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Messages - Chrinus

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46
Awww! I was waiting for the Z to break it! Oh well, WHALE TIME!


47
Gameplay / Re: The Manta Ray
« on: June 04, 2013, 01:26:39 pm »
I'd just like to pop in here to say: Manta + Galleon + Desert Scrap...  :o

48
The Pit / Re: I can't be the only one hearing this
« on: June 03, 2013, 10:15:46 am »
I tend to hum it over crew chat when I am sneaking up on an enemy ship from underneath.

Glad I'm not the only one :D

49
Q&A / Re: List of teachers
« on: May 27, 2013, 12:25:11 pm »
Chrinus

I've a solid grasp on all aspects of gameplay and am always willing to answer questions or concerns about builds, priorities, or execution. Hunt me down if you're new and interested in learning. As long as you're willing to learn, I'm glad to have you on board!

50
Gameplay / Re: Lumberjack Discussion
« on: May 26, 2013, 10:12:04 am »
Let's not forget the cascade effect changing the core mechanics of flechette damage brings for the carronades. The lumberjack certainly feels to deal excessive damage and once you've dialed in that sweet spot, they're typically handed a death sentence they can't recover from without outside influence.

I like the idea of bringing the damage back to where it was while keeping the long clip as stated earlier, it definitely feels like the right move given the crippling damage the lumberjack can sustain once the gunner learns their angle. I was aboard a relatively new player's vessel with his friends, afforded the opportunity to test my hand at this beast outside the practice room, it is absurdly powerful compared to every other weapon in the game, and if it's natural or not for me, seemed all too easy to fine tune into a monstrous killing machine. However, the further away they are they harder they are to LEAD due to the limited arc of the weapon and slow speed of the projectile.

I completely understand that skill needs rewarded, as many claim the skill ceiling of the weapon is the balancing factor, but rewarding someone while doing little more than causing tension and frustration on the other side due to feeling completely helpless is always a concern of mine regarding balance. Just my twopence on the topic.

51
The Pit / Re: Does muse hate the Gentlemen
« on: May 24, 2013, 10:54:59 am »
I shall join you, Sir MasX.


52
Community Events / Re: US Training Day Disscussion
« on: May 23, 2013, 09:33:31 am »
I usually come to these and help out anyways, might as well make it official. I do want to thank you Shin for the continuation of these services to the community. This is an asset to our playerbase, and I intend to continue that investment.

I should be able to make every single one of these save the typical night out or other unforseen event. The times are just perfect for me.

53
The Lounge / Re: Your first User name?
« on: May 23, 2013, 09:24:13 am »
Sakeriel, started in D2... lots of folks seem to be starting up in that era :D I only moved to Chrinus because of the long backstory behind that name and before its use as a handle. Basically, the roles played no longer suit the character.

54
Gameplay / Re: Heavy piercing weapon
« on: May 22, 2013, 01:06:17 pm »
I saw this on one of awkm's old posts:


Air Loggers series, anyone?

55
The Lounge / Re: What did you name your ship and why?
« on: May 22, 2013, 12:59:44 pm »
Named my ships after late Medieval and early Renaissance era cavalry except the Junker and Galleon, who are named after the Knights Templar and Knights Hospitaller, respectively. They have names that mostly suit the roles I play with them.

Squid - Hobelar
Junker - Templar
Goldfish - Hussar
Spire - Cavalier
Pyramidion - Lancer
Galleon - Hospitaller

56
General Discussion / Re: What makes a good captain?
« on: May 22, 2013, 11:10:08 am »
*snipped*
In my opinion, going for the Captain slot is not only a commitment in terms of ship, crew and battlefield awareness, but also a kind of "social" job. Captain's got to play it down when the ship is on the loosing side, and always find someone else to blame than the crew, be respectful with the enemy team and that 11 year old powder monkey who just joined upon his/her ship and yells about every single shot he/she scored. And then even congratulate that person on the good shooting. I'd also expect the Captain to keep the crew in check if they start ranting about something in the chat. After all, and maybe just for the duration of one match, it's "your" crew.

This, oh so very much this. I've made more long term friends in this game as captain by letting the crew know, even though we lost, they did a great job and I couldn't ask for better. Not as an empty compliment, usually you simply get outplayed or they bring a scissor to your paper at the last second. I can safely say I've had 0-5 losses that my crew was still fired up and stuck around for the next go. A happy crew will win you matches, and stay with you for a long time.

Another note as a captain, be open to suggestion and encourage your crew to call out EVERYTHING regardless of whether or not they think you know; the communication should flow both ways. When I gun or engi, I never shut the hell up for more than ten seconds. I work as my captains peripheral vision and keep eyes out for any sign of foe, our ally's position(s), and any ideas I might find staring at that map in the lull of action. Many, many captains appreciate the additional input, especially when I call out that Hwacha or Blenderfish on our six before he's in range to strand us in the sky.

57
Gameplay / Re: Heavy piercing weapon
« on: May 21, 2013, 11:23:47 am »
Or at about a cannon?... Now wait and listen just a huge cannon ball but it has spikes... Hence piercing damage!!!! :D

Technically you could have it do explosive/piercing with a reversed arming timer to simulate velocity falloff while in the air. So after say 0.8s airtime the piercing falls off the weapon, making it devastating close up and ineffective against armor further away. Hell you could even use the projectile physics on a cannon, add mass and make a weapon that deals impact damage based on collision velocity.

Something I'd like to mention. Given the devastating damage current heavy weapons do, I think it would be very difficult to balance a raycast, rapid fire piercing weapon to fit on a galleon without making it completely ruin anything that doesn't sneak up on its blindsides. A new Howitzer, Rocket, or Cannon-like weapon is probably the way to go here. I understand that the Spire and Goldfish only have 1 heavy slot, but let's be honest here; the ship that will benefit the most from this change is going to be the Galleon, who can now balance their weaker starboard side with easy to use piercing capability making the light gun on port moreso a luxury than anything else.

58
Gameplay / Re: The Manta Ray
« on: May 19, 2013, 03:39:29 pm »
Perhaps with the extended tail fins, the purpose of those vertical turbines near the front fins is to provide a counter to this toppling effect. The whole idea has me thinking of the old nickname for the F-117: "The Wobblin' Goblin".

59
Gameplay / Re: SHIPS Balance Questions and Concerns v1.2
« on: May 19, 2013, 01:20:49 pm »
I'm not out to rebuild the Junker. I like the ship and her design, strengths, and weaknesses. She's in a solid state overall, I agree. My only disagreement is with how unparalleled her ability to keep target is as a ship capable of wide converging arcs, it's a tough ship to get an approach angle on. On the other hand, a ship posing a fairly consistent threat forces pilots to adapt or conform, and those loving the other ships will assuredly bring new ideas into the game to counter them.

60
Gameplay / Re: SHIPS Balance Questions and Concerns v1.2
« on: May 19, 2013, 09:58:41 am »
So it is ???. That's somewhat concerning considering it's a common trifecta ship that runs broadside with a low profile hull. You'd think a balloon that size would act as a giant windsail and greatly hamper the turning rate of the ship. Considering you only need about 70-80 degrees of angle compared to other ships, it just feels too easy to keep your guns on target with an inherently efficient combination compared to the 3rd in line's: The Goldfish, which most often runs a role of support ship rather than a brawler due to the odd angle to achieve two guns on target IF her guns can turn far enough to achieve a perpendicular bifecta.

You can see clearly how rugged the ship is from the cogs.. Just look at week 8. I understand that its survival has a lot to do with on board engineers, but also the profile of the broadside hull. From gunning I can say from medium range her profile is quite narrow compared to other ships and I commonly see flak fly between the balloon and the hull touching nothing on what otherwise would have littered the ground with spare parts.

Don't get me wrong here, I love the ship and her capabilities. However, the current state of the ship feels too agile for the firepower one can bring to bear. I think being able to bring 3 guns on target mere seconds after a full blindside is a little too much compared to the closest competitors on the list and their loadout capabilities.

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