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Topics - Skrimskraw

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16
Feedback and Suggestions / being able to edit your own forum posts
« on: June 09, 2013, 10:14:12 am »
any chance we can get access to editing our own posts?

17
Community Events / Scrimmage information.
« on: June 09, 2013, 07:58:30 am »
With the ever expanding e-sport scene in Goio, the need for team training and scrimmages is rising. This project / thread has been created with the idea that the scrimmages should be uncompetitive, and purely for the purpose of getting experience against other teams.

This, of course, does not mean that you cannot use this for competitive play. You and the team you will be playing dictate your own game, rules and what your outcome of the game should be. – There will be no managing body dictating, you are in charge of when, where and who you will be playing.

If you are interested post with this format:
Team name: (your team / clan name)
Contact person: (the person other teams will contact, ingame name)
Alternative contact information: (skype, steam etc.)
Scrimmage days/times: (the days and timetables your team will do scrimmages)

The following teams have shown interest:

Glowwater Thralls

Contact person: Crafeksterty, Skrimskraw
Alternative contact information: Steam: Crafekster Steam/skype: Granaut
Scrimmage days:
Contact us, we can always arrange something if its possible.

Merry Men
Contact person: Shinkurex
Alternative contact information: Steam: Shinkurex1 Skype: Shinkurex
Scrimmage days:
Saturday: Before events.

The Flying Dutchmen
Contact person: Captain Lockheart
Alternative contact information:
Scrimmage days:
Saturday: Occasionally plays, contact for scrimmage.

The Gentlemen - Mad Hatters
Contact person: MiztaWildCard Steam = miztawildcard
Alternative contact information:
Scrimmage days:
Monday - 6pm GMT
Wednesday - 6pm GMT
Friday - 6pm GMT
Saturday - 6pm GMT

The Bully Boys
Contact People:
IGN: Brick Hardcastle/ Steam: apexofbeing
IGN: Gilder de Unfettered/ Steam: Guilder the Squidslinger
IGN: Halogamb/ steam: Halogamb
IGN: Sir Daftwager/ Steam: Sir Daftwager
Scrimmage times: We should be available for scrims on weekday evenings (European time). Please contact one of us to arrange a scrim in advance as it might be difficult for us to get people together for scrims on short notice.

SPQR
Contact person: Jub Jub or LazyPandas
Alternative contact information: JubJub (also known as Link1703) on steam, and LazyPandas on steam
Scrimmage days/times: Most days/times can be arranged on a case-by-case basis.

Overwatch
Contact person: Mr. Ace Rimmer / CoughDrop
Alternative contact information: SteamID; dcrjp1984 (Rimmer) CoughDrop
Scrimmage days/times:  7 days a week. 6PM eastern - 9PM Eastern to be decided in advance. We'll take a maximum of 2-3 a week depending on other activities

kOut
Contact person: primarily use steam. STEAM: http://steamcommunity.com/id/mrzurkon/ or http://steamcommunity.com/profiles/76561198045704713/
Alternative contact information: can also get in from our mumble
voice-il2.branzone.com
port 64739
channel: kOut
Scrimmage days/times: 8pm (-5 UTC) or later, sun-fri, no saturday.

The Art of Warfare (TAW)
Contact person: Hunter. (keep the fullstop, Hunter was taken)
Alternative contact information: k4neo123 (Skype)
Scrimmage days/times: Any day as long as we get about a weeks notice

The Gentlemen - The Tea-Timers
Contact person: Swiftpaw
Alternative contact information:
Scrimmage days/times:
Tuesday:  8pm GMT
Thursday: 8pm GMT
Saturday: 6pm-8pm GMT


Contact other teams on your own initiative.

If you want your team on the list, leave a reply!

18
Community Events / uncompetitive scrimmage day
« on: June 05, 2013, 07:09:03 am »
By popular demand this thread is being made.

With all the events coming up soon, I have aired the idea of trying to find a fixed day each week for uncompetitive and training scrimmages. Teams in GOIO have had problems finding scrimmages in the past, due to the fact that it’s a 2-part procedure. First, you need to privately contact a clan, and then find an ideal date to get your crew together for the scrimmage.

So why should your team be a part of this?

First, knowing that once per week on a specific day you have the chance of doing scrimmages is an easy way to get your crew members to schedule their week. Additionally, It will be easier to find a scrimmage, since the other teams participating also knows that this specific day is scrimmage day. It also will be easy to find a replacement if one of your team members can’t make it.

This will not be competitive event, meaning that there is no penalty of trying out new tactics, before you test them vs. other teams in tournament events. – However if you want to use the scrimmage to gain points in the upcoming e-sport system, you are free to do so if both clans / teams agree on it.

There is no managing this other than both teams agree on how their scrimmage will proceed. We don’t care we just want to play more team vs. team based games.

Cogs had huge success in getting teams to show up Saturdays, so this could potentially work if we support the idea.

So if you are interested and have a team, the next step is to find a permanent week day. Have a word with your team members and then post back in this thread.

19
Feedback and Suggestions / personal messages.
« on: June 01, 2013, 06:43:25 pm »
you are not allowed to send a message to more than 10 players at a time.
you are not able to send more than 20 messages per hour.

is there a reason for this?
if not, can we have it changed?

20
Feedback and Suggestions / assault game mode suggestion
« on: May 02, 2013, 07:05:47 am »
An idea for a game mode aimed at 2v2.

Its based upon a gamemode called assualt that was used in the game World in conflict.
I dont know if other games have used this mode but here is a rundown:

the game mode consists of 2 rounds.
In the first round, team 1 acts as defender and while team 2 acts as attacker.
In the second round both teams switch roles.

on each map there would be 3-4 circles/points to defend and attack.
the points would have to be taken in the order of A->B->C->D
look at the image.


Each round would have a cap at 15-20 minutes (making the gamemode a maximum of 30-40 mins runtime)
The goal of round 1 would be for team 2 the attacker to take over all 4 points before the time limit runs out.
the goal of team 1 the defender would be to defend the points against team 2.


now the game begins.

team 1 the defender respawns at the exact point of circle A, they will now have to defend it from team 2

team 2 the attacker respawns away from point A, and would now have to take it away from team 1.

the twist here is that team 2, the attackers would have infinite respawns, meanwhile team 1, the defender would have no respawns if they die.

so when team 2 eventually would have killed team 1, or when no team 1 ships remain in the circle they would now have to take over point B

also now that point A has been taken over, team 1 respawns at point B (they would still have no further here)

the game goes on untill either time runs out or team 2 have taken over all the points.

When this happens round 2 begins and the roles have been reversed.
Team 1 would now be the attackers and team 2 would now be the defenders.

It is now the job of team 1 to overtake the points just like team 2 did in round 1.

HOWEVER
the goal for team 1 is now necessarily not to take over all points.
meaning the goal in round 2 is for team 1 to do better than team 2 overall.

example:
lets say team 2 in round 1 managed to tak over point a and b in a matter of 10 minutes, but wasnt able to get point c in the last 5 minutes
the goal of team 1 in round 2 is now to take point a, b faster than team 2 was able to do it. (10 minutes)

if team 1 fails in round 2, team 2 wins the game.
if team 1 succeeds in round 2, team 2 loses the game.



The general idea of this game mode is to let teams chose carefully what ships they are going to use.
A galleon might be the perfect defender ship, but when the roles reverse, they would still be using the galleon as the attacker.
that goes for sniping setups too.

Attackers: infinite respawns
defenders: respawns when losing a point

21
Community Events / this weeks training day crazy king
« on: May 01, 2013, 05:02:14 pm »
this weeks training day crazy king was really frustrating :p



The game went on for 70 minutes because of severe slowmotion lag.
players was quitting in the end, and people was going mentally crazy.

I think its the last time we play crazy kings after a patch :)

22
Community Events / the EU sessions discussion.
« on: April 12, 2013, 09:44:35 am »
Hey guys!

Unfortunately this upcoming week I wont be able to attend the training sessions.

However, this thread is for discussing the dates.

I think ataris will be doing this coming week alone, so he will need a lot of help from you veteran guys.

23
The Pit / found this on my way home from work
« on: April 03, 2013, 05:35:44 am »
I found this on my way home from work, the picture is however funded by the internet.


24
The Docks / training sessions
« on: March 31, 2013, 05:54:09 pm »
Are you a new player?
do you want some help getting started?

join this group: http://steamcommunity.com/groups/GOIO_Training

We are a collective mind consisting of veteran players, who have come together from all the clans.

Each week we aim to have a training day, where we focus on teaching newer players become better players.

Both old and newer players are allowed, we just expect older players to give room to newer players when we have these events :)

the more the merrier, and maybe we can get these events running twice each week.

25
Feedback and Suggestions / ammo types and making the gunner viable
« on: March 28, 2013, 04:34:32 pm »
lately the gunner has become a legend of old when heatsink was a valuable ammo type

I think what the game needs to make the gunner better again, could be done through various disabling ammo types.

I have some suggestions for new ammo types, that might bring in the need for a player with 3 ammo types to choose from agian.

1. Jamming ammo.
ammo that jam other enemy ships weapons.

either by making them not shoot, gives them longer reload or makes it impossible to turn the gun perhaps.
this ammo would ofcourse deal next to nothing damage, but is surely a way to counter the gatlings shredding power.

2. bumping ammo.
ammo that makes your gun fire 1 shot like lochnagar.
upon impact it will work as a small ram.
very helpfull against galleons and sniper loadouts.
would deal no damage.

3. ammo type that makes it harder to steer
possibly ammo that could make the engines of a ship stop working for a small amount of time.
or make it possible for a ship to descent.

26
Community Events / change the play day
« on: March 23, 2013, 06:55:15 pm »
would any of you other teams be willing to change the day from saturday to something else, like sunday?

27
Community Events / information for livestream
« on: March 18, 2013, 08:50:45 am »
so after watching the match between corvus marauders and the paddling.
I took note in qwerty saying something like: "a lot of new names", referring to the new players participating in competitive play.

so here's a little information about the corvus marauders you can read up, a commentator should be informed of whats going on :)

The corvus marauders is a team serving under the Crows, we are currently trying to get more teams up.
The corvus marauders is not the prime team of our clan, the other captains are gathering crew, just as experienced and skilled as everyone serving under me and aquamac.

So as Swallow said on the stream, we are mostly old kings gambit players, but we wanted to be more team based, so we created the murder of crows.
the corvus marauders team consists of 2 captains who have flown together for around a month now:
Skrimskraw and aquamac. - both was in kings gambit.

aquamac tends to have all the ideas.

Skrimskraws crew (the Hacov crew):
Mattilald - was in kings gambit, is my hull engineer and my firstmate, he is in control of giving me information while I talk with aquamac.
Natar - was in kings gambit, is my secondary engineer, is very quiet only speaks when he sees someone or has an idea.
Vetta - was recruited by me while i was in kings gambit, is my gunner and practically never speaks, he is very silent :P

aquamacs crew (the cold war crew): (fun fact his crew consist of 2 russians, and 2 americans hence the crew name)
CFG - was in kings gambit, is the secondary engineer and also a firm gunner.
Zitruskiller- was recruited by aquamac is the only team member who wasnt a part of the kings gambit,  is the main engineer.
Grayknight - was in kings gambit, is the gunner of the ship - also a very talkative man who has a lot of ideas.

also you saw Twinkie and Urz stepping in for vetta and zitruskiller last cogs match, they both had internet problems.
Twinkie used to be in SMAC, but joined up with us, and is stationed on captain phoenix' crew
Urz was in kings gambit, now with us and our webmaster working on our webpage. he is stationed on Vatic's upcoming crew.

Just a little information about corvus marauders :)

28
Feedback and Suggestions / Longship idea.
« on: March 18, 2013, 08:13:04 am »
the  people of firnfield have created an airship able to protect them from the horrible blizzards, and break through the storms.

So I had an idea for a ship possibly called: Spearhead.
the design would be built on the idea of it being a viking longship, but with one addition, it would have a roof to protect its crew against the cold weather of the northern lands.
it would therefore be limited to looking only the the sides, and possible have some holes under the ship, making it possible to see enemies benath you.


how would it function?
the ship with have 3 light guns on each side of the ship.
the ship would have the worst turn speed in the game, making it hard to use without phoenix claw or  full health engines.
however the ship would have the fastest speed in the game, making if a killing force if you were to be rammed by its pointy front or back.
the ship would have medium hull shield, and a slightly higher hull health.

the pros and cons of the ship:
pro: you can use 3 crew members on the guns.
con: if you use 3 crew members on the guns you will have a hull problem.
con: the balloon would be positioned at the back of the ship, while the balloon would be at the front.
pro: ramming an enemy would give you the better outcome if your side guns are facing him.
pro: another ship capable of ramming.

29
Feedback and Suggestions / map idea, or inspiration
« on: March 18, 2013, 08:00:02 am »
So I've been having this idea fro a map since I read this about king of the flayed hills: Hidden under the barren, stripped terrain of the Flayed Hills badlands are seams of iron, copper, and something even more precious: clean, fresh water, locked away in deep underground aquifers.

the idea would be to make a "mine" map.

The general idea would be that the fight would be inside the mine.
It would have a "roof" of rocks, eliminating the ability to to hit the top of the map, and instead hit rocks and be in the danger of taking damage.
a single beam of sunlight would come from the very middle of the map down to a pool of water centered in the middle.
around the middle there would be caverns intertwining with eachother, making it possible to flank the middle from every were.
a light source for the map could be glowing mushrooms doing some sort of interval of giving light, so you'd need flare guns to actually be able to see in the dark caverns. (also the harpoon could be useful for throing people into the rocks)

due to the idea of it being centered around a waterpool, it could be made into a king of the hill map so we get some diversity for the horrifying sandstorm.

30
Gameplay / The lumberjack
« on: March 17, 2013, 08:46:08 pm »
so I recently started playing with the lumberjack.
But the problem is, I don't know how it works other than it does flechette damage at range.

What i am asking is what ammo should you use, where to hit and which ships to use it on?

and can anyone give a detailed description on how it works excactly?

thanks :)

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