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Messages - Captain Smollett

Pages: [1] 2 3 ... 88
1
The Gallery / Re: Tanya's GOI fanart.
« on: October 04, 2014, 02:00:24 am »
Here are some sketches for recent week, going to make an artwork of skywhaling scene. Any ideas?


Try an action scene with harpoons and mines multiple ships and organized chaos.

2
Break The Paradigm!!!


3
The Gallery / Re: GoIO Characters by Miss Nicce
« on: September 16, 2014, 12:54:42 pm »
Awesome, always love these.

4
The Gallery / Re: Tanya's GOI fanart.
« on: September 16, 2014, 12:41:28 pm »
Love the new piece. Makes me eager for adventure Mode. 

5
Feedback and Suggestions / Re: Change the Rangefinder to Multi-scope
« on: August 02, 2014, 11:08:11 pm »
Make it so, after spotting with spyglass, it would mark enemy ship, so every team member can see the range the ship is at as long as it's spotted.

This would make it much better and more team orientated.

6
The Gallery / Re: I'm your Captain. (Mildly NSFW)
« on: July 24, 2014, 12:39:20 am »
Amazing work as always.  More thought provoking and evocative than usual. Definitely looking forward to what's next.

7
Gameplay / Re: It's The Clawwwwwww!
« on: July 17, 2014, 12:16:18 am »
I think we should test armor damage.

Me too

8
General Discussion / Re: No Noob is Good Noob
« on: July 12, 2014, 07:52:25 pm »
Thirded

9
General Discussion / Re: Where are they now?
« on: July 12, 2014, 06:00:15 pm »
Alaska...

wait that may be too literal.

10
The Docks / Re: Quack Quack, it's Duck Time
« on: July 11, 2014, 01:36:51 am »
That's gorgeous.  Keep em coming.

11
Q&A / Re: Some obvious or not obvious inquiries
« on: July 08, 2014, 03:25:44 am »
The art of piloting a Galleon is three fold:

1 and the most important is positioning.  Understanding where you are in the map, where your ally is and where your enemies are and choosing the location to fight that leverages best your ships advantages will almost always win the engagement.

2 battlefield awareness.  The Galleon pilot has a commanding view of the battlefield as does his top deck engineer.  With a flare on the rear gun the pilot can flare up clouds and communicate to his allies what is happening on the battlefield and which target is priority.

3 Engineering.  Whether you choose to pilot as an engineer or not, the pilot of a galleon has more engineering duties than on most ships.  A good Galleon pilot should be maintaining the balloon, repairing top deck components when turning isn't required to allow the engineer to shoot more and rebuilding the hull when it breaks to further the ships tankiness.

At the end of the day the Galleon wins by firing more guns for more damage while having more health than their enemies.  If you can create the situation where you can engage while accurately firing all your guns at all times then you've essentially already won.

Don't forget to find yourself some good and trustworthy gunners to play with you consistently.  No matter how much firepower and health you have, poor gunnery will lose you the dps battle every time.

12
The Pit / Re: Pet peeves
« on: July 08, 2014, 12:03:10 am »
Threads that list pet peeves

13
Gameplay / Re: It's The Clawwwwwww!
« on: July 08, 2014, 12:02:02 am »
The best solution I've heard on this thread is to make the claw do damage to the armor as well as engines. 

Leaving the claw on will become much less desirable when taking enemy fire and every bit of armor counts.  It will make the claw less used on pyras but still used on galleons.  It will also prevent someone from leaving it on indefinitely as it is now.

14
Gameplay / Re: Spire Changes?
« on: July 07, 2014, 12:14:12 am »
The design fitted with the baloon because it was tough to repair.
But an easy to repair component next to a person at all times will lead to an engineer captain, which isnt a wanted aspect. Along with this leading to an incredibly tanky behaviour.
It is a better option than straight up armor, but the design of the ship will change alot. It wont leverage the firepower longer. Its still the same hull that holds the same numbers.
One mallet swing or wrench swing when the hull armor is damaged is the only thing being more convinient. Other than that, running to rebuild is still going to make the firepower suffer.

Current set up can let the gunner run up to help on the hull with the same distance as to the baloon. (Perhaps 0.3 seconds longer path)
Meaning that current set up is actualy tankier if gunner and pilot are aware of the hull along with an engineer who also should be aware of the hull.

And by that time where everyone is rebuilding, you will be wanting to run away, juke or something.
What is wrong with acceleration buff and turning? D:

I already almost always engineer captain Spires.  Having the hull right behind the helm and next to the guns will allow minimal delay between repairs/rebuilds and shooting.  A big improvement to the ship in many ways.



15
Gameplay / Re: Spire Changes?
« on: July 06, 2014, 09:57:32 pm »
I would move the hull to where the baloon was (Next to the stairs on the upper deck). That way the spire will be tanky in the sense if focused.

This would be a significant buff and definitely worth considering if an armor increase is deemed unbalanced. 

My general sense is that the Spire shouldn't necessarily be "tanky" but it needs more durability than it has now so that it can leverage its firepower for a longer duration.  Moving the hull closer to the guns will allow a quick mallet or chem spray in effect extending the armor up period and allowing more shots to go out before rebuild is required and 1-2 guns are no longer shooting.

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