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Messages - Newbluud

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151
General Discussion / Re: Ideas Discussion: "Around The World"
« on: June 23, 2015, 11:50:04 am »
I'm someone who experiences a lot of music visually, so I struggle to pair the kind of instruments needed to show a particular map, but I can perhaps contribute a descriptive wall of text about the emotion/sensory input of someone piloting a real life Red Sepulchre?

If I give a wall of text then perhaps give pointers on the kind of music I think would work for different parts, would that be applicable?

152
General Discussion / Re: I played with X
« on: June 23, 2015, 08:57:36 am »
Newbluud, I recognise your name as a man who listens and learns when I've played with you. :) Hope to see you around much more!

Backatcha, buddy!  8)

I do my best to listen and learn, and will often try to tease a plan out of the other captains before I begin barking my best ideas, that way I can compromise or give advice to some greener pilots/crews if they devise a less-than-stellar plan, or get critique on my own/start learning the two veg to go with the meat of this game from the vets I encounter.

Will look for you in the skies, brah, be it to engage in some sweet plays together or shoot you in the arse  ;)

153
General Discussion / Re: I played with X
« on: June 23, 2015, 08:37:50 am »
Played both with and against a variety of Cakes. They have both carried us and wrecked our shit. I may have played a closer game with a couple of them once or twice, but I tend to remember the extremes better.

If I remember correctly, it was a Cake spire that first introduced me to a Loch Typhon. I think I'll be forever scarred by that. I was a fresh-out-of-novice babbu, flying my lil' metamidion. It felt like taking a jackhammer to squash an aphid.

gg no re

Thanks for teaching us not to over extend.

154
The Lounge / Re: The first Clan that you joined?
« on: June 23, 2015, 07:33:20 am »
Formed this clan with a few friends and now... we're still a clan of a few friends. But I ain't leaving. /fb/ stronk.

155
Q&A / Re: Mine-laying Ships
« on: June 22, 2015, 08:40:03 am »
I literally just wrote a guide for minesquids.  I wouldn't suggest learning mines on a squid though, it is super quirky. Munker is better just because it is a stable platform and you won't hit nearly as many mines.

Link: https://gunsoficarus.com/community/forum/index.php/topic,6527.0.html

I actually saw this just after it was posted. I wondered if this thread had been any inspiration, ha. Thanks for the post, dude. Take a salute o7.

156
General Discussion / Re: What is your favorite "Random Loadouts"?
« on: June 19, 2015, 07:48:26 am »
Dual mec Pyra is a very good build, I have used it many times.  :)

a five gat Junker is a very unusual build  :) with incen rounds, it would be a great disabler/ amour stipper.  :D

I did think that the dual merc had served us rather well for it to be that dumb a build. It works well for us because our gungineers are reliable as hell for landing their shots. I call a component to disable and in the next shot it will be down. Charging hwacha fishes are probably the most entertaining thing to deny, especially when you wait out that rebuild before hitting it again.

Honestly, double merc pyra makes me feel like the biggest douche in the game, and I love it, even if flying it largely consists of "press a a little, press d to straighten out, move backwards to avoid sand cloud"

Those two builds are actually legit for situations, for example along side a heavy flak spire or a flak fish, all gat Junkers are not rare in public matches, as long as the ally has explosive damage.
Double merc pyra, I've seen use on a swival pyra in competitive, very efficient

Well,  I think I will be sticking to pubs for quite a while, maybe til we hit our early twenties. Our clan is small and unfortunately, only four of us are regulars right now. I'll try not to get too attached to loadouts that only work in pubs, though, for the sake of a potential future.

I prefer support/disabling/stripping ships to kill ships, but the all gat/flamer junker is only something I go for if I see an exceedingly low-level crew rolling out in one of the harder ships for pure bullying purposes. It's a real giggle.
    ;D

157
General Discussion / Re: What is your favorite "Random Loadouts"?
« on: June 19, 2015, 05:55:41 am »
So, dumb loadouts played for fun?

I'm still learning what is viable and what is not, so some of my "dumb" loadouts may not be as dumb as I thought. Equally, some loadouts I think are the bomb are likely troll loadouts past level 30. Anyway, my fave dumb loadouts are as follows.

Double merc pyra:
It's just so fun to sit and take cheeky little shots at far away ships, with two buff-charged engis manning the front, we knock out armour in 2-3 hits almost all the time. It can actually work pretty well if our kill ship allies let us know who they are focusing, because we can basically remove the armour for them.

In fact, one time we had a double merc pyra (us) and a double mortar pyra (ally) in a 2v2. The double mortar ally had no idea what he was doing and didn't know that mortars are useless prior to armour break. Thankfully, he was a chatty guy that was keen to communicate. And so, we camped the north of the map on Canyon Ambush, and baited, while he hid himself in clouds or behind rocks. Basically, anyone that charged were disabled and stripped in one or two clips from us, and the double mortars made for an insanely quick kill.

Probably the most fun we've had as underdogs yet, and boy were we underdogs back then.

5 incendiary gat junker:
Anyone with good chem cycles is not intimidated at all, and it sucks at killing, but probably the most fun you'll have if you meet that low level Mobula crew that picked it because "muh guns". It's funny how they fire on you once or twice before you can just sit and watch them scurry around desperately trying to fix/rebuild/extinguish. It's evil and fails against anyone that has a clue, but serves as a good learning exercise for the greener crew.



158
The Lounge / Re: Show us your face!
« on: June 18, 2015, 07:44:33 am »
Is this still happening?

I wish I had a nerdy steampunk cosplay like the rest of you. Shit's so cash.


159
Q&A / Re: Mine-laying Ships
« on: June 17, 2015, 08:08:01 am »
A Mine Squid can work. Thats not the issue. Its just pretty hard to make work of as youre much more likely to run in your own mines. A junker with its mainly sidewards guns is much less likely to hit his own mines.
In terms of pure firepower a mine junker beats a mine squid due to the trifecta potential. In terms of maneuverability the squid is obv the winner.

Alright, cool. I do like that, other than certain weapon combos (met a level 1 galleon with four minotaurs), a huge variety of loadouts can be made viable with the right crewing, flying and team comp. The lack of absolutely dead-set winning meta makes this game super replayable to me. I'll keep working at it.

The key to the munker is knowing the exact range of lesmok mines and normal ammo mines. It has a high demand of pilot knowledge. All crew (including the pilot) need to be familiar with how to shoot with lesmok and normal. Your gunner needs to know that plus burst and lochnagar range and use.

 Here is a demonstration of pain: https://www.youtube.com/watch?v=QdzbXZC0XGo ...me trying to kill my ally (his perspective)

I'll watch the demonstration when I'm not posting from work, m80 ;). So, yes, It would pay for me to get comfortable with effective mine ranges as the pilot, and get within the goldilocks zone, so to speak, as quickly as possible. Things like that do not occur to you when you decide to steal a loadout that beat you and play it without enough research. We had an idea about how it worked, but our strategies and skills were miles out. I just hope the rest of my crew are prepared for the incoming grind to get that versatility. 

Sounds like most competitive teams I've flown with and against. 8)

Yeah, we're clearly comp material already  ;D.

As for the rest of your advice (save quoting it all), I think we'll give it a shot. Hopefully my crew will understand that we are learning. I want to git gud, and I feel we're pretty decent for our level so far, but we're a long way off being "good" by community standards. Thanks for the advice. I'll keep an eye on this thread for more mine tips and cheatsheets.

160
Q&A / Re: Mine-laying Ships
« on: June 17, 2015, 07:02:12 am »
If you look for me in game, I will happily show you the sheer power of the Munk.

just add me in game and PM me as soon as I log on.

I may just do that. I have experienced the power of a munker with an experienced crew before. Honestly, it felt like a pez dispenser dishing out pure salt. The name calling was real. Thankfully, I kept my fingers away from the match chat button.

in KOTH, Squids can have a miner on the back, other guns disable, Flamer and Barking Dogs are popular choices.

I think my go-to squid is gat/woof gun/flamer, however that is subject to change as I learn. It has just been what has worked best for us, a crew that is used to sniping pyras (and metamidions from our truly novice days). So, pure mine squid isn't the best call? Even if it provides a wall of death around the point if deployed correctly? I'm not questioning your knowledge, I'm asking to learn :).

161
Q&A / Re: Mine-laying Ships
« on: June 17, 2015, 06:53:00 am »
The squid is probably not the ship you want to learn mines with. Squids are all about speed, and mines require methodical precision, something hard to get without a lot of practice. I recommend more practice and maybe trying a Junker next time. Eventually, your crew CAN get the hang of things

Squids are really a bad call, huh? I saw one use the speed to get to a point and mine the crap out of it very early in a KotH game. Map was Desert Scrap. It cost our team direly (although we had the classic, all hwacha, lvl 2 galleon pilot). Is it not a viable tactic against anything other than the freshest of players?

162
Q&A / Re: Mine-laying Ships
« on: June 17, 2015, 06:51:02 am »
Basic mines rule number one:
Your gunner must be confident in the use of Mines, very often have I met gunners who say they're confident to shoot with any gun, even mine launchers and then they shoot it poorly.
The mine launcher requires the mines be launched so that the mine deploys, not direct hits, many gunners not familiar shoot direct hits, which is mostly ineffective in comparison to the AOE effects of a deployed mine.

Yes, that might partly explain an issue we had. We scored one or two good hits with AoE (we could tell through hitmarkers), but direct hits were a huge issue. I guess practice will do us some service in that regard.

Link to a Munker guide:
The gunners also need to be aware of what's going on in the fight, if you have a gunner who aims.shots at an enemy which is running away, unless they get the mine to deploy ahead of the enemy, what they end up doing is adding obstacles which block your path to chase.

Something we should have thought about through common sense, but that stuff can be hard for a relatively newbie crew (we all use voice comms, take advice, use appropriate ammunition and - at least as far as I can tell - pick our targets well, but lack the experience of longer standing players). We were stressing out like mad, flying around way too fast and generally panicking due to the huge unfamiliarity of the build we had.

Mine ships should really only be used with a crew you're familiar with, if you use mine ships with randoms, the chances are against you, either you'll have players that don't shoot the mines effectively or a grumpy engineer who complains that mines were a bad choice....
The rest can be found in the guide above :)

We were a clan ship with a teamspeak channel going. Y'won't find better communication than a Brit, and German and two Muricans screaming incoherently at each other while raging over hitting our own mines for the seventieth time.

Oh, that munker guide is super helpful, but feels very limited to that very specific build. I was look for a more open discussion in mine avoidance, use, and applicability on different ships, in particular the squid.

163
Q&A / Mine-laying Ships
« on: June 17, 2015, 06:05:28 am »
So, after rocking sniper loadouts (artemis + merc pyra, art/merc/art mobula) for a while, as well as the occasional game as a carronade fish/metamidion, I decided to try something new.

I rocked a squid on KotH paritan and proceeded to get my world rocked by a munker. Now, while we still won the game, we spent a huge majority of it getting blown into church spires, buildings and rubble. Needless to say, I was pretty salty.

We tried out a mine-laying squid of our own on the same map recently, after seeing just how effective area denial can be, but wound up posing virtually no threat to the metamidion duo opposing us. Not only did we miss with most of our mines, it seemed like the only people hitting our mines was us.

I'm not the highest level, but ain't the worst pilot either (I will admit that I'm not so hot on the squid). I felt like the mines had an AoE trigger that was wrecking us. Is that true?

Also, general tips/tricks for a mine-centric ship build. Which ship to fly? What loadouts for crew/pilot? What other guns are needed to synergise with mine launchers?

And how do I make sure I don't skim mines on the side of the ship where I am blind as pilot? (Specific to squid)

Just help me not be scrub pls.

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