amount of damage, incendiary just punishes more.

Perfect engagements don't always happen, so it is good to have a plan B in case you do get in a prolonged engagement or whatever.

+1. I've studied Incendiary for a long time, and it does certainly feel like it was made for the Carronades. In theory chem hard counters it, but in practice perfect chem is much harder to keep up with your main engi being dedicated to rebuild and repair balloon, and 2nd engi having to choose the lesser evil - repair or maintain chem/extinguish. It's also strong against ships that don't usually run chem cycles like Mobula, Spire.

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