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Messages - Fynx

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Team Name: Storm Facepaw
Team Captain: Fynx
Crew 1: Silent Marauder
Crew 2: Wolf One
Crew 3: Akagin
Division: Veteran
Mercenary: y

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Same here. A little bit of organisation issues and stuff, but if we're needed, we'll play in this week too.

Logo to come.

Team Name: Storm Facepaw
Team Captain: Fynx
Crew 1: Silent Marauder
Crew 2: Wolf One
Crew 3: Akagify
Division: Veteran
Mercenary (Y/N): y

18
For experienced crew it's actually pretty intuitive.

The exception being the big health bar obscuring that funny balloon icon that tells you your spire is going to die if you don't rush there to fix it and you won't because you don't see it.

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General Discussion / Re: Why do Friend requests only go one way?
« on: May 24, 2016, 01:49:23 pm »
There's a ton of people adding literally everyone lvl > 30 to keep track of interesting matches (or provide potential players to invite).

The current system works as intended, since there's no point informing the player he's on someone's radar.

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Release Notes / Re: Version 1.4.6 Release Notes
« on: May 23, 2016, 11:41:06 am »
In general, this patch is awesome. However...


Disallow players to move to the other team via spectator in system-made lobby

Fortunately there're few workarounds for this game breaking bug.
1. You can try to crewform with friends and hope you're going to be put in the same lobby your friend just left to play with you (or wait an eternity to find another one)
2. You can queue as a spectator and hope you get into the same lobby as your friend is in
3. You can create a lobby with your friends in it and open it to the queue.

I understand the intention to balance the lobbies, but hey, this is ridiculous. It doesn't even prevent the clan stacks joining from queue with full teams.

New VIP Game Mode

There are certain issues with this. There were already proposals about "little" points being scored by killing ships other than VIP, otherwise there's the VIP ship flying around and his ally / allies rushing the enemy VIP. That takes forever for less than experienced players, it's even worse than old CPs.


Additionally, I think there are some unintentional fall physics changes... would be nice if that was addressed. Ships tend to fall really fast now.

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The Lounge / Re: A fond farewell.
« on: May 19, 2016, 02:46:04 pm »
Goodbye.

22
Feedback and Suggestions / Re: Quick question about links in chat
« on: May 19, 2016, 09:10:37 am »
1. game has no copy paste so posting links is pointless.
2. chat is hard coded to only detect everything on chat as a string. Hence hyperlinks are not happening.

Just to make it clear, you can copy & paste the text you're typing.

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Storm Ryders will also participate.

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In my opinion exponential exp level requirement increase is a good idea.

But what about people who have rewards for their levels and you can't make them disappear, and they're going to wait for eternity to catch up for next rewards? It'll probably discourage some people.

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Storm Ryders signing up!

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Community Events / Re: Tournament: 7 Deadly Ships! (Information)
« on: May 03, 2016, 09:35:43 am »
So a ship that, I personally, would otherwise argue as being completely effective, is getting a lower tier, and more points, simply because a flare is placed on it.

I wholeheartedly agree that this would be an undesired effect.

Still, put a flamer in place of the flare what results in a mobula with
Hades, 2 x Artemis, Light Carronade, and a Flamer -> 1.45, Tier 2
which is a loadout arguably as good if not better than
Hades, 2 x Artemis, Light Carronade, and a Flare -> 1.55, Tier 1.

That's exactly the opposite of the desired effect.
The situation, where a fully functional build with a flare doesn't get a better tier level is avoided.
Instead, there's a situation where replacing that flare with a fully functional gun from Tier 3 (it's not important if it's functional, actually) provides better tier instead.

I can fully understand that it's something difficult to balance out and so I'm not offering any particular sort of solution at this point.
However, bringing a 4th tier gun should not be punished comparing to bringing a 3th tier gun that is arguably more effective.

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Community Events / Re: Tournament: 7 Deadly Ships! (Information)
« on: May 03, 2016, 06:25:12 am »
If that didn't fully answer you, please let me know.

I needed some time to process it, but in the end it still doesn't exactly make sense to me.

The manual adjustment of ship tiers by organisers is obviously necessary in some situations.

However, currently there are exactly two situations why anyone would bring a 4th tier gun:
1. It's not in a relevant gun slot.
2. The pilot is confident the overall ship tier is going to be adjusted by organisers.

It's a natural result of the fact  that maths here simply do not work for 4th tier guns in any situation for any ship for any relevant gun slot. Select a random ship and put a flare (or even better, a harpoon) in any relevant gun slot. Either the points for the ship will be adjusted, or that 4th tier gun can be replaced by one of 3th tier guns allowed for that ship which is both a cheaper and more effective solution.

I'm not arguing with the general system (which I like, in fact). What I'm saying is that the full point score for the 4th tier guns is excessive.

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Feedback and Suggestions / Re: [Ammo idea] Rifled Rounds
« on: May 02, 2016, 05:59:38 pm »
I'd rather see heavy clip actually useful first.

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Community Events / Re: Tournament: 7 Deadly Ships! (Information)
« on: May 02, 2016, 05:50:06 pm »
There might be a few things I don't understand entirely. In any case I have an observation regarding rules.
It's going to be a little bit complicated.

In every situation a single 4th tier gun in a relevant gun slot on every ship takes 1.5 (full point) which is equal to the 2th tier point penalty.
The 4th tier guns are flares and harpoons (except for goldfish).

It's understandable that if there were no points (penalty) for bringing those guns in relevant, but not necessary guns slots (i.e one upper gun on a mobula), pilots would bring those guns intentionally to decrease the overall ship point penalty.
On the other side usefulness of those guns in general isn't superior to the 3th tier guns, but the single 4th tier gun point penalty (full points) is greater than those of 3th tier guns.
Also, in some cases (i.e galleon, light side gun) using 4th tier guns rather than 3th tier guns (that "cost" less) severely damages the performance of the ship.
I understand it's intentional. Is there a reason for it, since gun tiers and relevant gun slots are listed for each ship specifically?

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Storm Ryders signing up!

And nobody cares about the official deadline for signups anymore...

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