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Messages - IvKir

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46
1) Ivkir
2) lentartailer
3) Летаю со своим экипажем, но готов быть вторым-третьим кораблем и не имею ничего против адекватных новичков в своей команде.)
Бээ.. что ещё - увы, из-за рабочей занятости, доступен только вечерами пятницы и выходных, ну плюс два часа от московского времени.

47
Gameplay / Re: Goldfish side-gun arcs
« on: February 17, 2014, 04:56:23 am »
Just let's not bring back that horror, that was before nerfing heavy carronades... -_-

48
Gameplay / Re: Goldfish side-gun arcs
« on: February 17, 2014, 01:37:04 am »
Oh, come one. One good hwachafish or blenderfish, combined with, let's say an junker or pyro, and with some coordination between ships... it will be an nightmare team, i'm assure you.
Yes, goldfish alone is not so good - but i think someone on forum said, that you should treat ships like classes in Team Fortress, and it's not a bad thing, when one ship is useless all by itself.

49
Feedback and Suggestions / Re: Indoor maps
« on: January 20, 2014, 02:38:00 am »
That's remind me... there was a good indoors map in old game: Flying Heroes... and there was an airship to... along with flying teapot.

50
Gameplay / Re: Goldfish 1.3.3
« on: October 31, 2013, 03:39:20 am »
I think it's great! Flyed a few matches with Hwachafish... and it's perfect hit-and-run support for ally kill-ship. And you can still deny successful hit with disabling build and good piloting.

Yap, it's still a pain in the ass to kill someone all alone, but i think that goldfish is not a ship-killer.

51
Community Events / Re: Guns of Icarus Online - The Board Game!
« on: October 24, 2013, 03:19:48 am »
Well.. then make a rule, like when you lose all of your cities, that can build ships - then you lost? I'm just think, that on map of that scale it will be, sometimes, difficult to hunt down players on all map with just one or even two game pieces.

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Community Events / Re: Guns of Icarus Online - The Board Game!
« on: October 24, 2013, 01:19:54 am »
This is a really nice idea... i mean - wargame in my Guns Of Icarus?

Got thought - maybe restrict spawning to the major city's and capitals? I mean - you need infrastructure to build ships and equipment, right?

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Gameplay / Re: Idea for new Game type?
« on: October 18, 2013, 03:43:36 am »
Gambrill right - something like good old Assault will be fun. Or, maybe, ctf? O_o

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Gameplay / Re: Carronades 1.3.2
« on: October 03, 2013, 04:31:09 pm »

There is a.. limit to what you as a pilot can do to avoid Lumberjack shots and that gun has so many of them, that it doesn't realy matter unless the enemy gunner can't hit a giant balloon soon enough. The only thing the pilot need to do is, nothing. Just don't move the ship while keeping it steady and on target, that's all, on ALL maps, not just Dunes.

Also the Heavy carronade has a significant 200 meter less range than a Gatling, wouldn't call that 'little' and none of the two guns is actually used at the absolute max range cause it's too hard to pull of properly. It could go back to 450 for all I care, but no less than it was in 1.3.1

Ya, there is a limit. But i still can pull some nice maneuvers. And not all maps - in Paritan Rumble, let's say, i can force "sniping build" to go into med-close range combat. Same on Ambush, of course if he's foolish enough to get himself in close quarters.


So basically you are saying that you can't use your balloon as a shield against a gun that is used to destroy balloons? I don't get your logic here, of course you can't counter the Carronade the same way you can counter a Gatling (woudn't even call it counter since they can just follow you down as well if they are clever.)

This just further proves my point that people simply aren't used to dealing with disablers due to Gat/Flak/Mortar being so popular in the latest patches.

Basically i'm saying that there a things, that i can do, to counter builds. Except for blenderfish - it's fast, so i cant outrun it. It's more maneuverable, so i can't make him turn to me the way i need, and i'm can't get high enough, because i'm must damage my balloon, thus making it's an easy target for incoming blender. And even if i'm get high, i cant get higher, than game allow me. And when we on same high... goodbye mah balloon. -_-

About disablers - you see, we have that build. It'll help us to get down some fishes, but... see my point, about difficulty.
Yes-yes, we know that you are pro. But there a lot of people, who don't. And who get trumped by easy blenderfish. Because it's easy and effective.

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Gameplay / Re: Carronades 1.3.2
« on: October 03, 2013, 04:30:27 pm »

so you decided to get involved into a 1v1 with an ally nowhere near you against a disbler ship designed to excell at 1v1 but suffer in 2v1 / 2v1?

Also have you ever tried getting him to chase you and tarring him? if he's stupid enough to carry on going through he'll wreck his ship. if he moves away it gives you more chance to get out of there and hurt him a bit

Sometimes there no other way - i prefer Junker, so i can't outrun goldfish in this case... and, yap, tar is helpful, but.. not so often. Sometimes it's just flying near, using heavy rounds to topple... and that's enough, sometimes.

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Gameplay / Re: Carronades 1.3.2
« on: October 03, 2013, 04:04:50 pm »

You can't really keep a hull up under constant gat fire either. What's your point?

I still can counter it by piloting and maneuvering, like going down, so much of the clip go into balloon. And i don't have this possibility when facing a blenderfish, well on most maps. I still can outmaneuver on some maps, and when enemy pilot is worse than me. But still...


if you read what i put i didn't say it was a solution. i said it gave you MORE TIME for your ally to come and assist you. The balloon maybe down but drogue chute slowing your descent and impact bumpers reducing the damage. I didn't say that my tactics gave your balloon extra health and an armour upgrade.

Yep, i know and used it, but... there is a problem in enemy's ally ship, who can hold my ally, until blenderfish finish me off.

57
Gameplay / Re: Carronades 1.3.2
« on: October 03, 2013, 03:45:47 pm »

Same goes for the Lumberjack, I don't see your point, the Carronade is much more justified in doing it since it's the only extreme close range weapon (other than fire) and most ships can return fire to the blender even when their are destroying your balloon. If you got flanked on a heavier ship then I'm sorry but you deserve to go down. If it's reload gets even longer then it's practically rendered useless on a Golfish and it's already a ship with a very narrow gun selection.

Carronades promote teamwork between the enemy team and then even more teamwork on your team's behalf to counter theirs.

I can counter Lumberjack by good piloting. And you need a combination of a good pilot and good gunner, to score long range hits. Of course, if this not the Dunes.)
And the Heavy Carronade, with heavy round, is really not so close range weapon. That a little closer range, than gatling, for example. And no, i don't see a point in getting longer reload time - that not the problem, i think. But a closer range - yes.

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Gameplay / Re: Carronades 1.3.2
« on: October 03, 2013, 03:23:22 pm »
how about a bit of defensive planning? :) drogue chute + impact bumpers. if you do eventually hit the floor the impact bumpers will reduce the ground damage that you are taking while your engies are tanking the baloon and hull, giving a major boost to the time you need for your ally to overpower them :)

The problem is - you CAN'T fix balloon, before carronade recharges.

Both, heavy and light, killing balloon faster, than engineer can repair it. One clip and poof - no more balloon for you. One main engineer can rebuild it, yap, but when he does it - carronades ready to shoot, and you have, like, 1\3 of balloon health.  So your engineer again rebuilding balloon. It's less painful, when, say, capn (on junker) and main engi rebuild it, and enemy has one light carronade - you can fly out this situation. But not against an heavy. That's practice for me.

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Gameplay / Re: Carronades 1.3.2
« on: October 03, 2013, 01:29:34 pm »
Well, thing is, you CAN kill with heavy carronade quikly - with lochnagar rounds, or charged. Yap, it will take time on something like Galleon, but other ships are in the world of pain.

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Gameplay / Re: Carronades 1.3.2
« on: October 03, 2013, 10:49:48 am »
The reduction in spread combined with heavy clip ammo AND the increased range means that we have a very long range and accurate shot gun.

Yeap. With instant delivery.
I mean it's literally and shortranged version of UT sniper rifle with almost same efficency.

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