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Topics - MightyKeb

Pages: 1 [2]
16
The Pit / BATTLE ON THE TUNES
« on: April 11, 2015, 05:55:46 am »
https://www.youtube.com/watch?v=1m5OahXqvdg


Dementio confirmed secretly aligned with Bards

17
Feedback and Suggestions / Monsters in Co Op?
« on: April 02, 2015, 03:50:33 pm »
https://www.youtube.com/watch?v=DSwGHXsfI7E

So I necroed that background thread with this song and while listening I thought to myself.


"Hey, sea Leviathan? Grabbing onto boats? Awesome idea!"


It would most likely take a lot of effort, but I'd like to brainstorm either way, what if you had, for a start, a monster that latched onto your components, and disallowed you from repairing it? Perhaps you could just make it so that smacking it with a mallet quite a few times would make it go away. Or, you could use a fire tool to shave them off or even load Incendiary Ammo to the guns! Imagine fighting one of these on a galleon. Gunners would have to consider incendiary instead of heatsink!


Or a monster that could throw you off the ship? Tear apart your balloon in literally seconds?  Or one that strikes a few fire stacks on literally every component with such a hard strike that it would break the chem cycles? Or one that would take out 1-3 completely random components instantly with an ice attack-ish burst BUT also automatically chemspray them?

I'm gonna sleep in a bit, will try to come up with more tomorrow :-X

18
General Discussion / Pilot engi tools and ammos?
« on: March 28, 2015, 05:43:53 pm »
I find there is a variation in the pattern pilots all around pick their engineering tools and ammos. What do you prefer?

Personally I'm spanner4life unless it's a spire, then it's pipe wrench. I am considering taking mallet on a junker for hydro+free repairs sometime though.


And I've recently gotten into the habit of taking the "Lucky lochnagar" for ships I dont anticipate to gun in.

19
The Cantina / RP Tavern Quest: The Delivery
« on: March 21, 2015, 12:59:19 pm »
(I've decided to make this thread to narrate the courses of an event I've set up in the currently active RP Tavern, I only request those who have agreed to participate ICly to post here, but I can allow you in if you just holler me a quick PM Special thanks to Burning Skies for providing me an adequate format to follow and RP by, you guys were awesome in your day \o/)


**Nathaniel slowly climbs on his squid, "Greasy Dream" is imprinted on it's back with light green dye and an eagle figurehead on it. He starts loading some of the small, green striped boxy-crates on his boat, glancing at the bar entrance every now and then to see who's coming."

20
Q&A / Hwachafish? What's it good for?
« on: March 13, 2015, 07:37:26 am »
Quick question, I rarely run hwacha with the goldfish and I understand its benefits, but while I havent looked hard enough, I'm under the impression that it doesnt say, "hard" counter most ships as effectively as something like a good blenderfish does against squids, galleons and some junkers.

So what's it good for? It can pretty much devastate a squid I know, but so can blenderfish, pyras are almost immune to disables from front besides their good ole front gun pairs, can be decent against junkers but good ones can use the thin hull, why take out a galleon's broadside when you can blend them to the ground, etc.

21
Feedback and Suggestions / All maps for practice mode
« on: February 26, 2015, 06:46:52 pm »
I assume this has been suggested before, but why hasnt it been done yet?! This'd vastly improve the practice mode's uses. From a novice driving in rumble to comp teams examining maps without having to take two extra pilots. Some maps out there like Canyon really have alot of places to study and use. Aside that, players can use it to discover Crazy King maps. Hell, make a CK tutorial too even, it's already too confusing for novices.

22
Gameplay / Brawler Galleon discussion
« on: February 19, 2015, 11:04:48 am »
Now first of all, this conversation is assuming that these combinations are being picked for a brawler port side of a galleon. What would you prefer and why? Because I've personally been having difficulties deciding which is more viable and when. When simply gazing at it I've determined a few pros and cons of both:


HwachaCarro: (Assuming it's paired with gatling)

Pros:

- You get to have armor piercing, engine/gun disable, Balloon disable AND hull disable packed into one broadside! Making you a versatile close range foe.

- If Hwacha's doing a good job then you're better off with this loadout than double hwachas

- You have a 10 degree advantage with the carronade and it is possible to ward off other carronade ships attempting to pop your balloon so long as you rise the carro in arc before it's too late.

Cons:

- You need all 3 crewmembers to commit to this to make it work, making other components more vulnerable as your engis cant give them a whack in time and limiting your mobility options as helm tools will reduce your firepower.

- You only have a single ranged option (Hwacha w/ Heavy Clip) and are prone to being sniped

- By using carronade you force yourself to lose your height advantage in order to keep your damage output on the said ship, which leaves you prone to getting balloon popped yourself as it shaves off time you take to hit the ground in that case and allows you to be attacked from many more angles (ie, gat mortar pyra sitting above you)

Double Hwachas: (With gat)

- Your gunner can alternate between the two hwachas, negating the reload times and doing a consistent stream of damage

- No balloon pops ensure you keep the high ground, making this build very effective for area control

- You have two long ranged options now and another engineer can man the hwacha in the event someone is making an attempt to outsnipe you

- The gunner is able to reserve the other hwacha for an armor break, giving them an on-demand hull health damage. He can also wait until the armor break with both guns, alternating between them to deal devastating permahull damage.

Cons:

- The 10 degree difference in arcs makes you a bit more vulnerable to carronades as a squid/goldfish can easily rush a (gentle) ram down your balloon and pop you to the ground before you manage to get arcs

- Your slow speed of the rockets and a lack of balloon popping abillity will ensure that good mobula pilots will have a rather easy time dealing with you and junkers have more chance to dodge/balloon block you at mid-long ranges

- If your first hwacha gets good hits on the enemy then your second hwacha will be redundant until your enemy's armor breaks. Speaking of which...



What do you guys think about Hwacha+Heavy Flak + Gat galleon? I see a lot of new galleon pilots employing this loadout and I thought it was trash until I saw it in a high level match. Lochnagar and Incendiary seem to compliment the rest of the weapons fairly well. I'm eager to hear the community's say on this specific loadout aswell.




23
Feedback and Suggestions / Voice Commands
« on: February 15, 2015, 02:16:16 pm »
I have brainstormed with the global chat for a few minutes before coming up with this.

So let's say, we have youtubers all across the globe promoting icarus, like Khovansky and Madyson, sure muse made special costumes for them, but that didnt really help solve the fact that when their foreign playerbase floods in it's likely for them to be unable to communicate in the language their captain might be speaking in, thus creating language barriers and possibly being detrimental to their vessel for that very reason. Voice commands can do the trick, but they're not the most reliable considering some of them are inevitably less eye friendly than others (See: Man-guns commands) I understand muse is not the most ethically diverse indie company and does not have the manpower to add more languages in the voice commands.



However, the community may. What I propose is an official competition that allows players to submit their own voices in their native languages. If there are multiple of the same languages, best one(s) get added into the game. If there's only one submission for a certain language then they're added right away with no catch. I think this would be a grandoise addition in the game that can easily be implemented.

24
Feedback and Suggestions / Seperating class genders?
« on: February 13, 2015, 11:58:49 am »
I just kind of feel it's odd that your gender settings apply to all classes. I mean, it wouldn't hurt to make it so you can have something like say, female engi and male pilot instead of having them all in one. This allows more cosmetic freedom, for an entirely opinion based example, I feel as if the male Dusthopper suit for male engi looks pretty lackluster, but it's actually okay on female. Meanwhile, my love for my violet dyed Port City and Arachnida Top Hat triumphs over the Horizon I have for female pilot from collector's edition.  At the moment I can sort of accomplish this by changing genders everytime I switch a class as the cosmetics from other genders are saved on them, but it's slightly irritating to do in itself and when you look at someone's profile you can see all three of their characters, which would display them all as male. It'd give more diversity to see all three characters with different genders. Heck, if anyone has an argument against this idea I'd propose making it entirely optional on our settings tab.


Shoot them opinions~

25
Q&A / Dealing with a good gunner on Artemis/Merc/Phobos
« on: January 02, 2015, 11:02:36 am »
This has  been bugging me a bit, there have been times where I could simply overcome the effects of these weapons and hopelessly lost my ship, arcs and matches. So I ask, as a Pilot, what ships or builds could I make use of to counter/reduce the effects of these weapons? I know it's not a 4 Hwacha galleon for a start.

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