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Messages - N-Sunderland

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31
Community Events / Re: Room for Improvement
« on: July 14, 2014, 04:30:10 pm »
As for time limit, I would say a penalty for a 0-0 match would be acceptable just to keep it interesting for spectators. I think if people want to time out on a 1-1 that would at least mean two ships die during the match.

I agree. I think counting a 0-0 as a loss for both sides would probably provide a good incentive for the teams to actually start fighting.

32
I don't think that deathmatch in general should be dropped from competitive play. We rarely see matches like the one that happened yesterday, and when we do it's almost always on Dunes. So why not just replace Dunes with Labyrinth?

33
General Discussion / Re: I played with X
« on: July 13, 2014, 01:23:22 am »
Queso dragged me into the game today, so I totally agree.

So who here doesn't hate Queso?

34
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: July 12, 2014, 02:27:12 am »
Thralls def. OvW 5-0
Hatters def. DPA 5-2
Rydr def. Muse 5-0

SAC def. BFS 5-2
MM def. TAW 5-1
HRA def. Cake 5-2

Clamour def. SIR 5-4

35
Feedback and Suggestions / Re: Dueling
« on: July 09, 2014, 06:51:38 pm »
Locking this thread. Though it's not boarding, it's not what Muse is trying to do with this game for the same reasons that they're not implementing boarding. Basically, anything that turns the focus of the game from ship vs. ship to player vs. player is not the sort of thing that will be implemented, as explained in the FAQ.

36
Q&A / Re: Some obvious or not obvious inquiries
« on: July 09, 2014, 05:36:11 pm »
As a Galleon, do people expect a certain offensive role? i.e. do most people prefer a good Galleon to fight up close with mortars? Or is going with a heavy long range set a valid preference?

Some people like running their Galleons entirely up close, but often you'll get more out of the ship if you bring a long range side. The Galleon functions best when it can focus a target down at mid-long range.

And for Galleon's starboard, is it more of a secondary resort? Having only heavy weapons on that side seems unable to get past armor...

The carronade-hwacha combo is actually amazingly good at both disabling and killing ships up close. The carronade deals a pretty sizeable amount of damage to the armour, not to mention that you can get ships on the ground with it.

Oh, and an irrelevant question. How's the Mercury Field Gun? I ran with Pyramidion's C preset in novice games, which has that and a flak as the fore guns, but it didn't feel too exceptional. Is it just for poking?

The mercury is a very strong gun if you use it right. At mid-range it's a bit clunky and gets outclassed by the Hades as an armour stripper, and up close its turning radius is a huge headache. At long ranges, however, it's fantastic for getting armour down quickly while also being extremely easy to hit with. In addition it disables engines and guns in a single hit, which is especially helpful for going up against ships with heavy guns (mostly Galleons) at long range.

37
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: July 06, 2014, 12:23:25 pm »
I guess I should be clearer at indicating my upset of the week, but I actually got mine right by the way :P

39
Dev App Testing / Re: Gunner Improvements 2.0
« on: July 04, 2014, 07:03:28 pm »
These changes will not necessarily all go into production. That is why they're being tested. You should test them yourself before providing feedback, otherwise you're doing very little to improve the situation.

40
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: July 04, 2014, 05:41:28 pm »
Rydr def. Clamour 5-3
GwTh def. DPA 5-0
OvW def. Hatters 5-3

-The Clamour has been making some great progress lately, but for now I'll still give the edge to the Rydrs, especially with this match being on Dunes.
-Thralls won't lose to DPA unless something goes seriously wrong.
-A tough one to pick, but I guess Overwatch will probably take it... But if they continue to focus too much on disabling, this could go the Hatters' way.

HRA def SIR 5-2
SAC def. MM 5-2
BFS def. TAW 5-3

-HRA have proven themselves to be the best in their division, while SIR has had fairly mixed results. HRA should have it.
-SAC certainly hasn't been setting the world on fire, but MM's been struggling lately. I could still see them winning, so let's say this is the upset of the week
-Neither BFS nor TAW has won a match, but until recently TAW had yet to even score a kill (and when they did, they kinda got a bit of help). BFS has the upper hand here.

Muse def. Cake 5-4

I don't really know what to expect from this, but I'll go with Muse.

41
Community Guide / Re: Parkour Content
« on: July 03, 2014, 05:01:07 pm »
I've discovered another trick on Mobula.

If you want to quickly get to the helm from the lower decks, then you can (after going up the ladder from one of the front guns) jump on the spiky railing, then quickly jump to the swirling turbine nearby, and from the turbine jump straight to the helm.

Ah yes, that one. I've always liked it, but there isn't much of a practical purpose. Back when my team was looking at potentially using a Mobula, I went ahead and worked on some engineering routines for the ship, one of which included that trick. It might have actually been useful on occasion.

https://www.youtube.com/watch?v=ywfkOJuLTWE

42
Q&A / Re: Guns of Icarus Online Starting Music
« on: July 01, 2014, 08:19:42 pm »
I think there are three composers (at least 2). One of them is the one linked by Dr Pantaleon there.

but I do believe that the composer to the theme goes by the username Ressorius.

That's Jon Gong. Here's his YouTube channel

https://www.youtube.com/user/TheComicComposer


43
Ships that surrender never leave the game. They're still there, though they might not have somebody piloting them (a ship surrenders automatically if the captain leaves, I think). In your case, the ship would've just been hanging around outside the fight for a long time before heading back over.

To clarify, surrendering doesn't do anything unless all of the ships on a team surrender, whereupon the match will end with a loss for that team.

44
The Docks / Re: Current Available Clans
« on: June 28, 2014, 06:44:08 pm »
Looks like there is something wrong with the first post. Starting from Grim Reapers to the next clan. Both are one link.

Whoops, BBCode error on my part. Thanks for pointing it out.

45
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: June 26, 2014, 11:00:25 am »
Clamour def. OVW 5-4
Rydr def. Hatters 5-0
SIR def. BFS 5-2
GwTh def. SAC 5-2

-The Clamour kinda struggled last time out against Muse, but they've gone through some restructuring since then. OVW is a pretty inconsistent team right now, so I feel that the Clamour will be able to pull this one out.
-Rydrs are really, really tough, and the Hatter pilots don't have much competitive captaining experience. This probably won't be very close.
-SIR has been more impressive than BFS. Despite the map the match is on, BFS will probably take some sort of sniper build and wait back in their spawn. 
-GwTh should have this one pretty easily, but as usual they'll probably give up one or two kills (those awesome flanks come with a cost!)

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