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Messages - MightyKeb

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46
Gameplay / Re: New Player - need some help with understanding weapons.
« on: April 24, 2017, 01:10:24 pm »
My general advice:

1. Go through weapon encyclopedia.

Pretty sure you need to do all the gun-specific new player achievements to unlock each individual Wilson's Notes page. So I'd rather recommend him in the unofficial GOIO wiki: http://gunsoficarusonline.wikia.com/wiki/Guns_of_Icarus_Online_Wikia

What?
Huh.

For a game with such pressure on in-game mechanics knowledge this is... quite retarded.

Yep. Applies to map descriptions and ship stats aswell.

The funny thing is, I have Shrike unlocked through barony grandmaster achievements, and I still don't have access to it's stats page.

47
Gameplay / Re: New Player - need some help with understanding weapons.
« on: April 24, 2017, 09:55:48 am »
My general advice:

1. Go through weapon encyclopedia.

Pretty sure you need to do all the gun-specific new player achievements to unlock each individual Wilson's Notes page. So I'd rather recommend him in the unofficial GOIO wiki: http://gunsoficarusonline.wikia.com/wiki/Guns_of_Icarus_Online_Wikia

48
Feedback and Suggestions / Re: Phobos MkII Concept
« on: April 23, 2017, 01:38:35 pm »
What does the heavy mine launcher do? I cant remember 100% but thought it did this.

It gives you the ability to detonate a flying mine launcher mid air, as opposed to "cooking". It's pretty similiar, but it doesnt run the risk of damaging your own ship, and it comes with it's own "arming time" before you're allowed to detonate.

49
Feedback and Suggestions / Re: Phobos MkII Concept
« on: April 23, 2017, 07:49:48 am »
I want to see that, but I don't want to be killed by my own gunner

Mine pyras and most mine ships with a silly loch gunner can damage themselves repeatedly. This is also good counterplay.

50
Sandwich Predators, signing up!

PoC: MightyKeb & WATERitsME

51
Feedback and Suggestions / Re: Alliance gun balance idea
« on: April 21, 2017, 07:02:12 pm »
Is it possible for the weapons to have completly different stats for the Co-op servers and the skirmish servers? If so that solves all the problems right there.

The guns could be powerful in co-op play, and weaker in skirmish so they aren't overpowering. I don't see why they cant do this as they have different ships and weapons available compared tot he 2 modes and servers.

I was about to object to this, since it would create a lot of confusion, before I remembered....


We're gonna have a bunch of mark 2 weapons. I think there's a good use for the "Mark 2" title for distinguishing between their skirmish and alilance version. Or mark 3. Or mark 0.

52
Sandwich Predators, signing up!

PoC: MightyKeb & WATERitsME

53
Thralls & Mercenaries, signing up.

POC: MightyKeb, GurasOGuras

54
You're neglecting coin output in your math.  Pilots doing 4-5 infiltration runs in the time one search and destroy is done is making 4-5x more coins.  That said, it's nowhere near as bad as the first version Retrieve, which you could run with AI in 90 seconds and coin farm all day.



So scale coins the same way?

55
There does seem to be an odd disconnect between Chaledon's very low target numbers, which suggests a low pop, and their extremely high effort production which suggests the opposite.  Down south, Chaledon is often capable of pushing two to three fronts simultaneously faster than Mercantile can push one.

I guess it might be possible that they have some dedicated group of tryhards that are exploiting the bajeezus out of infiltration speedruns in a passworded faction-only lobby.  That method can allegedly crank out about 20k effort every 5 minutes or so with 16 people, and only one of them has to be particularly good (the squid pilot).  The squid crew only needs to be decent, and everyone else is just there for the free war effort.

Battles may end up coming down to which side can exploit that method the most ruthlessly, though that situation seems rather... anti-fun.

Back in Open Alpha all the way in August, when Infiltration also didn't exist, we had Retrieve (Old name for Intercept) for this. With the right ships and a decent crew, you could cheese the gamemode in 2 minutes flat or less. I believe it was discovered mostly by Baronies and it helped us capture the most amount of territories by the end of the week - though we also lost just as much because our location forces us to fight multiple fronts.


The problem with alliance is that the gameplay itself and the world map metagame promote completely different ways of playing the game. The game side is slower, it wants you to mess about, take your time and take it all in for maximum enjoyment - which I can understand, you want to have the players actually enjoy the game before anything else.

However, when you have what is essentially a resource race between two groups of players, it becomes all about efficiency. Whoever can crank out the most war effort in the shortest amount of time wins. This incentive was what led to the exploitation of Retrieve gamemode in the first place, - before the convoys gained superhuman tankiness and more numbers. The difficulty multipliers just weren't enough to keep up, and the more difficulty you added the slower your win was anyway, so it didn't actually help you. That fact doesn't help you now either.


My proposal for this issue would be to 1) Significantly raise the war effort multiplier for Hell, and maybe even Veteran difficulty. and 2) Since the end game screen can track time passed, add a multiplier that raises war effort the more time is spent within a game.

Ie: The guy who "rushes" infiltration in 3 minutes gets far, far less war effort than the guy who spent 15 minutes trying to beat Search & Destroy on the same difficulty. But if the Infiltration guy somehow takes 15 minutes to complete his match on the same difficulty, then he gets just as much as the Search & Destroy guy, because they took the same amount of time and hence should get the same amount of war effort. Sure, you can potentially stall out Search & Destroy for atleast 30 minutes with a good stack who abuses the objective system to reset timer to get a crap ton of war effort, but in the end you are making just as much war effort as the guy who spent that 30 minutes playing 3 10-minute Defense rounds. No difference. Less incentive to cheese. More incentive to just play however you want. The only thing that messes up this order will be difficulty multipliers, but those are completely justified, and time-based war effort multiplier will still apply to them.

56
The Docks / Re: [T.Pr] Predators now recruiting!
« on: April 06, 2017, 01:35:04 pm »
Pity I got to know you right when you are dismantling.
But maybe we can play someday together.
I was looking for talkative and active people who enjoy taking the game seriously, crunching number on weapon stats, testing new tactics, and teamworking.

I'm in Spain and play usually between 20:00 and 22:00 GMT+1.
I speak spanish, german and english.

You can always find Glowwater Thralls ingame.

57
The Docks / Re: [T.Pr] Predators now recruiting!
« on: April 06, 2017, 10:55:38 am »
Predators have officially disbanded.

We will resume our casual and competitive activities in the rebooted Glowwater Thralls.

The long and short is that we've been barely functional and down to just a handful of people for a very long time. In the wake of alliance, our predecessor clan has made a return and we have made the decision to give our ingame clan the end it has been deserving for a while.

We'd like to thank all of our members and supporters during our inception, and for our many subs for helping us form a functional competitive team after our clan's prime.

As stated in the beginning of this post, not much will change with our activities. We're still going to try and play competitive and play this game in general. We just don't bear the fancy T.Pr tag anymore.

But our creation, well. It's time to put it to rest.


58
General Discussion / Re: Captain Centric Game Modes
« on: April 02, 2017, 08:00:01 am »
I can see a 3-man GOIO taking away some depth from the high levels though. 2 guns shooting at a time would be the maximum, 3 would just be impractical. Ships like Spire and Mobula would have to set up a pair of guns for different ranges, galleon would rule supreme in firepower just because the gunner can manage the two bottom guns, and Pyras/Junkers would be evenly matched with Spire/Mob - the latter would have to try to out-versatile them to win. Doesn't sound too balanced in a PvP setting in the end.

I think Disaster's problem isn't with the gameplay - it's with the ships. Everyone shoots on Spire, Mobula, Galleon and Junker. Squid main is widely regarded as fun and hectic. This leaves Fish and Pyra - which just happen to be the best beginner ships in the game, which means your new engi is going to be spending plenty of time whacking shit and not shooting as much. I guarantee you those "I dropped this game because one guy has to sacrifice his fun so that you can win" people could be won over if you just gave them those 4 trifecta based ships. The only problem being - they're hard. Especially if you don't have strong engineer instincts to balance out all the shooting. Pyra and Fish serve as more of a "training" so that the crewman knows the ship before he starts interacting with the enemy. This is a good thing, it helps in the long run, it's just a shame that PvP store page and youtube coverage has given casuals an unjustly high expectation for their beginner experience.

59
Fancy Pretzels, Signing up!

POC: MightyKeb, Dementio

60
General Discussion / Re: Dafuq
« on: March 28, 2017, 01:48:52 pm »
I would be okay with the addition of a timer as an option for custom matches but whether it counts up or not, if it's on by default and in almost every match I play, I would feel like it would damage the soul of the game just by existing and reminding you every second you've spent/have remaining, as opposed to the periodical reminders of referees in events.

Though it can certainly blend into the game if you design the timer well and make it look all steampunky. Unfortunately, the Skyball timer - which I assume is the most obvious place we'll get a timer from if at all - does not have these qualities, and even if it did I am still conflicted on whether I'd like to see it in default matches.

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