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Messages - naufrago

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61
The Gallery / Re: Artistic screenshot gallery
« on: August 04, 2013, 02:39:39 pm »
Pterodactyls vs. Airships? Sound kinda like one of those low-budget disaster movies on SyFy.

62
Feedback and Suggestions / Re: heavy carranade
« on: August 03, 2013, 12:59:58 pm »
For a second I had to make sure this wasn't The Pit.

63
Feedback and Suggestions / Re: Class Specialization
« on: August 03, 2013, 11:08:22 am »
On a Galleon, I could see a gunner taking 4 or 5 ammo types if they could.... except they wouldnt be able to rebuild those guns. which would definitely get sniped. hm.

64
Gameplay / Re: The Mobula
« on: August 03, 2013, 01:34:58 am »
You already can jump at ladders to get on them. I do it all the time on things like the Junker to save a half second or so getting to the turning engines.

I don't have a clear memory of failing to jump onto those ladders but the Pyra ladder definitely won't have any of it and neither will the Mobula - though it could be how I'm trying to do it. I'll sandbox this later and check.

I sometimes have problems jumping to the lower guns on a mobula because the ladders are like magnets, snapping me out of the air. Kinda funny to me that you have the opposite experience.

65
Gameplay / Re: The Mobula
« on: August 02, 2013, 10:58:34 pm »
Just out of interest is is possible to make ladders across the board responsive to jumping - ie you can jump onto them to start climbing?

You already can jump at ladders to get on them. I do it all the time on things like the Junker to save a half second or so getting to the turning engines.

66
Feedback and Suggestions / Re: Chat and ESC button
« on: July 31, 2013, 03:36:19 pm »
Right-clicking also gets rid of the chatbox. Can be useful if youre sitting on a gun while typing, but dont want to fire it by mistake (by left-clicking to get rid of the chat box).

67
If the competition will be structured how I think it will based on the diagram, I love the idea. I'd occasionally thought a bit how to fix the Cogs for a while, but epicyclic gears never crossed my mind. It seems to fix all my issues with the current Cogs system. Salute to you, Wundsalz!

Btw, if the current system is a bit too rigorous, Cogs can take the occasional week off (maybe once every month or two?) to let teams have a break or get some extra practice in.

68
Gameplay / Re: Hydrogen/Chute Vent Damage
« on: July 26, 2013, 03:07:05 pm »
Having seen some of the matches pre-mass fix, the speed at which ships rose and fell was just silly. I think that, overall, the change was perfectly warranted.

69
The Pit / Re: Return of the missing (Insert item here)
« on: July 26, 2013, 03:02:53 pm »
Americans pronounce "sorry" like "sah-ree." Canadians pronounce "sorry" with the "so" part sounding kind of like "sew," so it's basically "soh-ree." It's a very canadian way of saying it, and makes me chuckle a bit every time I hear it. That and pronouncing "about" kinda like "uh-boat." (well, sort of halfway between "uh-boat" and "uh-boot")

70
Gameplay / Re: Some interesting math about the Mercury Field Gun.
« on: July 26, 2013, 02:44:53 pm »
I can't remember if I said this before, but I think the merc could have its Shatter damage reduced by half and still be viable. Would still be able to snipe out components, would still be able to crack armor decently, but wouldn't be able to take out heavy components quite as easily. Can't remember how much health heavy guns have off the top of my head, but making it require 2 shots to take em out seems fair.

71
...while the repair done will be less for the wrench, it will give you back a chunk of hull armour quicker than waiting for the mallet cooldown.

errr... no, it won't. 1x mallet hit = 250hp. 2x wrench hits = 240hp. And the mallet's healing is all frontloaded [this actually gives me an idea for a new repair tool...], so you don't have to wait 5secs. And you'll get a second mallet hit in before you'll be able to get a 3rd or 4th wrench hit in. If you're talking about only using the wrench, it's sub-optimal. If you're talking about using a wrench AND a mallet, it's still suboptimal since the goldfish's armor can break during the 5sec cd before you have a chance to get the mallet hit in.

Sorry for derailing the thread, btw =p

EDIT: I think I just realized what you actually meant. Since you can use the wrench for its full effect sooner than you can use the mallet for its full effect, it might be better. I still disagree, due to how the goldfish's armor can break before you get a chance to repair again. Besides, the spanner is just too useful for repairing and rebuilding to pass up as main engi.

72
Gameplay / Re: Tar barrel
« on: July 25, 2013, 12:07:35 pm »
Ah, yeah, I reported to Muse that tar barrel seemed to do 1/4 the damage it was supposed to, as Zormac noted. They're quite responsive at the feedback@musegames .com address.

So you can blame/thank me for the tar barrel nerf/fix.

73
Out of curiosity, Calico Jack, why did you bring a pipe wrench on a Goldfish? With 400 armour, the mallet is more efficient on that ship.


It's a theory I'm testing for countering gatling attacks on hulls - the mallet repairs more but takes 9 seconds to cool down, by which time the hull may be going down - I've seen captains recommending spanners in that situation but they don't seem to work for me. I'm still undecided if it's better or not.

The thing is, 5 secs is too long to wait for repairs when youre under fire. A heavy clip'd gatling can take down a goldfish's armor in under 5 secs, even if it's buffed (assuming no repairs, or repairs are on cd). To survive 1 full heavy clip'd gat magazine in a goldfish, you need buffed armor and a mallet hit (and 1 or 2 spanner hits), or pray that the enemy gunner misses/gets disabled/hits the front gun for about .5 secs. Also pray that nothing else is helping to chip away at your armor, because you'll be in a world of hurt.

Some math- a heavy clip'd gat will deal 765 damage per magazine to armor. Goldfish has 400 armor, 520 when buffed. 520 armor + 250 armor (from mallet hit) = 770 armor. An unbuffed goldfish should have its armor taken out with just 1 magazine of gat fire, but a buffed goldfish will just barely live through it if you get a mallet hit in (and 2 spanner hits before that mallet hit will optimize armor uptime).

This is all assuming that the enemy is ONLY firing 1 gat with heavy clip at you. Even assuming the enemy misses a fair bit, mallet/spanner is best for repairs. You can't beat the low cd of the spanner and the efficiency and repair strength of the mallet.

74
Gameplay / Re: So, about those Double Hwachas
« on: July 23, 2013, 03:29:52 pm »
You're basically using polite words to insult me. I've changed ships and loadouts non-stop with this game and I'm still not happy. Don't think for a second that I haven't considered what I'm doing wrong. That's all I've ever thought with this game. You don't know me, so don't try.

I'm just blunt.

You got owned by double hwachas. You tried, and failed, to come up with a way to counter it. You went to the forums and, instead of trying to learn how to handle galleons with double hwachas, you claimed double Hwachas are op because you couldn't think of an effective way to counter it. You're presented with ways that can effectively counter it, and you claim that the Hwacha is "poor design". You're again presented with ways to deal with Hwachas, and you claim this game is too hard and don't want to play anymore.

Are you actually trying to learn how to play, or would you rather blame the game because it has "broken mechanics" or "it's too hard"?

This game rewards good positioning and knowledge of the mechanics. There's a wealth of guides and FAQs here on the forums, and the community is ready and willing to give advice to anyone who wants it (as you can see from all the helpful advice in this thread). As with most games, GoIO has a learning curve, although piloting has a steeper one than most. If you're just after instant gratification, you might prefer being a gunner. It still has a learning curve for some guns, but it's still more accessible than piloting.

75
Gameplay / Re: So, about those Double Hwachas
« on: July 23, 2013, 02:43:19 pm »
My main point is that my whole crew spent the entire time against this Galleon just repairing since it was reloaded and ready to fire again once our ship was fixed enough to fire back, disabling most of our ship... again. The weapon is simply poor design. It took a while for the Hwachas to destroy our ship, but they were content to wait since we literally couldn't go anywhere.

Sounds like you're blaming the game instead of trying to learn from your experience. I know it's much easier to blame others and not yourself, but you can't get better if you don't place even the slightest fault on yourself. There are numerous things you could have differently that would help you avoid that situation. You could have used a different loadout or ship, you could have controlled your positioning and engage distance better, you could have coordinated with your ally better to get the galleon off you since that galleon definitely isn't going to be killing you quickly...

Just trying to help you, not insult you.


I get what you're saying and I didn't feel insulted. This game just isn't for me. I suspect that much of the public might feel the way I do when they try GoIO, but that's my opinion. There's just so much strategy and teamwork involved that I'd rather play something else, instead.

That's mostly true if you're a pilot, so maybe you'd rather try being an engi or gunner? With those, you don't have to think as much about strategy and tactics- it's mostly just triage and knowing where to point your gun.

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