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Messages - Captain Phil

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31
The Pit / Re: Ban the User Above You
« on: January 13, 2014, 07:24:04 pm »
I ban James T. Kirk for 'accidently' burning an entire city full of orphans and killing his red shirt that was on the away team, nice going cap'n.

32
Q&A / Re: A tip for dealing with fires
« on: January 10, 2014, 06:45:13 pm »
Best tip for dealing with fires is to get good with the chem-spray. I can legitimately keep every component on the lower deck of a pyra sprayed down and be ready for any repairs. Master this tool, and you will never fear fires again. Just pop into a practice on a ship and see if you can get a routine route going so you can chem things, repair them, and possible shoot in-between.

33
Feedback and Suggestions / Re: Supportive Round Types.
« on: January 10, 2014, 06:41:56 pm »
I personally use tar a lot to give myself cover from enemy fire. And yes, sometimes I forget about the wind factor at times. But I fear that giving the gunner the ability to create a smoke screen would be a bad idea. Better option (my opinion) would be to make it a Pilot tool, so you can have control of the smoke and can get it activated when you need it.

34
Q&A / Re: Galleon Load outs
« on: January 09, 2014, 03:36:50 pm »
Well yea, you sacrifice the killing potential of the flak with the ability to defend yourself on both sides from close range ships. It is all situational.

35
Gameplay / Re: Art meta is boring
« on: January 08, 2014, 05:25:22 pm »
I personally use the artimis as a defensive weapon, for squishy ships like the mobula or spire you need to be able to disable enemy weapons or you will be taken out quickly. While there are carronades and banshees to also use as disables, people can still keep shooting at you and fix their balloon or put out weapon fires after they sink you. Fact is, the artimis is the most reliable disabling small weapon in the game that a pilot can equip on their ship. It is easy to use, and very effective, and while you can snipe weapons out just as fine with a carronade or gat, the lag that can occur in a game or the lack of shooting skills from the gunner can make using other weapons to shoot other weapons out unreliable.

36
Q&A / Re: Galleon Load outs
« on: January 08, 2014, 05:17:14 pm »
For a galleon, always try to have a LJ equipped if you can manage. The galleon is a broadside ship, so running all close range weapons will make you easy to kite when facing other long range ships like a sniper spire, lumberfish, or a front sniper side pyra. For rear guns, try running something defensive or a flare. Another tip for galleon is to watch out for carronade Fish. And the best way to counter these is to simply have your own carronade and each side and sink the goldfish with you.

My loadout I use is LJ, Carronde, Arti left for longrange capability and close range brawling, standard hwacha, carronade right side, and rear mine/flare depending on enemy load out.

37
Gameplay / Re: Junker Novice Preset Builds
« on: January 07, 2014, 12:19:30 am »
Most of the time, people stick flares on the front of junkers so the AI will be forced to use the side guns. For when you have actual players, that is your choice. A flare can output damage so it is not out of the question to have a front flare. But most of the time people usually stick an arti on the front for trifectas and initiation.

38
Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: January 06, 2014, 07:31:40 pm »
I remember when lesmok had two shots in it. While I would be alright with the HF having two shots with lesmok (though I could hardly care atm), there are a few other guns I would not want to see with two lesmok shots, like the mercury field gun. Lesmok was hit with the ammo reduction not because of one gun, but because multiple guns where getting an unfair advantage from it. As for heavy flak with lesmok, the key is to timing your shots so they hit when hull is down and try to keep the gun buffed for more damage with the one shot. While is does feel like you are getting cheated for only having one shot for any two shot weapons; Hellhound, H-Flak, and Mercury, it is still very potent in allowing these guns to make that disable at a very long range, get that last shot to take a balloon out on a retreating ship, and kill an enemy ship in two flak volleys before they even get close to you. Sniping builds are already strong if used correctly, and having more shots with lesmok would only increase the potency of that strategy. Then we get people complaining about snipers being meta, again.

39
Gameplay / Re: Junker Novice Preset Builds
« on: January 06, 2014, 07:17:28 pm »
1st build looks perfectly fine, 2nd build works if the teammates can work together to use the double explosive/piercing sides for maximum efficiency, and whoever did these forgot about the flak's new arming time, so either merc or hades instead of a gat above it for 3rd build.

40
Feedback and Suggestions / Re: Map Ideas
« on: January 06, 2014, 07:02:46 pm »
I personaly would love to see an "assault the fortress" kind of deal. Possibly with co-op mixed with some pvp. AI AA-gun fire from the fortress, Bi-planes zipping around, possibly a super airship defending, and of course player ships all duking it out.

41
Feedback and Suggestions / Re: Cave Map
« on: January 06, 2014, 06:59:05 pm »
So far, when the phrase "underground map" comes up, there are very little who say "hell no." Though this map concept would be hell for galleons, spires, and possibly modules, the whole idea of flying over underground lakes, dodging stalagmites, ducking through tight tunnels, fire at an enemy ship, all of this in the dark, and possibly being forced to use flares for a light source in some areas is still a very appealing notion. 

42
Feedback and Suggestions / Re: My Ideas For An Awesome Adventure Mode
« on: January 06, 2014, 06:50:24 pm »
A BBQ, now THAT I need on my galleon. "After you guys make that Squid disappear, you can go back to eating your ribs."

43
The Pit / Re: Five Word Story
« on: December 28, 2013, 06:08:09 pm »
and the humans took it,

44
The Lounge / Re: Have a Merry Guns' Christmas
« on: December 25, 2013, 03:45:51 pm »
Happy Holidays and a New Year. I wish everyone to a fun and full New Year of 2014.

45
Gameplay / Re: The buff hammer, and guns.
« on: November 27, 2013, 06:09:22 am »
All buffs in the game can be multiplied by tools. Is it throwing off balance because I can both buff and kerosene my engines.

My opinion, having more ways to increase ship mobility is more fun and adds a lot more skill to flying then simply increasing the killing power of a gun.

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