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Messages - Mr.Bando

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1
Q&A / Re: What's new?
« on: May 10, 2016, 06:38:39 am »
The hwatcha got a significant nerf with projectile speed reduction. Makes quad hwatcha galleons less popular tho doesn't affect the hwatchafish as much. In other words, its effective range has been reduced.

2
Feedback and Suggestions / Re: Water No Hazard
« on: April 13, 2016, 04:55:38 am »
So you can get ships stuck in water so they have to be rammed or pierced/exploded to kill?

3
I don't mind the rangefinder bringing up the distance between yourself and the target. If it brings up the target hull and armour health bars up as well, that would be sweet.

I don't find it a problem for the rangefinder to highlight a projectile path of a given weapon the shooter is operating.... as long as it only shows the path that normal ammo would take, doesn't calculate the leading required to hit a moving targeted, nor calculate for the Coriolis effect if your ship is moving. If a ghost projectile path is too powerful, what about a ghost projectile instead? The spotter would have to keep a continuous bead on the target for the gunner to see the path that the ghost projectile takes, otherwise it disappears and the spotter can't go off to repair.

Because it would simply be bullshit if this tool allow newbie gunners to hit a squid going at full throttle from 1500 meters away while their own ship is being rocked about from minotaur fire. You want to make this tool more useful, not overpower it. Maybe give the rangefinder a minimum zoom level where it would discourage or at least make impractical to use at close range. Ie powerful binoculars to read a sign that is only ten meters away

4
Gameplay / Re: New Lochnagar - Math and speculation
« on: March 21, 2016, 07:37:15 am »
Don't know about you, but I'm seeing a lot of lochnagar abuse on gatts that shreds armour up like nobody's business, from max range with heavy ammo precision and a DPS that would make greased ammo green with envy.

Or how about loading it in a miniflak and you have enough firepower to destroy most ships with its 3 shots, save the Goldfish and Galleon. Highly accurate and a reduced arming time to make it practical for short range.

This is exactly why I stopped playing GoIO.  It's just not fun anymore; the emphasis has changed to the metagame "Lobbies of Icarus" which was never supposed to be the game's main feature.  With that kind of kill power you have to have very high level engineers, 3 of them.  No more gunners, ever, on any ship.  Just bring three engineers with a couple of ammo types between them.

No thanks.

I know rite... the miniflak was originally nerfed with reduced damage and arming time way back when everyone and their dog was running their metamidions with it. Are we going back to those dark old days? Spires are probably going to go extinct since they tend to get sniped easily, tho you may find the odd minotaur countersniper spire or two. Galleons are going to have a hard time, no one will see the point of dual heavy flaks and recent hwatcha nerf does nothing to help.

I've made little mention of loading loch for banshee and mortar. Sure it improves their damage output, but banshees are designed for setting fires rather than putting out large damage numbers. And mortars use would become less popular when the miniflak is a more practical solution against most ships. You might want to use it against a goldfish, but they are pretty fast and their armor gets fixed quickly enough. Reduced ROF from the ammo may not see enough hits getting in to finish it in one go. Having said that, its more useful to have the loch mortar against a galleon if you are able to safely get close enough, but it would be reducing the loch mortar into a specialist damage role against just one ship. A buffed loch mortar on a galleon would do the trick but you wouldn't use it against other ships if they were loch mini-flaking against you.

And so we will probably see a rise in meta ships with very little variety with their loadouts. You might get hwatcha goldfishes thrown to counter them. 3 engineer meta ships will start stacking their rebuilds on guns. Hydro abuse. balloon buff. captain stamina.  Loch lumberjack. Minotaur. blah blah blah. Mine launcher, etc. Harpoon blah blah blah. Damn this game has turned into an absolute mess....

5
Gameplay / Re: New Lochnagar - Math and speculation
« on: March 20, 2016, 06:18:41 am »
Don't know about you, but I'm seeing a lot of lochnagar abuse on gatts that shreds armour up like nobody's business, from max range with heavy ammo precision and a DPS that would make greased ammo green with envy.

Or how about loading it in a miniflak and you have enough firepower to destroy most ships with its 3 shots, save the Goldfish and Galleon. Highly accurate and a reduced arming time to make it practical for short range.

Those are only 2 examples brought up, didn't even mention how the light caronade can potentially destroy a balloon in a single magazine. I'm not completely convinced that damage done to weapon is a reasonable enough disincentive to have other ammunition choices. It's going to encourage high risk/high reward playstyle where this ammunition is key. Gatt + flak/mortar/banshee meta squids come to mind. Whether that is a good thing or not is a different question altogether. Ambushes is all but a guaranteed death sentence.

I don't know what the magic number is, but its definately not high enough and whoever this crazy Lochnagar guy who invented this insane ammuntion is, he would be rolling in his grave.

6
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 24, 2015, 05:59:28 am »
You may want to rethink having the mini flak destroy a ship within 2 armour breaks cos the gun is a light weapon and some ships have more than one light weapon slot that share the same arcs. I remember reducing a spire to burning debris in one armour break with a hades + dual flak mobula. They never stood a chance. That was before the spire HP buff. A 2.5 clip of mini flak would be a reasonable amount of punishment most ships should endure. More if they lack speed to evade.

7
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 18, 2015, 06:32:42 am »
Well that depends on if the aforementioned weapons function they way that they were suppose to function. While debating if it is acceptable for a light mortar to take out most ships without needing to reload and then to consider it "balanced", mini flak usage involves greater target leading and volley timing all because of the projectile travel time.  Not to mention your target will try to evade your attacks. Too hard to use and needs a buff? I don't know for sure.

I don't think the mini flak is always desired for all opponent ships fought against. Goldfish and squids being the harder targets because of their speed and low armour rebuilding times. They work best against larger and/or slower targets. However you can plan along with ally captain who can bring disables to help fix your target in place, for example.

Therefore I think it's a lot more complicated than just simply buffing the mini flak to make it more useful in a given matchup. What ships your ally and opponent uses, their load outs, the map being fought in, tools being used, etc, etc, etc. All those things need to be taken into consideration.

8
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 18, 2015, 02:12:06 am »
I wouldn't increase damage for mini flak just so you can destroy a galleon in two reloads. Galleons have a load of HP for the purpose of soaking the damage. They are also a large target with longer armour rebuild so there shouldn't be an issue with landing hits in a relatively large opportunity window from its optimal range.

9
-Takes heavy weapon slot
-Has to be short ranged.
-VERY light piercing and shatter damage
-Cone of effect/shotgun cone
-Guns affected fire only at half its ROF
-Engines affects only work at 50 percent power
-Balloon can catch on fire if target uses hydrogen
-Lightning can jump and affect nearby ship (friendly ships included to make things funny)
-Can destroy mine fields easily
-1 or 2 shots followed by moderate reload time to prevent stunlock grief.

10
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 16, 2015, 07:04:14 am »
The miniflak takes up a light weapon slot. Should it be expected to take out ships easily when armor drops? Considering the lower risk/reward balance of attacking enemies from range as opposed to getting in close to the enemy and using short ranged weapons I still like where the miniflak is at the moment. I bring up the concept of risk/reward to explain how being able to survive closing the distance to your opponents should be rewarded with potent short ranged weapon attacks of high damage and disable power. That's why mortars can take out most ships with just one magazine. Miniflak doesn't require the captain to risk bringing the ship in close hence requiring a reload or two to destroy said target. Want to take out a ship like lightning from a cloudless sky? Better deal with taking a ship with a heavy weapon slot, a heavy flak and a gunner who knows how to use said heavy flak.

Back on the miniflak tho. You might make it more user friendly for newer players to get in the damage with less hits, it will be a lot more devastating when used by experienced players. You may end up seeing more boring shooting contest in competitive games that is based only on who shoots more accurately than ships trying to outmaneuver each other with flankings, turning or height battles.

11
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 03, 2015, 03:28:12 am »
Don't usually fly mobula as much as i used to and only for ranged loadouts. But the hades + dual miniflaks were my favourite. Gunner got the top hades while both engineers took the bottom flaks. Wingtips were usually flamers or mine launchers since the hades ammo was compatible and were used for self defense by the gunner who jumped down.  Engineers never needed to move anywhere else and were always close enough to get into repair mode. They carry greased or heatsink to reduce arming time so its not so helpless in close range.

12
Feedback and Suggestions / Re: Probably a bad idea but..
« on: September 02, 2015, 08:40:05 am »
Well I was thinking of something more modest. A single shot, big brother version of the heavy flak.
- 5 degrees horizontal arc total, 10 deg vertical
- arming distance of 1200M otherwise only 20% damage inflicted
- Lochnagar + buff can destroy a naked galleon in one hit
- Projectile speed and trajectory similar to the Mercury field gun projectile.
- 10 second reload time

Basically a snipers wet dream. Might make the mino more useful tho.

13
Feedback and Suggestions / Re: Weapon skins.
« on: September 02, 2015, 08:29:16 am »

As far as aesthetics, I would have to give cosmetic ammo effects to gunners. This would include muzzle flash, tracers, and particle effects.


Oooh yes, show off your flashy bullets of death upon your hapless foes locked in shock and awe at the pweedy fireworks.

And custom hard points that can be shown off by the victors of a game

14
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 02, 2015, 07:46:07 am »
However, if I want to make it work better at what it's suppose to do at its given range:
-slightly reduce jitter by a few percent. Not too much so heavy clip can still be relevant for the longer shots. Or so you can at least hit a galleon a few times if you use Lemok.
-reduce damage per shot but increase magazine size by 2 or 3 shots to make a zero net gain/loss on damage potential per reload.
-can't complain about projectile speed, that can stay where it is
-I like the idea of increasing primary damage while decreasing secondary damage, but arming time should be tweaked slightly to compensate.

15
Gameplay / Re: A Suggestion for the Echidna Light Flak Cannon
« on: September 02, 2015, 07:32:41 am »
i kind of like how the flak is. Any stronger and no one will want to brawl and you get these unexciting and frustrating shooting contest covering the entire distance of one map boundary to the other. that was exactly how it was until they made changes to the mini flak, Artemis and Mercury and heavy flak to what we see of them today.

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