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Messages - Captain Smollett

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1246
Feedback and Suggestions / Re: Buff Hammer Clicking
« on: March 31, 2013, 08:57:56 pm »
You know, I don't engineer often, but I second this.  It's neat at first to feel every click you make impact the component but when you're enjoying the game over long periods, I think the repetitive clicking detracts from the enjoyment of the game.

1247
Feedback and Suggestions / Re: Balloon/flechette attacks
« on: March 31, 2013, 08:52:12 pm »

If we see 1v1 in adventure mode, I think it'll come close to being a win button. Even if you destroy the gun, they only need to get it repaired for a few seconds to take your balloon down and then you're not getting another shot at them unless they can't stay on you.


Well I think strategies work differently at different levels of play so there's probably not much more to say about this.  If it makes you feel better though, there's a reason there are no 1v1 maps.  Muse seems to really feel best about balance the more ships that are involved so I'm not expecting to see too much 1v1 combat in adventure mode.

1248
Community Events / Re: information for livestream
« on: March 31, 2013, 01:15:42 am »
This may be just me but I sadly wasn't able to hear all the crazy commentary for the Paddling vs Pafa game replay on the Twitch channel.

1249
Community Events / Re: "The Cogs" Scrimmage Signups
« on: March 31, 2013, 01:13:16 am »
Cogs needs more ducks.
I concur, Quack Quack

1250
Q&A / Re: Damage system
« on: March 31, 2013, 12:56:39 am »
Rayscan weapons ie carronade and gattling aren't affected by changes in lift or bullet speed from ammo types

1251
Feedback and Suggestions / Re: Phonographs
« on: March 31, 2013, 12:17:36 am »
On a serious note I think it would be nice to get some "accessories" to decorate our airships with.

Don't worry, airship customization is on its way.  It's the next big item in Muse's knock list.

1252
Feedback and Suggestions / Re: Balloon/flechette attacks
« on: March 31, 2013, 12:15:29 am »
Having flown more than a few carronade fish myself, I can tell you the carronade is not high risk high reward.  It is incredibly easy to stay on a target, the only thing you have to worry about is their teammate coming in for a 2v1 which shouldn't be happening if your teammate is doing his job.  They're also surprisingly long range, once that balloon is teetering on death it doesn't take much to keep it dying.  Your reward, on the other hand, is the slowest kill ever.  Much like how hwachas take forever to actually kill a target, it takes AGES to take down a competent crew that doesn't want to go down.  They won't ever rise above you, but they sure as hell will drag it out for ten minutes.

We don't always play the same matches so we will have different perspectives. For me it becomes high risk to charge long range barrages from good gunners, and high reward to lock that long range vessel in a dive toward the ground and effectively being forced to survive. Staying out of gun arcs that can disable your gun is the part that gets tricky.

And yes, it does take ages to kill someone on your own. Thats why its not OP. If it did, then you could disable them and pop them rather easily. Currently, your ally has ample time to assist, but if that time runs out, thats on them.

I've got to go with Zill here.  Properly positioned teams can often make it difficult for a carronade goldfish to even approach. 

When it does a good gunner can often break the enemies carronade before the balloon is fully destroyed buying time for repairs and repositionning. 

If you do get balloon locked, two crewmen working on the balloon, maneuvering behind the carronading ship, drogue chute while descending and a quick hydrogen when it's up can often get you right back in the fight. 

If that still isn't enough, a good teammate can save you before the longest kill ever finishes you.  If you're situation isn't dire, your teammate may be able to kill the other opponent and get you out of the lock.  Or they can decide to directly shoot at the locking goldfish while tanking the other enemy shooting at them. 

There are a lot of options to go against the strategy, however in an unorganized pub game, one good carronade goldfish can often single handedly disassemble an uncoordinated team.

1253
Feedback and Suggestions / Re: New Ship Idea - Torpedo
« on: March 30, 2013, 01:42:21 pm »
You should give it another light weapon on it's right side to make it really tactically intriguing.

I considered adding more weapons, but I balked at it- would that make it too much like the Goldfish?

I thought about the fact that it would have similar weapon mounts but the ships would perform differently enough that they'd still be unique.  It seemed intriguing to be able to do I light light bifecta and a light medium bifecta on the same ship.

1254
Feedback and Suggestions / Re: New Ship Idea - Torpedo
« on: March 30, 2013, 04:05:50 am »
This ship has some really cool innovative ideas. You should give it another light weapon on it's right side to make it really tactically intriguing.

1255
Q&A / Re: Let's talk about ship roles
« on: March 29, 2013, 12:55:06 am »
Ok, let's keep this on a more basic level.

This is how I normally utilize these ships though individual experience can vary

Pyramidion - Brawler, Sniper
Goldfish - A brawling disabler
Galleon - Long Range Fortress, Tank
Spire - Sniper, Glass Cannon
Squid - A scouty disabler
Junker - Does everything averagely but excels at nothing

As for team compositions, that's probably a bit too complex to lay out in a forum post but generally in a two ship team you don't want to have more than one disabling ship. 

I prefer to have both ships capable of individually killing a target if necessary and in combination capable of threatening all an enemies ships components ie balloons, weapons, engines, armor & hull able to be destroyed by focused fire from both ships.

1256
Gameplay / Re: Control Layouts controllers and key bindings
« on: March 28, 2013, 07:59:32 pm »
You know that E thing has happened to me tons of times and I thought about changing up the controls forever but I never did and sort of just got used to it.

1257
Gameplay / Re: Defend point achievements
« on: March 28, 2013, 12:22:15 pm »
I am 100% sure that "Defend" = "reseting red/blue (controled by the enemy) point to white".
You don't need to capture it.

I concur, I realized this yesterday when my teammate finished his achievement halfway through the cap.

1258
Community Events / Re: "The Cogs" Scrimmage Signups
« on: March 28, 2013, 01:05:47 am »
Man I've played against FisherEX and most of those guys and they are serious competition.  Been waiting for you all to join us in the Cogs.  Looking forward to some fierce matches.

1259
But hold on, saying "most ships still use a gunner" isn't relevant. The fact is gunners are strictly worse than engineers in almost every scenario. The only time I'd ever consider a gunner more valuable than an engineer is MAYBE on the front of a Manticore Goldfish. MAYBE.

The truth.  A lot of people want to BE gunner, but not a lot of people WANT gunners.  There's plenty of reason to shoot, not a lot of reason to switch out ammo compared to the need to maintain their own gun and help out with repairs.

Well here's how I look at it. You can have another engineer if you would like to help you rebuild when things get critical, but what is there to stop another captain from following you down and just keep hammering you so that all your engies are busy? Your ship is essentially useless at that point in time, b/c you are not putting out any DPS. The moment your gungineer hops off the guns to help, is the moment your ship is doomed to die (IMO of course). The gunner role gives you extra ammo so that you can hit your enemy fast, and provide more DPS. As a side note, gunners are becoming more important for guns with arming time, if you get into a close quarters engagement (lesmok for long range, Heavy or Incendiary for short)

The idea for the third gungineer is not to leave the gun to repair the ship.  It's to have the proper tools to keep his own gun operational.  Something that has a much more direct relationship to DPS than ammo type currently.

1260
The spanner DOES become useful if the component is missing less than 40 HP

So that's the reason why...

In my entire career as an Engineer, you would not believe how many times that has happened to me, when the hull is teetering on the edge of being junked and unjunked and I have kept it alive, using just the spanner. I remember when I first had this happen to me, it was like my second game.

So, alright. Let's just settle this right here:

I will admit now (after a little testing of my own), that the mallet does have its perks mid battle.

Where are you getting this idea that your teammate is not helping you by whacking a near-death component with a mallet, or that your spanner is managing to provide more uptime or less direct hull damage when it's constantly near death?  Are you talking about a Squid or Spire, with notoriously fragile hulls?

The first time this happened was on a Pyramidion I was flying with my friends, second game we ever played. We were under direct enemy fire and I was, I admit, panicking as our Hull Armor started to drop and our Hull Health was about 10%. I was beating on it with my spanner repeatedly, somehow keeping its health up as we were hit with Flak. I told my friend, a fellow Engineer, to get the engines while I get the hull. We were still getting shot when, after finishing the repair work on the engines, hit the hull with his mallet. My first reaction was "Oh good, now I can stop nursing this thing" and within a few seconds after that initial mallet strike, our armor was gone and we didn't have time to repair it before we blew up.

Since then, I've had this happen to me on six separate occasions on (mostly on Junkers, Pyramidions, and yes, the Squid), most of which resulted us in losing the game.

It's weird, mate.

Ok, I don't think you're quite getting this.  The spanner is only better to repair with if the hull has taken slight damage i.e. less than the 250 repair a mallet provides.  If it's taken anymore than that, a spanner is incredibly inferior at repairs.  Anecdotal experience just doesn't hold up to the math.  In 8 seconds a spanner can repair 160 armor, in 9 seconds a mallet can repair 250 and all up front!  Mallet for repairs and spanner to rebuild; that's how they were designed.

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