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Messages - Moriarty

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16
Gameplay / Re: Ship Tier List
« on: August 20, 2013, 11:15:47 am »
Its just doesn't pack enough of a punch to justify - maybe if cannonades or flamers worked differently.

annny way i got bigger fish to fry

*Gets pokeball and waits for a wild Gilder to appear*


17
Gameplay / Re: Ship Tier List
« on: August 20, 2013, 10:54:09 am »
Yeah you just have to remember that the squid is for capping not for fighting :P
I very much disagree.

Now I'll preface that i rarely play on a random ships, and the ship i crew on is arguably competent.

Squids are just flat out non-threatening, you see one and you give your commiserations to its teammate who now has to do the work of one and a half ships.

I say this because it's always a challenge to justify the squid - I mean what are you trying to accomplish?

Tactical positioning effected by the ships movement? - Even with the best of pilots if your up against a competent opposition the squid almost always ends up dead or running away so much as to be ineffective - which is why they're so rare in competitive play.

Now i don't want to make this about competitive play but we should compare apples and apples - if your posting on the forum your not a regular pub - if your posing you crushed pubs with a squid you have skills but that hardly means the ships good.

With all things being equal, other ships will end you - or worse ignore you and focus fire your teammate while you prance around 'Squiding'.

                                                                       
Edit: My list goes  Pyra > Galleon > Junker > Goldfish & Mobula > Squid > Spire
(squid above spire for the cap not the combat)

18
Gameplay / Re: Pyra being op?
« on: August 19, 2013, 10:22:35 am »
Bullhouse and Serenum are in fact correct.

As evidence I submit Smollet's ship "the Dirty Duck", and i note it is no coincidence Smollett is nay saying this OP business.

Because what he wont tell you is the dirty sneaky all terrain/opposition Pyra he runs has only lost 3 competitive matches *ever* - I think Serenum accused the higher levels of not caring about the balance so long as they had a work around. I say the Higher levels are in fact exploiting the floating exploit otherwise known as the Pyramidion! 




19
The Docks / Re: Quack Quack, it's Duck Time
« on: August 19, 2013, 06:31:27 am »
Indeed getting up at 5am every week sucks balls.

Still sorry to lose you Wundsalz I think we're at an awkward point were we need another team but the numbers don't quite work just yet.

20
Gameplay / Re: Ship Tier List
« on: August 19, 2013, 04:32:25 am »
Basically, there is no useless ship... (letus)

Yeah you just have to remember that the squid is for capping not for fighting :P

@ Sammy BT, prolly when we started spelling it with a T, just a guess tho.

21
Gameplay / Re: Typhon, Heavy Flak Discussion.
« on: August 17, 2013, 03:54:08 am »
In relation to the Zill QKO back and forth i have to go with Zill (feel dirty) - Galleons don't need any help atm, and the arm time is a solid mechanic which although at times inconvenient is an absolute necessity (the fjord vids should still be hosted on qwerty's channel if you don't believe me).

On another note, I tested the 4 shot heavy flak, I don't mind the idea but here's my main issue with it:

1. To use this gun effectively you have to fire during the window when the armour's down, i think we can all agree on that.
2. The window you have to shoot is on average something like 5-8 seconds, and less on a goldfish and squid.
3. Considering the insanely slow speed of the Heavy flak rounds its difficult (and impossible at medium distance) to fit 4 rounds into the window if you have to aim the shots.

I *think* this was an oversight. In any course if (as is my understanding) the flak damage was spread across 4 shots rather than 2 - then this change would still be a nerf to the flak with regards to lesmok and i'm fairly sure that wasnt the point of the recent changes.

I back smollets suggestion to give it two rounds, either through a float as suggested by hamster? or just giving it 2.4 rounds total (i am informed this is the correct math to make a 30% reduction equal 2).

22
The Docks / Re: Quack Quack, it's Duck Time
« on: August 16, 2013, 06:08:32 am »
Goodbye Jace,

Just remember though out whatever may come 'keep calm and quack'.

23
Gameplay / Re: Typhon, Heavy Flak Discussion.
« on: August 14, 2013, 08:34:41 am »
Fair call, cant agree with the spire thing tho.

Merc/flak spires are spires at their best (easily the dominant force in the baptism by spire) ... that makes 2 out of 3 since your counting.

As for the goldfish well lets be honest there are lots of problems with the goldfish, it's been a support ship for a few versions now, relegated to carrying a manticore since the carronade changes.

so 2 out of 3 ships find a use for it. That's not bad.





 

24
Gameplay / Re: Typhon, Heavy Flak Discussion.
« on: August 14, 2013, 07:24:57 am »
That is a terrible idea, its like taking from Peter to pay Paul.

The heavy flak isn't for all situations like the annoying but ultimately ineffective manticore. In taking the heavy flak you've made a bargain with skill and fate, namely if the enemy can keep their armour up they win, if not you win.

High risk high reward, surely we can all appreciate that.

25
Gameplay / Re: Typhon, Heavy Flak Discussion.
« on: August 14, 2013, 06:59:57 am »
It's not an exaggeration to say I've probably spent hundreds of hours on the Heavy flak.

The Heavy flak is an Awesome and underutilized weapon, which hunts the damage feed for the 'armour destroyed ' (raspberry) message then ends the hopes and dreams of a crew before they can fully comprehend what's happened.

Here is how the recent changes affect the weapon:

1. Killing things at distance just became a problem, lesmok was the go to ammo to make impossible shots merely hard - In light of the recent change its going to be pretty heroic to get two hits on a moving target near max range...LET ALONE time those hits to the armour destruction.

2. Secondly it flattened the arc, this is important because when using other ammo against a ship charging into your arm time it's easy stuff up the vertical axis and overshoot or under shoot, this is a factor of the projectiles extremely slow speed. (this sounds minor but when you have two shots and 5 seconds to kill or be killed by a charging pyra all of a sudden this is clutch)

3. In all honestly the changes have killed the weapon for the majority of the player base.

Now this being said I'll be pushing for the Paddling to continue to use the gun, as it still has a unique edge for competitive play. But dear god why did one of the most currently maligned guns with a long history of getting abused by patches have to suffer even more?

I see 4 options:
1. Reverse the patch artimis style
2. Increase the projectile speed (I know this *seems* reasonable but its not, a precision buffed heavy flak with charged rounds at 1.6k, will have people whining like the old days)
2. Massively increase the damage and arm time (one can dream)
3. Give it 2.9 shots or something so it exists as an exception to the lesmok nerf, yet only fires two shots with any ammo.

By way of reply to the fire enthusiasts and people suggesting other utility effects ... No. The gun has a defined role, it does hull damage, its good at it and it does ALOT of it....IF YOU HIT THE BALLOON WHEN ITS UP YOUR DOING IT WRONG.

     




 

26
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: August 12, 2013, 10:07:42 am »
I don't want to get into to much of a back and forth as I've posted way to much. but we run a gunner on the Lucky Duck. We decided it was a rare situation where the gunner had the utility over the engi as to be effective the position *needed* two ammo types.

27
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: August 12, 2013, 09:54:03 am »
Normally you put forth a good argument Zill but i think you struck out here.

Heatsink for arming time you have to know that's not the best solution

Incendiary for carronades and mines - Sure if your playing PUBs and want to have some fun - otherwise this is madness

Greased for LJ is just weird, I can see the light mortar argument but I think we'll see a shift away from the light mortar gunner thus proving me right.

Now you might have noticed I've given you no solid arguments just basically 'your wrong' - Unfortunately I'm conflicted as you play the Raft this Saturday so I wouldn't want to help correct any defective opinions you may or may not hold :P

28
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: August 12, 2013, 09:38:11 am »
I would like to point out just in-case it was any doubt, when I used the word "you" I meant it as 'you the reader', inclusive language and all that, and was not intending to single out Mr Pickle.

29
The Pit / Re: Weapons that suck
« on: August 12, 2013, 08:29:51 am »
Banshee rocke.... oh real weapons ... huh

30
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: August 12, 2013, 07:55:08 am »
I'm certainly opposed to any suggestion that heatsink is useless and should be disposed of for something with more universal cookie-cutter appeal - which appears to be Moriarty's shout (and yours Sunderland?).  There should be weaker and stronger tools, some that only work with one or two weapons and some that work with all.  Perhaps even some that until you really think about it don't appear to work at all, or only work synergistically with other crew members tool choices.  More tools and greater diversity of tools encourages experimentation.

Universal cookie-cutter appeal : Is it fashionable to have obviously broken things taking up space or something? Tools need to be functional, and competitive with the other tools otherwise they never get chosen for the job.

Lets run through some of the ammunition in question:

Heatsink
Flare Gun use excluded, Heatsink is uselessas things stand - Though i remember the days when it was quite useful - all I'm saying is atm it sucks, and taking it is a mistake...and you should feel bad.

Incendiary
Same story - though you shouldn't feel bad for taking it, after all you've already decided your not playing to win - and all the power to you!

Greased
You me and everyone else wants it to work, especially for the light mortar...only you never really need it and it comes off kinda gimmicky - but man it's fun to fire.

Now I believe eventually Muse (awkm) will get around to giving each ammo a useful roll - its just that atm there is no reason to take any of the abovementioned ammo. 

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