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Messages - WATERitsME

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31
Community Events / Re: SCS rules discussions
« on: September 08, 2016, 02:29:42 pm »
also that might help against last minute counter picks, as teams could decide that they have been countered too hard and use their pause to change their ship to something more versitle. It would also provent people from doing last minute picks as they would know that the enemy team might catch on to it in time, and make them look like fools for trying such dirty tricks x)

32
Community Events / Re: SCS rules discussions
« on: September 08, 2016, 02:26:02 pm »
CoinFlippin
I would also have to reinforce the coin flip, although it may not reward the team which played better, 20 minutes is long enough to either get a kill, or accept failure... One could argue that the overtime could be increased by two minutes to give each team a final 1/4 of the match time, but noone wants to see or probobly even play a 25min match with no kills. it becomes boring for the spectators and stressful for crew, knowing first kill is match point.

Stream Snipin
One simple option to this is to have the streamers increas their delay time by 2 or 3 minutes (or even more). There would be little to no disadvantage to this, besides possibly spectators hearing from their friends participating in scs, who won and lost, and than commenting on the stream, possibly spoiling the entertainment. Nevertheless it would eliminate the possibility for tactical advantages though stream sniping... Honestly i think this is a great idea, and will talk to lysanya about this option for next SCS.

On A Different Note
As we saw last SCS (#118) a team had some troubles finding their team mates and substitutions, and i hinted that they should be able to use their team pause time to increase their lobby time, which is not currently permitted. I think this is something we should consider including in the SCS rule set, as not only missing or disconnected members can be recovered, but also disoriented teams will have a chance to go into their game prepared and not immediately lose 'the lobby game'. It will furthermore give newer teams the ability to have a "oh shit" moment to finalize their ship and crew load outs in case their captains were busy discussing tactics and counter picks. I would say it should not be encouraged as it would be a shame to see teams use their pause every single match to increase the lobby time, leaving castors and their spectators twiddling their thumbs... Finally the pause should only be able to be called when ships are still unlocked. Once ships are locked no pause should be able to be called...

33
The Lounge / Re: That Moment When...
« on: May 17, 2016, 01:57:44 pm »
That moment when:
-You gotta explain what WATED is, 2 times in the same lobby.
-Your gatling gunner denies that burst may not be the best ammo for a gatling.
-Your gatling gunner cant find his gun on a pyra.
-You play 80% of the match with less than 10% health and suddenly your crew is more efficiant.

-You and your teammate fatally ram sandwich an enemy ship.
-A squid tries to fly under your galleon, and you use chute vent to crush him...
-You approach the enemy spawn, to find them mining each other, and both of ya just watch.

(i wish i woulda found the forms when i started playing and not just recently ^^)

34
Feedback and Suggestions / Re: Lobby voicechat indicators
« on: April 24, 2016, 10:09:45 pm »
Absolutely necessary! maybe a blue/red microphone colour when speaking to team would be nice, would also help new players find the C button before their 20th game...

35

Try Hard Pants
WATERitsME, Brewstone

36
Community Events / Re: Back to Basics!! 3.2
« on: March 12, 2016, 03:23:01 am »
Sign up one SMGS ship:
     -Team Name: SMGS
     -WATERitsME (in-game/steam id)
     -4 crew ship
     (we still needa make a logo...maybe next event ^^)

37
Feedback and Suggestions / Re: WANTED minigame remake suggestion
« on: February 23, 2016, 03:01:06 pm »
I gotta agree with binary, it would probably benefit the game if there was a competitive reward system for teaching and keeping novices around besides the already existing novice player achievements...

maybe one does not have to replace wanted, but possibly add another monthly challenge that rewards vets for carrying a novice in a match, that being said, there should be a slight multiplier for more novices than one, and possibly a restriction for only vet players to be ranked. This would ensure that vets between each other would be more encouraged to take care of novices, compared to queuing with 2 or 3 of their vet friends, and being satisfied with a novice that sits on a pyra banshee/balloon position, leaving the gunner to jump down to repair the hull, because it is just not worth the effort in teaching or reminding the novice to keep an eye out...

The community of GOIO is great, but it would probably be good for vets to feel more responsible for teaching and helping novices. this would ensure that the few people who decide to pick up the game, are more likely to stay engaged compared to playing a few matches, not understanding what they have been doing wrong, blaming the allied captain, or their crew mates, and then rage quitting after a few matches, to not return again :S (not that that has happened  to any crewmembers on my ship, but i can imagine it does happen commonly with more harsh captains' crews)

38
Community Events / Re: Back To Basics 2.1 Sign-ups!!
« on: February 21, 2016, 08:08:27 pm »
If there is another such event, i would be more than happy to scour up a couple of friends, and join. last time i wasnt sure what Guagadu was trying to sell me, so i regretfully declined. now knowing that it is a practice event for members to get into competitive i think its a great idea, and would gladly join, in case there is another event as such...

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