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Messages - Mr.Bando

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31
Gameplay / Dual hwatcha galleon stun lock.
« on: July 01, 2015, 02:39:01 am »
Noticed this trend coming out with many galleons fitted with only hwatchas for heavy weapons. Since gunners can regain stamina from destroying components on enemy ship. Chuck that on a galleon with one of the best shatter guns and you get a gunner drinking in plenty of stamina to fuel speed reloads while chain firing* both guns. This can keep many inexperienced players stun locked and unable to do a thing. Add a gattling and the outcome is pretty much decided. I suppose one can argue that this has been around for a long time, but with stamina system added and how it affect gunners, it has gotten more powerful.



Fully legit or the new trollship to pound hapless newbs with?


Discuss


*act of firing one gun till ammunition in magazine is expended then jumping onto different gun and firing that while first gun reloads

32
Gameplay / Re: Airship advice
« on: July 01, 2015, 02:14:20 am »
No, it just takes longer. And not much longer in the squid's case.
Exactly, not much longer in a squids case. Same with the spire even with their recent hull buff. Any squid that is difficult to kill is because they are using their speed to avoid the brunt of enemy attacks. While some make question Muse for the buff, some can see it as giving the squid a bit more staying power rather than being scared off by more than one gattling gun aimed at it

33
Gameplay / Re: Airship advice
« on: June 30, 2015, 03:54:54 pm »
Low health doesn't mean easy to kill.

34
Gameplay / Re: Airship advice
« on: June 29, 2015, 07:54:57 am »
But what is a ship without their weaknesses? Without pointing obvious ones such as being ambushed from behind or taking a face-full of hwatcha.

Spires, despite their recent health buff, are still rather fragile. They don't have the speed to avoid the damage or the health and armour to soak much of it either. That isn't helped by their tall profile making it more forgiving for attackers firing gravity-affected projectiles at them. It also limits their vertical movement options being harder to fly/evade over obstacles and threats.

Squids have to pay a price for their speed with low armour and durability. They are nothing but burning debris without their speed so beware moonshine overdose, being caught in a cloud of tar or being caught in a hwatcha barrage.

Mobulas are particularly vulnerable to losing balloon more than most ships. Not only do they lose their main strength of controlling vertical spacing between themselves and their opponent, more hull surface area is exposed to the enemy when they gain a height advantage over you. This is not helped by the restricted layout of the ship that separate their vital hull and balloon hardpoints and keeping your engineers from helping each other repair. Lumberjacks or carronades coming from your below behind or below sidewards blindspots are particularly deadly. I have not mentioned minotaurs, but they annoy Mobulas a lot.


35
Gameplay / Re: Airship advice
« on: June 29, 2015, 06:02:44 am »
Know your ships and push their strengths to their limits.

Spires have easily accessible guns with shared arcs where you can dish out brutal amounts of firepower on a single target. They also turn fast, making them good for brawling.

Squids got speed, speed and more speed. Fast lateral movements, fast turning and decent ascend/descend speed. That makes them good for hit and runs, kiting and harassing slower ships.

Mobulas have decent firepower where many arcs are shared on a platform that possess the best vertical movement speed out of all ships available. That can make them quite dodgy and open up unorthodox methods of attack and evasion

36
Gameplay / Re: Novice mode
« on: June 26, 2015, 08:08:27 pm »
Few pointers I like to share that I took during playing time:

Anyone can jump on the helm and fly a ship around. The other task of a captain is communicating with your crew mates on where they need to direct their efforts during the fight and to communicate with your fellow ally ships so you both can come up with a plan of attack or to help each other out when things don't go your way.

Half the battle is the preparation in the lobby. Know your ship and what it can do, know your weapons and which ones work well together and load out accordingly. Examining enemy ships by clicking on its name. It tells you a lot on what they will do when the game begins. Communicate how you plan on playing and get your crew mates to gear up the appropriate kit. Ships and weapons aren't perfect and they have weaknesses. You'll know them as you get more experience or when you make contact with a experienced opponent. Seeing an experienced opponent captain only shows half the picture. It is the experience of the opponent crew members that determine how effectively they will execute their captains plan. So make good use of the time in the lobby. You don't want to lose before the game even started.

While you may graduate from novice matches at lvl8 I suggest you stick with engineer or gunner till you do 50 games with the kit. Because you can learn a lot while crewing for both good and bad captains. Also because we always need better engineers in the player base. Gunners who can shoot straight are also an asset too. Good captains will put the ship in a good position for gunners to shine while keeping relatively out of harms way so engineers don't become overwhelmed with repairs.

One more thing tho, don't give up. a lot of good captains out there will be tenacious and will fight to the bitter end or find an advantage in a dire situation and turn things around


37
Gameplay / Re: Flak vs Artemis
« on: June 08, 2015, 05:23:50 am »
You are comparing weapons where one does lots of damage with no utility versus one that does less but offers some disable.


Each to their own I guess

38
Gameplay / Re: Map achievements
« on: May 24, 2015, 04:38:42 pm »
to be able to choose maps on practice mode is easier to organise that kind of map exploration without needing others to fill the other ship slots

39
Gameplay / Re: A strafing ship?
« on: May 24, 2015, 09:21:13 am »
One can say that strafing already exist but the effects are so small you can barely see it. Ever turned your squid to avoid hitting a stationary obstruction at the last moment but you still end up drifting into it? That's what I'm talking about.

I originally suggested a new pilot tool, called it Greased Balloon that would reduce sideways friction to allow strafing. Effects can remain active for extra 3 seconds after deactivation so you can mix in other tool effects.


40
Gameplay / Re: Fire Extinguisher - your opinion?
« on: September 08, 2014, 09:17:42 am »
I dunno. Chemspray buys up to 25 seconds for the ship under flamer attack where flame stacks cannot interrupt and nullify repair, disable weapons, reduce engine function, inflict psychological shock and of course its effects on balloon and armour. Pulling the teeth out of one of the enemies guns while reducing your repair capability seems to be a half decent trade off. You are preventing damage to multiple components after all.

If I were to suggest nerfing chemspray, I might probably make the spray last 30 seconds, no cooldown sharing or a short one, but give it a -95% chance of ignition rather than -100% of complete flamer immunity and reduce its stack removal capability to just 1 stack per application. Give fires from a flamer a chance to occur but at a manageable level and still be detrimental to a ships repair capability.

If may also give captains a better return on their risk if they decide to load 2 flamers on their ship.


41
World / Re: Mercury Field Gun- Repurposed
« on: August 25, 2014, 08:16:27 am »
I always thought that the mercury was a direct fire gun firing large solid bullet that would rely on its kinetic energy to pierce armour and shatter components.

Just saying cos the weapon description in the game for the mercury annoys me saying that it fires powerful high explosive rounds but it doesn't do any explosive damage

42
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: August 25, 2014, 06:12:41 am »
Reinforced Ammunition

+200% on time to live on rounds
-33% projectile speed

Gunners reinforces all his bullets with duct tape and nails so they don't break apart so quickly and they travels further, but the added tape and metal increases drag and causes the rounds to travel slower.
Rounds lasting 3 times as long but travelling 33% slower should equal to net doubling of range of said gun.


43
Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: August 25, 2014, 05:50:44 am »
Fragmentation rounds/Stacked ammunition/[insert other name here]:
+50% ammo in magazine
-25% damage per shot
Weapon now has burst fire mode of (10% of default magazine size) shots* per burst
Shots fired under burst fire is at +300% normal rate of fire
Delay between bursts is 50% of default ROF
Can add recoil reduction to reflect burst shots being more accurate

*Different guns with different ammo capacity will fire different number of shots per burst

Good for guns with lots of rounds in their magazine. Gattling first comes to mind but double tapping with light carronade is possible. Could be fun on the hwatcha.

Didn't really do much of the maths in my head, but the numbers can be tweaked with

44
Feedback and Suggestions / Re: Additional pilot tool - greased balloon
« on: August 25, 2014, 05:28:18 am »
Well, the tool name doesn't have to be "Greased balloon"

You can call it "Extra rudders" and have it DOT some other component


I can also imagine what would happen to your ship if you get rammed or bump a building in labyrinth with this on.

Pinball anyone?

45
Feedback and Suggestions / Additional pilot tool - greased balloon
« on: August 21, 2014, 06:40:23 am »
-Decrease both angular and longitudinal drag by +(some meaningful percentage)%
-Can cause damage to balloon or hull per second to balance out its use
-Slight engine thrust decrease

The intended effect of this is to allow your ship to "drift" or strafe sideways using existing forward/backward momentum.
No intended lateral speed or turning speed increases so moonshine/kero and claw is still prefered for doing what they do.

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