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Messages - MightyKeb

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91
The Gallery / Re: Big Brass Revival Week One - Fancy Cloud Dancers
« on: December 15, 2016, 01:01:04 pm »
It's pretty funny actually because I was absolutely determined my internet died in a big storm we had, and then 5 days later I was cleaning around the room to find out a cable was loose... I had no internet for 5 days because a cable was loose. I'm smart.

What if it was the big storm that moved the little cable????

92
The Gallery / Re: Big Brass Revival Week One - Fancy Cloud Dancers
« on: December 14, 2016, 07:02:30 pm »
looking forward to week 2 for some colossal embarrassment


+1

93
General Discussion / Re: I just discovered something...
« on: December 14, 2016, 08:52:37 am »
No, you don't. Get over it, and play the fucking game if you really enjoy it. Savor it while it lasts.

Leave the achievement bollocks to a date when you are fucking fed up with all the salt.

I don't think he meant that the way you think he did.

94
World / Re: The player's role: Aces or Mercenaries?
« on: December 10, 2016, 07:45:30 am »

95
General Discussion / Re: A wild GOIO VN appears...
« on: December 09, 2016, 07:01:46 pm »
AND Wild Week in devapp (crazy Squid changes!)?


...? I need to know


96
Feedback and Suggestions / Re: Lower Goldfish hull health to 1000
« on: November 22, 2016, 08:09:42 am »
However, I'm probably biased since I have a tendency to fly Galleons more often and resent being forced to switch from ships I want to fly by someone switching to Hwachafish on the other side.



Try doing some weird galleon builds with the express purpose of not being devoured by a hwachafish. Mino in particular while largely useless has an underrated niche of being able to knock a fish off angle just about anytime it wants. One of my personal favorites is Mino-Hwacha-Artemis - largely because of the artemis, but you can swap that out with something else as it's a bit risky to do (Hades w/ greased works well with mino here.) Just have to remember that despite all of this you will not be immune in the end.

97
World / Re: The player's role: Aces or Mercenaries?
« on: November 20, 2016, 11:21:49 am »
Goldie, Pyra and Galleon are all confirmed to be Yeshan in Wilson's notes.

Junker is Arashi.


Squid is Chaladonian.

Spire is Baronies.

Mobula is (rumored in the lore to be) Mercantile.

Might've given too much detail, but I remember all of these ships' origins pretty clearly.

98
The Gallery / Re: Here there be Monsters.
« on: November 18, 2016, 06:56:58 pm »
And this thread sure isn't one of them.

99
Feedback and Suggestions / Re: Lower Goldfish hull health to 1000
« on: November 17, 2016, 06:42:45 pm »
I feel like both of you are on the wrong foot here.


Jesus Christ, no wonder so many people abandoned this game.

This isn't really the reason but I'll assume you're being rhetoric.

Saying offense is intended does not mean it does not offend. If anything it points out how offensive it is.

But it's always up to the individual (you) to be offended. I think you're misassuming his intentions because you're prone to taking his odd approach to the conversation seriously.


I'm not a fish expert, but I think the ship is just fine. Your later comments are what really brought me here:


I brought this up in light of the change to the Squid, which is countered most by the Goldfish, and the recent change to the Mobula, which was strong against the Goldfish.

Well, the interesting thing here is that overtime it was realized by the competitive community that taking squid agains't a fish =/= instant loss, and that a hwachafish in particular could 1v1 a lot of the meta mobulas you see today and some others, but results vary depending on the build. I won't deny that fish specifically has some advantages agains't a squid matchup.


Speaking of, the change to the squid is a bit too heavy. The thing about squid is it doesn't have the speed to dodge damage, but it has enough to avoid gun arcs and kite. The previous squid was fine because the high hull let you commit to some engagements where staying for a kill mattered and had to be done. This made it much alike to the pyra at times, but it's either that or it gets a boost in firepower to burst people down before it's squashed. (Or some other changes that I'll end up describing shortly)

I was personally interested in the dev app changes when squid's hull was pulled down to 650 simply because even though manouverability was kept the same, the armor was increased to keep the ratio between two values even. This is kind of a lazy way to balance the squid and it's been in effect for the past one or two years (see: 950 hull squid) but it's worked very well so far because it provides a cushion for those times where squid is supposed to avoid damage but just can't because it's not quite there in terms of being a real mosquito. It wasn't infinite and managing that resource was possibly paramount to flying it agains't good teams.  In-comes the real patch though, and this hull/armor ratio is completely thrown out of the window and squid still isn't fast enough to make it worth being that squishy.

-- In short, I understand your concern that the squid changes might hurt it too much agains't the un-nerfed goldfish, but I assure you that's more of a case of squid being underwhelming right now than fish being good. Mobula has also kept the throne for vertical mobility after the changes, and it's still pretty damn good.


I also wanted to free up design space for powerful medium guns for the Spire and Galleon, since the Goldfish has historically been the most effective at utilizing close-range heavy guns.

Actually, back when heavy flak used to be more or less overpowered it was extremely common to see it on goldfishes aswell. I'm sure RearAdmiralZill would tell you a lot about that if you brought the notion to him. Lumberjack had no arming time back then aswell, I wouldnt know but it was probably good on goldfish aswell. Probably still is.

I'll tell you the thing Hwacha, Carronade and Flak shared in common with fish's history though (leaving out minotaur for obvious reasons)

Flak could shred armor aswell as hull.

Carronade could pop balloons from medium range, close range, aswell as disable anything but a main engine in one shot.

Hwacha right now has somewhat respectable armor shred, a helpful amount of explosive damage and instant disables several components.


From what I can see these guns were prized on the fish because they were so versatile they could make themselves self sufficient on a ship that could abuse them. If there was a self sufficient/versatile long range heavy gun that would still be pretty good on the fish, because you're flying around with this long range gun as one of the fastest ships in the game with the weirdest angles for the enemy to shoot your armor with.  Probably the better way to kill goldfish by design is to make all heavy guns unable to function well without the help of one another. There is some truth in goldfish being the best at utilizing close range heavy guns, but that's not necessarily a bad thing imo.

100
Feedback and Suggestions / Re: Diminishing returns on custom Alliance maps
« on: November 13, 2016, 06:42:25 pm »
It's the most fun solo mission in Alliance, in my opinion. Largely because it's the only one that is speed based. If it wasn't fun at all, people would not be grinding it over and over.

They should make a leaderboard for fastest solo runs of this.

Sure, it is fun to do a few times. Then it becomes a Skinner Box being used to beat the other people also grinding it for points on the map. Remove all points given for 1v Oblivion and see how many people still do it. That is a great solution for now.

Anyways, I beat it in 2:23 seconds in a Galleon with a half nub crew. My crew were silent for a moment, then... "What? I mean what?? Was that it? What?" I agreed. It was lame and boring. Race to point A. Kill one ship. Grab cargo. Win game. It is sooooooooooooooo easy to do, and takes almost no skill. I could teach a 1 match pilot to do it.

My personal favorite thing to do solo is take a silly build like a Lumberfish, and beat Assault on hard or hell. Something that is actually a challenge to my piloting skills.

If you want to pretend this is not about the points, go ahead and feed the delusion. Fill up your points, and keep doing it without spending anything. Let those extra points get wasted. See how fun it stays.

I think retrieve in general has one big flaw that needs to be talked about - the fact that the convoys go to the bases -which you are supposed to deliver their cargo to. That's like an opposing footballer running back to their own goal.

101
General Discussion / Re: Skirmish war mode
« on: November 12, 2016, 06:42:48 am »
A great starting place would be for Skirmish mode to give us war effort points. Not sure what that can't happen :/

iirc This is a thing right now.

102
Feedback and Suggestions / Re: Its about time we revived the comp scene
« on: November 10, 2016, 09:22:37 am »


I think you confuse cause and effect here. Low population isn't cause by lack of events. Lack of events is caused by bad game design leading to low population. It's clearly visible: there are people eager to organise tournaments but nobody* wants to play. Even popular things like Iron Fork or Munker Madness have troubles to fill in lobby. Devs throw up their arms and say "well, low population, what can we do..." except they have had 4 years to get [more] people to play.

*except for tryhard vets that we don't consider in such discussions I think
..?
"We can't make an event because the game is designed badly" - I don't see how that makes sense. And frankly coming from someone who, as far as my knowledge goes has never been in any mildly serious event nor cares about said events, I'd like to hear your perspective on what part of the game is badly designed, because you haven't explained it yet.


There aren't a bazzilion teams playing in the tournaments because a majority of the clans that have interest either cannot organize or don't have more than one ship worth of people interested. To testify one of these points: Cronus League, a 1-ship tournament held in January 2015 managed to accumulate up to 25 teams. For the playerbase of such a game, I think that is a more than acceptable amount.

Then there's the novice side of things. You have to be a bloody archeologist to dig through to the events page and figure out what's what. And when you do, and take your pure novice team to a big tourney, you probably have no practice, no idea how to play and no idea what to expect because now you have to be a master archeologist to find all the tournament uploads on youtube and watch them to get an idea of who you're going up agains't and how this game is played up there. And 99% of the time, you aren't. So you get smashed and you stop attending. There are examples of this in Blood & Brass aswell as 7 Deadly Ships. I guarantee you Big Brass could gather atleast 3 novice teams at worst if this event was advertised through the big window on the right of the launch screen.

While both vet and novice section of this community have different troubles in regards to signing up to events, it all stems from a lack of streamlining for competitive. You don't consider tryhard vets because those are the only type of people who usually play in those events,because for anyone and everyone else it's too much effort to even sign up. It's been a while since I've agreed with ceres, but he makes a fair point.


Eh.. guaras, thats a huge turn off to do all that searching, asking etc just to try to get enough people that are interested in trying competitive only to be stomped.

OP is right. An open invite, competitive environment event is exactly the kind of thing necessary to get more people (with limited experience) interested and in one central location (lobby). It will naturally do EVERYTHING you just said regarding asking and searching for others while at the same time giving them a solid platform to start their adventure into competitive playstyle/mindset wothout all the tedious footwork.

Id say having a concurrent event on Sunday along with SCS would be perfect for such an event becuse then it advertises / recruits the types of players that are already on at that time. They join, they meet friends, they form lasting teams, they eventually "graduate" from the open invite event, then they sign up for scs. They wont mind getting stomped as much (they can always go back to open invite if theyre bad enough), theyre accustommed to the rules, and they understand the brackets / competitive mindset. All this without the footwork.

Lobby creators DO need a kick button when lobby is private. Thats necessary. It really is. An event like this would only need one person per 2v2 lobby to stream it / ref / host.

Muse making this systematic will go a long ass way for this. They need to shift the game's system to compliment this (something that should have been done 2 years ago)

103
Gameplay / Re: Burst ammo, oh no. Artemis, why you so good?
« on: November 09, 2016, 10:04:34 am »
Thanks for the feedback! To address:



As for the arcs, i'm all for nerfing its down arcs too for the reasons you provide, but didn't think I could get away with suggesting nerfing them a whole lot combined with a horizontal nerf. My biggest reason for suggesting the nerf the horizonal arcs  is to avoid 3 Artemis firing at once. No other sniping weapon can do this, so I don't see a reason why it should be able to (yes, I'm looking at you Junker). If you throw enough shit at the wall, it'll stick. If we have to keep the horizontal up for the sake of mobula builds, I'd insist on that downward arc nerf as well. 20-25?

Here's the thing though. Mobula isn't the only reason the sideways arcs should be kept. Artemis is one of the few long range guns that hasn't had it's versatility destroyed with arming times. Which is why you'll also have to consider how it does in close range too. The fact of the matter is, Artemis is the only remaining -close- range light disable gun in the game atm. Carronade and Gatling used to be good substitutes, but since the carronade/heavy clip nerfs, while they are still usable on a case-by-case basis, they're unreliable at best. Unless the sideways arcs are brought down to hades-level, triple art junkers will continue to be a thing - it'll just destroy the hades-double artemis, which is ways better than triple art by the way because of The Law of Diminishing Returns.

It will also destroy, as I've mentioned a moment ago - brawling artemis builds. The sideways arcs are the only thing that give it the edge over other brawling weapons, while it's horrible turning speed is much, much more abusable in a brawling scenario, as shown here: https://youtu.be/JycEviYCl-0?t=148

Here, being the pilot of St.Glaswegian Kiss, I'm going up agains't a metamidion and a gat-art pyramidion. How I got into the position to make such an approach is irrelevant, but notice how as soon as the artemis starts firing on my direction, I hit full speed moonshine because I know I can glide past it's turning speed to get free damage on his ally and eventually make a kill with the help of my ally, who's also running gat-art, who is instead prepared for the engagement and has his guns aiming in the correct direction from the start. I die a bit early, but only because I tried ramming at the end. The point being that artemis becomes poorer at reacting to surprises the closer you get. While I understand your concerns regarding Artemis' abuse on ranged builds, nerfing the sideways arcs will not only change very little about how they're used at ranges (since big arcs don't matter very much at ranged combat, see: merc) but it will also hand the whole close-range combat meta to Hwachas and especially hwachafishes when all close range disabling options are erased from this game.


I hope I've made my point clear. I personally don't have many problems with artemis spam but I'm glad there's still some semblance of discussion left on these forums.





104
@Zill

From someone who's played, flied with and against the current heavy flak in a high level enviroment, I can tell you that it's far better at what it does at the moment. The changes brought it tons more consistency, though I'd prefer the old version to have some additional presence for the sake of existing.

105
General Discussion / Re: #BANSQUIDVIPS
« on: September 01, 2016, 09:41:23 am »
I think the best way is to NOT count a VIP kill that the other VIP has dealt no damage to. You want to chickensquid off in a corner? You get no points for your team.

Until you take a merc front and gently carress the enemy VIP across 3km once before returning to the same old tactic.


Nothing changes, just that the squid gives the enemy one, and only one opportunity to catch it while attacking before it "tags" it's enemy. That is until you introduce distance/damage thresholds, but I'm not committed enough to this idea to argue that.

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