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Messages - Captain Smollett

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1276
Community Events / Re: information for livestream
« on: March 22, 2013, 10:06:36 pm »
Damn, well done sir. I salute thee.

1277
Feedback and Suggestions / Re: Squid Buff Suggestion
« on: March 21, 2013, 12:25:55 pm »
Hamster, first of all, I think this is a good idea and I apologize for hijacking this thread but I think the light mortar needs a bit more of a buff.

The mortar was really powerful in 1.13 since it could break the armor with it's first 8 shots and continue smashing the hull to oblivion once the armor was down. The problem is that now explosive weapons are required to be precision weapons making all their hits when armor is down.

I think it would be awesome to see the mortar arc increased since it's meant to be a close range brawling weapon. In addition to this though I think the bullet spread should be reduced and maybe even the bullet drop decreased slightly. It's tough enough to get the range of the mortar as it is, the bullet spread makes it almost impossible to use as a precision weapon.

The mortar is a very powerful weapon. I love it's concept and design, I'd just like to see it back in the meta.

1278
Q&A / Re: Confusing Achievement terminology
« on: March 21, 2013, 12:13:02 am »
Surely taking a held point is capturing it?

I thought it was defeating an enemy who contests the point, ie. Red captures the point, Blue contests the point, Red beats Blue..


This is what you'd think it is but after trying many times I can assure you it's not. As far as I can tell I think it's capturing a point controlled by the enemy. It's weird.

1279
Feedback and Suggestions / Re: Quick Join Sabotage?
« on: March 20, 2013, 02:54:51 pm »
Seventhed.  People will be better integrated into the community as well if they spend some time in the pregame lobbies as well.  They'll be taught what equipment to bring, meet captains and crew and be better prepared to help the team to victory.  Win win if you asked me.

1280
Gameplay / Re: The lumberjack
« on: March 19, 2013, 01:18:25 am »
How about if you hit when the arming time hasn't been reached yet, it makes a really pathetic impact noise, like a two wood blocks clapping together but if it hits with the arming time reached it goes BOOM!!!!!

1281
The Lounge / Re: A big hello and bigger thank you!
« on: March 16, 2013, 01:10:46 am »
A salute to you Meriwether. Always welcome aboard on of my boats.

I second that.  It was great having you aboard.

1282
Feedback and Suggestions / Re: Buff the Junker
« on: March 15, 2013, 05:05:24 pm »
Hey Junker Captain, I've got a suggestion for you:



Get your crap off the freaking stairs, there aren't even handrails, you're a floating OSHA magnet.

Ok this is pretty great btw.  Salute for this.

1283
Feedback and Suggestions / Re: Buff the Junker
« on: March 15, 2013, 05:04:03 pm »
These were numbers taken from 1.13 when explosive damage had a .5 multiplyer to armor.  Arrow was just using these numbers since he had them on hand.  Using heavy flak was a really convenient way to measure durability before since it broke armor and hull.  Now heavy flak barely scratches armor and doesn't make a fair comparison when showing a ship that has a lot of armor to one that doesn't.  A comparison on dps with a light flak and gattling would surely shed light on the fragility of the junker compared to other ships like the goldfish.  A goldfish has 1100 hull and 400 armor.  It takes two clips of light flak hitting a goldfish without armor to kill it.  But the armor gets rebuilt in 4 seconds or less, so it normally takes many more tries than that.  A Junker hull drops in one clip of gattling if most of the shots land and just a tiny bit into the second clip if they don't.  After that, 3 shots of light flak is all that is needed to hit, in a much longer rebuild window.  I've never seen any of my gunners have problems taking down a Junker once it's hull drops the first time at close range and at most a Junker gets two hull drops at mid range. 

The times even with the old multiplier against armor are still massively incorrect.  The Junker still out tanks the Goldfish.



I think Arrow's measurements were correct and sort of showed the hidden tankiness of a goldfish.  A goldfish's armor can always rebuild before a heavy Flak finishes reloading with one engineer working on it; a Junker's cannot.  Arrow's numbers took into account that the Goldfish would get multiple rebuilds while the Junker would not be able to get it's armor up before the gun reloaded after the armor broke.  This  is why in practice the Goldfish is still one of the most difficult ships to kill in the game.  It may have wimpy armor and is very susceptible to focused fire, however in practice it's speed and agility often can get it to dodge a few shots just long enough for the armor to come back.

I guess what I'm trying to say is that in my opinion, regardless of the numbers (awkm is probably right about them since he made them all) the Junker doesn't feel like a tank.  It just seems sort of slow and squishy.  Obviously just an opinion, and more of a gut feeling based on far too many hours of game play.

1284
Feedback and Suggestions / Re: Buff the Junker
« on: March 15, 2013, 03:55:03 am »
Fun fact: The Junker was the first ship to be overpowered in GoIO
The more you know~

The leading reason why I am extremely unwilling to touch the Junker.  I've been both absolutely dominated by the Junker as well completely obliterating them in my own play in the past few weeks.  It's not the type of ship I like to fly but nor is the Galleon or Spire.


awkm thanks as always for being active on the forums.  I completely agree with you and I think the last thing that I or anyone wants is the Junker or any other ship to be OP like the Junker apparently used to be.   I'd ideally like all the ships in the game to be competitive which is why it's so great we're all talking about this.

Greetings everyone!  Making a guest appearance on the forum :D 
And I want to just chime in from my own point of view, as a player (an average pilot).
On the junker, I'm a bit torn, as I feel that in certain situations, it's pretty awesome.  And if I'm not totally retarded, it's the 1 ship that can get 3 guns on a target at the same time.   But the slowness of speed does limit it in mid to short range combat. 

On the pyra, I'm unofficially making a claim that it is the easiest ship for new players, so I'm not surprised at all that it is more in use at the moment. 

Thanks Bubbles for chiming in!  I think this has been stated already but I spent a good chunk of time playing a game with helmic today where my entire goal was to spend the match with 3 guns on target.  It used to be something I did a lot in 1.13 with the flamethrower that I had sort of let go by the wayside once flamers were nerfed.  Today I realised it's a lot easier than I recall.  Also I do think there's more to the Pyras frequency than just being one of the easiest ships to use (which it surely is) that keeps vets and new players alike flying Pyras.

The Galleon dies in 40 seconds
The Goldfish dies in 25 seconds
The Pyramidion dies in 25 seconds
The Junker dies in 15 seconds
The spire dies in 10 seconds
The Squid dies in 10 seconds

Correction

For continuous Medium Flak damage at range against full armor and full health, no skills, and no one repairing:

Junker takes 35 seconds to kill. 
Goldfish 28 seconds just to put it into perspective.

Therefore, the numbers you have come up with are not correct.  There is no way that constant armor repair + increased damage can be less than these numbers.  I can only conclude that there were unexpected variables in your tests (e.g. other ships firing upon your junker).



These were numbers taken from 1.13 when explosive damage had a .5 multiplyer to armor.  Arrow was just using these numbers since he had them on hand.  Using heavy flak was a really convenient way to measure durability before since it broke armor and hull.  Now heavy flak barely scratches armor and doesn't make a fair comparison when showing a ship that has a lot of armor to one that doesn't.  A comparison on dps with a light flak and gattling would surely shed light on the fragility of the junker compared to other ships like the goldfish.  A goldfish has 1100 hull and 400 armor.  It takes two clips of light flak hitting a goldfish without armor to kill it.  But the armor gets rebuilt in 4 seconds or less, so it normally takes many more tries than that.  A Junker hull drops in one clip of gattling if most of the shots land and just a tiny bit into the second clip if they don't.  After that, 3 shots of light flak is all that is needed to hit, in a much longer rebuild window.  I've never seen any of my gunners have problems taking down a Junker once it's hull drops the first time at close range and at most a Junker gets two hull drops at mid range. 

1285
Feedback and Suggestions / Re: Lochnagar Shot
« on: March 15, 2013, 03:23:19 am »
To me Loch was never OP before because two charged shots did more damage than one Loch shot. 

It was a very situational ammo type with limited uses, but when done right, could be spectacular.  The gunner would often have to bring mallet, which meant he couldn't rebuild anything.  With the changes in the rebuild times, that would have probably been all the balancing you'd have needed for Loch. 

Right now it just seems it's been nerfed out of use.  I'm the sort of person that likes everything in the game to be useful and in use; so perhaps it may never be what it was in 1.13 but I'd love it to be something that people would have a reason to want to use over other ammos.

1286
The Docks / Re: Harpoon Research Division
« on: March 15, 2013, 01:15:47 am »

 also,  the harpoon description suggests it does hull damage primarily while the stats say balloon. is it just one or both?

The harpoon was recently changed. It does a decent chunk of damage to armor and balloons.

1287
Feedback and Suggestions / Re: Buff the Junker
« on: March 13, 2013, 10:02:30 pm »

And for those people who feel the Junker is fine the way it is…why do you think that the most experienced pilots won’t fly this ship in a serious game?

When you go shot for shot against almost any other ship in the game, you will lose.

The other ships can “naturally” (no captains tools) out maneuver, and or outlive the Junker in nearly every matchup

Again, I invite naysayers to check the DPS on different gun combo’s, pick the most advantageous and match them up against an equally well armed Junker and see if mathematically the Junker can ever win…

(the answer is that it can’t except against a squid…and that is only if the squid doesn’t cause the Junker to miss any shots)


Which is what leads me to conclude that the Junker *Needs* to be buffed if it is ever going to receive serious consideration for utilization in tournament style or other forms of serious game-play


Well said Mr. Arrow.  You always have a way of putting things so succinctly.  It took me an entire page to try to make this point you made in under 10 sentences.

1288
Feedback and Suggestions / Re: Resume match timer
« on: March 13, 2013, 08:23:52 pm »
Is there any way to cancel the resume timer?

Is there a way to cancel the timer and resume to the crew roster list?

Yes, it's a sneaky trick but if you spectate another ongoing match and back out; you can rejoin the original one however you'd like without waiting 180 seconds.

I noticed this too.  It's caused me to be dropped into matches with bad/mixed equipment.  Heck, I might not even have a Role active that she ship I get assigned to needs.  It would be nice to be considered as "not currently having joined any team" when entering a new room manually just so that I have a few seconds to orient myself.

If you just have bad equipment but the correct role you can simply press esc, abaandon match, change your equipment and resume. I do this all the time when I forget to take the right tools when the ship has changed.

1289
Guides / Re: Where, What, and How? An Engineer's Guide
« on: March 13, 2013, 05:18:32 pm »
This is really comprehensive. I spend so many days explaining just this at the start of every match. I dream of the world where people read this. Can't wait to see this updated with more ships.

1290
Community Events / Re: Language training days?
« on: March 13, 2013, 04:41:20 pm »
If I'm playing I'd love to join. Can't wait to hone my Russian.

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