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Messages - Alistair MacBain

Pages: 1 ... 35 36 [37]
541
Feedback and Suggestions / Jumping in starting lobbys
« on: August 15, 2013, 03:57:23 am »
Dunno how often it happened when im searching for a nice game to play and browse through different lobbys and suddenly i jump into a lobby and want to check what ships we have how many spots left and so on and the game immidatly starts not giving me the option to decide what class, what loadout, which ship i want to be on etc.
Would really love if i can have like half a minute more when joining starting lobbies to decide what to take.

542
Q&A / Re: Tips for beginner Engineer?
« on: August 15, 2013, 03:38:37 am »
Sunderland got most of it.
I just want to add that loadouts are ship dependand. On a Goldfish or a pyra u can easily bring a buff loadout. As long as one engi is going for normal repair loadout everything is fine. A buffed frontgun on a goldy increases the problems the enemy gets extremly. A buffed Gatling on a pyra is the same.
Similiar things can go for the spire, the junker and the galleon. With a good main engi u can bring buff on nearly every ship.
A Squid is a diff thing. Ill say one buff hammer is essential on a squid just to have the hull buff. (which is another argument for the above ships)
It increases ur survival on a extremly fragile ship really hard. And a buf on the shooting gun can make even more problems for the enemy preventing him from giving you hell.
But I dont see a buff loadout atm at a mobula.

For guns ull have to always see what u may use. See what ur captain has and if he doesnt name a specific role for u figure it our by yourself and tell ur sec engineer. Or ask him what he wants to do.

543
Gameplay / Re: Calculating distance
« on: August 15, 2013, 03:29:03 am »
Same for me. Just experience with different guns and thinking this could hit.
If ur not sure ...
Fire 1-2 Shots and see where they hit. Then u can adjust or refuse firing cause the enemy is out of range.

544
Q&A / Re: Ships' types, loadouts and strategies for dummies
« on: August 14, 2013, 03:44:10 pm »
Noticed some of the changes but old habits still tend to stay like that :D.
But atleast i noticed that noone uses heavy flak anymore :D.

545
Q&A / Re: Ships' types, loadouts and strategies for dummies
« on: August 14, 2013, 03:40:09 pm »
Hm nether thought of that. Maybe a thing from old days where no one used banshee or artemis :D.
With that knowlegde i may think of artemis again. Sounds awesome :D.

546
Q&A / Re: Ships' types, loadouts and strategies for dummies
« on: August 14, 2013, 02:19:52 pm »
I dont see a gatling or a mortar usefull on a squid. That are weapons u want to point at the enemy and wait till they reload to give another volley. Their clips are also quite big and they dont distract the enemy more than pure dmg on hull and a bid aoe on rest.
Flames, shatter dmg and flechette are the types to go for me. Weapons with a big arc and relative fast firing. An Artemis isnt useful either. It just needs to long to unload a whole clip.
A Flamer distracts the enemy when pointed at the enemy ship with flames everywhere. Same with banshee.
A carronade destroyes the balloon of the enemy taking 2 people need to repair when the balloon is dead. One needs to rebuild the balloon asap and one needs to watch the hull to not instdie when colliding with ground.

547
Feedback and Suggestions / Re: Ingame UI Suggestions
« on: August 13, 2013, 02:26:16 pm »
Spots on allies yes. Since the recent spot changes i would rly like that but clearer destroyed components? No thanks. I rly like how it is atm. I have to rly be aware of the enemy ship to see destroyed components. Its easy to see hits and thats all we need.

548
Q&A / Re: Ships' types, loadouts and strategies for dummies
« on: August 13, 2013, 02:16:39 pm »
Well to add sth i missed. That was just one posibility. There are 2 basics bout dualside ships. Eiter u concentrate on specialized sides where u have for example a longrange and a closerange side. Disadvantage is obvious that u can get problems when the enemy is approaching from the "wrong" side cause u enlarged ur "blind spot"/bad side.
Other way is to give both sides a good standard setup like the mortar gatling sides on a junker to get the same advantage on both side. Disadvantage is clear.

And tbh the backside of a squid was just a theoretical thing. Most times itll honestly be of no big use.
Its just a possibility if ur enemy is not careful.

All of this is also extremly map dependand.

549
Gameplay / Re: GUNS & GUNS SKILL v1.3 Balance Issues
« on: August 13, 2013, 08:46:45 am »
U could take that feature out.
At least for me. :D
Im always using shortcuts for that.

550
Gameplay / Re: Ghost ships
« on: August 13, 2013, 08:44:57 am »
Well if that solved other problems then im fine with this.

And Ganbrill ur worried of flak and gatling on paper? I will only use flamers gainst ur paper :P.

551
Q&A / Re: Ships' types, loadouts and strategies for dummies
« on: August 13, 2013, 08:36:59 am »
That right naufrago but u can still take the sheet as a good explanation for damage types and why a certain weapon is good at it.
As a general thing for some ships:
Always dependend on loadout but there are some basics for some ships how to utilize.
A Spire or a Mobula are more of longrange ships with good finishing in midrange. Both of them arent useful at closerange. The mobula cause of its big blind spot and the spire for its low survival when under fire.
Both are more of a sniper ship. The Spire for example with a flak+merc to front and a artemis on top side. The middeck isnt for much. Mb a mine or a flare for bid utility. A mobs quite good at longrange with a dual artemis and a merc on topsides and 2 mortars on bot for the midrange finishing blow.
A Galleon is in the current meta a support (i kill every component) ship. Mostly utilizied with merc+ dual manticore on one and manticore carronade on other side. Thats a pretty hard midrange to closerange setup.
The goldfish is midrange/closerange brawler ship. The goldfish atm with a hwacha and gatling/banshee or sth else on sides. The hwacha gets a fast unload of his clip and then the sideguns have to do their dmg. When reloaded switch back to hwacha and give him hell.
The junker is a mid to closerange killer. U want a longrange weapon at front (artemis/mercury) to give a bid of hell at longrange when advancing on enemy and kill oriented sides. Mostly gat+mortar atm. (mortars at botdeck)
The pyras role is pretty similiar but easier to handle due to its 2 frontfacing guns. Mostly it uses mortar, gatling with the gat on the balloon side.
The hardest thing is the squid. Its quite dangerous when utilized right. Loadouts are diff but u mostly use fast disabling weapons (carronades, flamers, artemis at back to shred enemy guns when running) U cycle round him to avoid his shots and give him hell. But its very dependend of maps.

That may change or has changed already. Thats what i noticed recently and in the old days with the good old forum :D.

To sum it up. THe pyra is still a good and easy ship for the beginners cause ur ok with a decent captain and one good engi at the bottom.
When looking at ur loadout u need to understand damage types and what theyre uses are.

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