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Messages - Sammy B. T.

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46
Feedback and Suggestions / Re: Heavy Clip Heavy Carronade
« on: April 09, 2015, 03:18:35 pm »
Heavy and Lesmok are the two long range ammo types, just from different ends. Lesmok literally increases range while heavy increases accuracy which indirectly increases effective range.

47
Gameplay / Re: The beauty of Heatsink Clip
« on: April 05, 2015, 01:28:25 pm »
Basically heatsink can work like a poor man's greased.

48
Feedback and Suggestions / Re: Lobby Swap Suggestion
« on: April 05, 2015, 01:26:14 pm »
I miss my

Duck Pond
Duck, Duck, >^-^<
Frogger's game
etc.


At least then when people entered out stacked lobbies, we could explain it was practice and do our best to warn them.

Now we just get cussed out for pub stomping as MMR literally only pulls in novices to fight us.

49
Overhaul tutorials
Make em mandatory.

50
Dev App Testing / Re: Dev App 1.4.0 (473)
« on: March 31, 2015, 11:54:00 pm »
We were joking about this in TS, but if the flame stops after hitting a component, one might need heavy clip so that all the shots don't get stuck on one chem sprayed component.

51
Community Events / Re: [NEW EVENT] SCS Grand Slam Tournament
« on: March 31, 2015, 08:06:31 pm »
I'd like to sign up two duck teams. To get around the levels, we will all be gunner. Who has ever heard of a over level 30 duck gunner?

52
General Discussion / Re: Pilot engi tools and ammos?
« on: March 28, 2015, 07:45:42 pm »
Pipe wrench because an ounce of prevention is better than a pound of spanner. This is for Junkers and Galleons. Other ships, never really find myself repairing.

53
Feedback and Suggestions / Re: Remove Flamethrower
« on: March 27, 2015, 02:41:47 pm »
For y'all wondering the math

Mallet with no chems is 250r/9s = 27.78rps
Pipe wrench is 120r/5s = 24 rps
2 mallets and 1 chem (a safe chem cycle) 500r/23s = 21.74rps
Spanner is 40r/2s = 20

Granted this is for the long game but the general principle applies. Keeping up chems does drastically reduce the general repairs of the ship.

54
The Lounge / Re: Profile Pic, Reason?
« on: March 25, 2015, 01:01:50 pm »
When I was a young duck I luckily came across the greatest duck ship name. The Admiral Quackbar. Later I decided to make a forum post but realized I had no profile picture. I googled Admiral Ackbar Duck and first freaking picture is what I have now.

55
The Gallery / Re: GOIO memes
« on: March 25, 2015, 12:52:17 pm »

56
The Gallery / Re: Tanya's GOI fanart.
« on: March 25, 2015, 12:48:12 pm »
Glad to be seeing more from you!

57
Feedback and Suggestions / Re: Oh boy, another gunner balance thread
« on: March 12, 2015, 03:33:28 pm »
Thanks.

I wanted to explain my thought a bit further.

Basic idea; not every gun needs its most optimal ammo.

When shooting a weapon in goio you need to maximize three things

Potential Damage (either DPS or disable)
Potential Accuracy
Potential Range

Most guns in this game without any need for ammo give you at least two of these.

Gatling has great accuracy and increasing its range isn't terribly important so you generally see an increase of DPs using greased.

Artemis shoots has great range and accuracy meaning once again damage increase from burst.

Carronades have great dps and functionaly no way to see good results with longer range (never use lesmok you fools) but it needs accuracy so you will often see heavy.



Often times you can even forgo these optimal ammo. The gatling and the mortar can already do their job amazingly without their optimal ammos.



Other guns though like the Lumberjack,  or the Hwatcha do not meet most of these demands alone.

In order to maximize the damage of a hwatcha you need burst rounds however that kills both its range and accuracy. Heavy gives it range and accuracy but conversely kills the damage.

Same story for the Lumberjack. If you want range and accuracy unless you're a god who can see into the future and know where the ships will be by the time the slow shot arrives, you need lesmok. However lesmok kills clip size thus damage so if anything gets closer you want a mid ranged ammo. Furthermore the Lumberjack has an arm time meaning you also need a arm time reducing ammo.


Most ammos in most guns are functionally optional. These are guns where the gungineer shines because their one ammo is simply maximizing the gun. Gunners are needed when the ammos aren't optional and ammos aren't simply maximizing the gun, they are making the gun useable.



If it is insanely important to somehow make the game balanced in a way that requires every ship to need a gunner, then you need to make the guns less self sufficient. Slow down the shots, increase jitters, increase projedctile drops or even add them to some.


Also tertiary increase the clips of some guns. Mercuries and flaks would be great guns potentially for gunners if it wasn't for the fact that lesmok is useless in them as a 1 shot clip just is hardly viable for them.


I wouldn't add these changes but if you really want to see gunners without giving some weird buff to gunners that totally reworks the game, here is how you do it.

58
Gameplay / Re: Noobie: Tar cloud, yes or no?
« on: March 12, 2015, 02:59:55 pm »
Tar has always been very niche. There was a growing number of users before they totally reworked it. You used to be able to basically tar for free though the damage both to one's own engines and other's components was much lower back then. They then reworked it by making it damage the engines a large amount and compensated by making it damage other ships a whole lot more. While balanced, this put the role in a whole new light as more of a weapon as opposed to the escape mechanism it was previously.

There is a place for it, but its tricky thus the low use. Imbalanced carronades also don't help bu that is another story.

59
Feedback and Suggestions / Re: Pilot tool: Rebuild signal
« on: March 12, 2015, 02:28:11 pm »
Would definitely need to be a helm tool and also some con along with it which is a bit hard to suggest because most cons wouldn't effect you. Oh no, I've lost speed while my engines are down.

Maybe if you were mot susceptible to fire or if the hp regained when rebuilt by this method was lower than if naturally repaired.

Its a very fascinating idea.

60
Feedback and Suggestions / Re: Oh boy, another gunner balance thread
« on: March 12, 2015, 02:24:44 pm »
Why do gunners need to be "balanced" or more accurately required.

They have a place in the game. You don't always want a gunner but whenever you want one its because its a gun that absolutely needs a gunner to function.

Want more gunners, add more guns with drops, arm times, recoil, jitter, and/or long ranges.

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