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Messages - naufrago

Pages: 1 2 [3] 4 5 ... 11
31
Q&A / Re: Leveling
« on: August 11, 2013, 02:11:45 pm »
Progress > Logs
(Press the Progress button at the top of the screen. "Logs" will be a tab on the left side of the screen, 3rd from the top)

You can cycle through each class's achievements by hitting the arrows next to "Pilot's Log" or whatever it says up in the top center.

32
Community Events / Re: The Sunday Rumble (Sundays @ 4pm EST)
« on: August 11, 2013, 02:03:10 pm »
MM likes the idea of the sunday rumble and will most likely be attending in the future. But unfortunately we'll have to skip out on today due to certain members having other obligations.

Hoping the sunday rumble becomes a regular thing!

33
Gameplay / Re: The Mobula
« on: August 11, 2013, 01:40:10 pm »
If only wall jumps were a thing...

34
The Pit / Re: Would you rather...? (Game)
« on: August 10, 2013, 07:18:40 am »
Jump into a whale. I think that would have a greater chance of survival, since most whales don't eat people.

Would you rather argue about politics or religion?

35
Gameplay / Re: The Mobula
« on: August 10, 2013, 07:07:06 am »
What if we have a man hole cover over the balloon and hull so a engineer can hope on down from the mid deck?

Perhaps with ladders leading back up... still a PITA to get to both balloon and hull, but possibly able to do a round trip within a mallet cooldown.

36
Community Events / Re: the Flotsam Dynasty Campaign rules and systems
« on: August 09, 2013, 06:29:46 pm »
Oh jeez, i read the rules wrong. The reward is for the 6 day event, not the whole thing. Well damn. That 6pm est weekday start time is brutal.

EDIT: I know MM have some folks on the west coast, and some folks on the east coast who are just leaving work at the start time... then there's the COGs, unless it gets cancelled that week to make room for this?

Sigh. Was kinda interested in this event, too. Oh well.

37
Community Events / Re: the Flotsam Dynasty Campaign rules and systems
« on: August 09, 2013, 06:19:46 pm »
What happens when two title holders scrimmage? Who determines which map they play on if they both want to force an Ambush?

And when does the event end? As in, when do the titles lock in permanently and the reward is given out?

38
Community Events / Re: The New Competitive Scene
« on: August 09, 2013, 06:06:56 pm »
Sounds like a bit of miscommunication between keyvias and morbie?

39
Community Events / Re: The New Competitive Scene
« on: August 09, 2013, 05:00:07 pm »
if the spire tournament was part of the new competitive system, would the mini-rumble that was held the same day also count? (If so, that would be 4 points for MM, 2 points for FALCO for our respective wins. Was BO3 format)

Just to clarify, though, i thought the post about the new competitive scene went up after the spire tournament?

40
Community Events / Re: The Cogs - Season 2 Rules and Format
« on: August 09, 2013, 04:53:03 pm »
it probably counts as a tournament thing rather than a scrim. The overall structure contains more than 2 teams, after all.

41
Feedback and Suggestions / Re: Do NOT force reload
« on: August 09, 2013, 02:47:21 pm »
It used to be that jumping on a gun with a special ammo type pre-loaded that you don't have DIDN'T force a reload. It would just let you use the previously loaded ammo until it was reloaded. Not sure why they changed that.

42
Community Events / Re: The New Competitive Scene
« on: August 09, 2013, 12:19:17 am »
As far as I'm aware, some teams are waiting a bit before signing up and committing. I think they're waiting til the Q&A session on Friday to get a better understanding of the system you're creating. The sign-up list may be empty right now, but once you lay to rest whatever concerns people have, I'm sure you'll see the doc fill up with the expected names.

Also, I'm sure some people are waiting for someone else to be the first to sign up before committing.

43
Feedback and Suggestions / Re: Ship stabilization
« on: August 08, 2013, 11:57:19 pm »
Even when you're completely stopped, you'll still sway up, down, left and right a bit. Then there are some maps with wind that constantly push you in a certain direction. Learning to compensate for ship movement is a required skill for this game. Pilots and gunners just have to adapt.

44
Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: August 07, 2013, 09:44:05 pm »
...I don't have any practical experience with mercuries, neither on the giving nor on the receiving end...

I can tell.

On a mobula, in the time it would take you to rotate from the arcs of mercs on your right side, to give arc to the mercs on the left side and stop rotation, the mercs on your right side would already be reloaded and ready to shoot again. You severely underestimate how long turning will take and/or how difficult it is to aim while turning. EDIT: And if anything manages to get in close range with you, you're screwed.

Your assessment ignores repairs, rebuilds, the presence of cover, the ability to break spots and line-of-sight, the ability to dodge, and the possibility of missing. If you get 4 mercs on a target and manage to hit with every single shot, yes, that can do a fair bit of damage. It's a legitimate strategy, and a strong one. But by no means will every shot hit in every circumstance, and they won't all be synched up to hit at the same time.

Math is all well and good, but the usefulness of math in this game is fairly limited in scope.

EDIT2: Sorry, I got kinda fed up with clueless newbie posts (and clueless newbies ingame) and took it out on you. My apologies.

45
Feedback and Suggestions / Re: Improved matchmaking via a ranking system
« on: August 07, 2013, 09:24:56 pm »
evodoc, you should really set the map filter to also show beginners matches, just to take a look. right now, there are dozens of games going right now. I've never seen so many lobbies in this game before. kinda crazy.

other than that, yeah, i agree that a matchmaking system doesn't make much sense for this game, for the reasons other folks have stated.

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