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Messages - Sylas Firehammer

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16
Really nice guide! Thanks for it!

17
Feedback and Suggestions / Re: Ship weapon ideas
« on: December 14, 2013, 03:08:03 pm »
These actually sound kind of interesting in regards to the new weapons, but I'm not sure how balanced they could be.

18
Gameplay / Re: Art meta is boring
« on: December 13, 2013, 11:30:15 am »
That's a big thing that Jack mentions. Clouds are an easy way to descend upon your enemies if they don't use flares properly!

19
General Discussion / Re: Best Wins (or defeats) Ever.
« on: December 13, 2013, 12:16:05 am »
Back during Cogs season one I remember the Brood's first real big competitive match as "the new Brood" in which the Admiral Quackbar and Duck Face started flying together. Duel at Dawn against Black Flight Squadron.

It was the Duck Face, a pyramidion, and the Admiral Quackbar, a junker, against a Galleon (I believe the Suzimya) and a Junker (Kusinagi?) on the side of BFS. Tensions were high as this was the first match my crew really got to test themselves.

The Brood sat in the northern ribs of Duel getting sniped out by the Galleon's Lumberjack and Hwacha. Our balloons were constantly down and I think we may have even died once. We needed a place to go and to make a move, fast, because we were going to get sniped to death. Then the valiant JaceBoojah had the idea of bringing us through a moving cloud directly onto the enemy ships into brawling range. And that we did, getting ourselves two kills on the scoreboard with one loss for us, bringing the score to 2-2 to them.

After this engagement we managed to get them in the southern ribs, the Quackbar at dire amounts of low health, for another two kill engagement for us. Finally as the Galleon respawned in the north ribs and the Junker rushed to meet him, we hunted them down. The Quackbars hull and ballon and even engines were down but we kept our Gatling firing. The Duck Face went down. At last as the two ships could meet up for the final kill, we managed to body slam the Galleon for the final kill.

20
Feedback and Suggestions / Re: End Game Pose
« on: December 11, 2013, 12:40:51 pm »
I think that having the names of players and their class over them in the End Game screen would be really nice though.

21
The Gallery / Re: Artistic screenshot gallery
« on: December 10, 2013, 10:00:35 pm »
"They rose from the dust, they showed us fear from it, but eventually all return to it"


22
Community Events / Re: Winterfest 2013: The Icarus Carnival (Dec 28th-29th)
« on: December 10, 2013, 09:19:02 pm »

23
The Lounge / Re: The most glorious Quotes ever
« on: December 10, 2013, 07:50:56 pm »
"Sammy, there's wreckage below the ship"

*cricket*

"Sammy wreckage"

*cricket*

"SAMMY THERES WRECKAGE WE'RE GOING TO HIT IT"

*velcros to wreckage*

24
Feedback and Suggestions / Re: Fog Goggles! Get them Now!
« on: December 10, 2013, 02:25:11 pm »
That last idea about the flare is really interesting. Perhaps a flare in the cloud would functionally blind people using goggles? I this that could be a good counter to it. This idea is definitely gaining my support.

25
Gameplay / Re: Artemis
« on: December 10, 2013, 02:23:21 pm »
http://www.youtube.com/watch?v=oXTQeTBsPSM
http://www.youtube.com/watch?v=DbrLI59Uqws

Here's a couple videos of a standard pyra vs an arty junker in a king of the hill on labyrinth. You can see a few times where we start getting disabled and just fly above them to recover and retaliate.

In other situations where they're flying as high as they can, you can generally fly low down beneath. The closer the better of course. This forces them to start lowering themselves to get better shots on you. The gap closes and you can likely fly above them or at least be in range to start dealing damage and forcing them to repair.



One thought on the gun itself is that it might help to change the explosive damage type to something else. Possibly forcing the gun to be a pure disable, instead of a disable and a hull destroyer (I'll often pair my arty with a field gun for long range take downs. The piercing/explosive combo does wonders on top of the strong disables).

I really like the disable aspect of the gun, and would hate to see that go. I'm not so attached to it's destructive potential however.

I think Thomas has brought up a good middle ground if there were to be a change. However I think that the Artemis is already in a good place. It's been being slowly rolled back in its power since probably around May. Being a Duck we have always done well because we adapt extremely rapidly to the patches, good or bad. We find a way to work with what we have either way. Even though I think the Artemis is in a good place right now, finding a way to work around it if you don't like it, or even if you do, will definitely help you.

26
Gameplay / Re: Spawn system feedback 1.3.4
« on: December 09, 2013, 05:33:54 pm »
After playing around with these spawn points I have decided this is atrocious. Games start without any engagement as usual, but once the first attack happens and the first death, it is a constant fight until we hit 5 points. Matches don't last more than a couple minutes in DM and it's a big cluster the entire time.

27
The Gallery / Re: The GoIO Catwalk - Your Favourite Outfit
« on: December 09, 2013, 04:30:58 pm »
Here we go! I present my outfits.

The engineer!

The gunner! (which is quite meh)

And at last the pilot!

28
The Lounge / Re: Blooper Reel
« on: December 09, 2013, 02:32:22 pm »
That also happened a couple times. That was the match when Frogger and I continually got caught on the hooks of the cranes on Paritan Rumble. The frustration slowly descended into pure hilarity.

29
Feedback and Suggestions / Re: The Barracuda Sky Torpedo
« on: December 09, 2013, 02:30:47 pm »
That actually makes me wonder, what DOES happen if you miss the target? Does the torpedo just continue on into whatever it hits next or does it go haywire due to the tracking? Or does it have an explosive timer after so far?

30
Feedback and Suggestions / Re: Fog Goggles! Get them Now!
« on: December 09, 2013, 02:23:48 pm »
It could definitely have a place in the game if there was a good way to balance it like Grey-Wolf Jack said. It's a sweet idea I'd just like to see some defined parameters as to the abilities and balancing of it as a tool!

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