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Messages - JaceBoojah

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16
Community Events / Re: "The Cogs" Week 1.5 (Break)
« on: July 13, 2013, 03:45:20 pm »
no matches today then?

17
Gameplay / Re: New... Bunch of questions
« on: July 07, 2013, 01:59:30 pm »
1. That is a common thought and is a balance issue, and with balance it talk a lot of time and tweaking.  In the patch coming out tuesday the heavy clip, which is your one stop solution for most guns, will be nerfed. this will create more of a demand for gunner with 3 ammo types

2. 7, but because you can customize your build there are exactly 374858 different ship load outs (after patch).

3.  then number in the top left counts players not currently playing in a match.  So there where 89 + everyone in game.  which admittedly isn't that high.

4.  No.  (correct me if I'm wrong)

18
The Pit / The Girl with the Duck Tattoo, the true story.
« on: July 06, 2013, 03:22:22 am »
I would like to set the record straight from what I heard from all 4 3v3 commentators.

I do not ram.  I Close the gap and sometimes make contact with the enemy.  Where I want to be is very close to the enemy and I want to get there fast.  I moonshine backwards If i think the contact I make with the ship after closing the gap will put them out of my gun arcs.

After having my guns on the enemy long enough I might go in for a goodnight kiss.
NOT A RAM, A GOODNIGHT KISS.

Unless it is an unsuspecting Spire I will not charge right into a full speed ram.  The risk of loosing gun arcs is too great.

19
Gameplay / Re: Jace's new patch notes.
« on: July 04, 2013, 01:12:17 pm »
I was tired last night and did not write all my notes.

I like the Loch buff.  Loch was completely useless before and the damage to gun will keep it from being over powered ever.

We talked to Bubbles in game for a while and heres his words on the Merc

The penetration buff was always intended and is now working. that is staying.

He doesn't know why there were other Buffs to the Merc and will talk to Eric (the balance guy) about them.

Bubbles be praised!

20
Gameplay / Jace's new patch notes.
« on: July 04, 2013, 02:57:42 am »
Preface:  With my team the brood we have kind of pledged to be a anti sniping brawl team that did not sit and snipe.  It is very hard to kill a sniping team that has good formation, sometimes it seems impossible, but we have adapted to fight those odds instead of resorting to snipe ourselves. 
Our toughest job is closing the gap between us and a long range formation.

These are my notes on the new patch strictly from my team's mindset.

the biggest game changers is BUFFED MERC and NERFED GAT.

Nerfed gat will hurt my close range build's DPS but I really think the game needed it to break up the gat flak meta some.

The buffed Merc though is devastating to my cause.

Rotation speed is up
Rotation angle is up from 20 to 30 degrees (not a hard number yet)
reload time is down from 6 seconds to 5 seconds
Bullets now penetrate all the way through the ship destroying all guns and engines in their path.

Why did the merc need a buff??
Why such a huge buff??

20 degrees was a good number because is made it so only 2 mercs could ever hit the same target on any ship.  now 45 degree angle gun spots can have mercs hit the same target.  Spires can have 2 mercs plus a heavy gun on a single target and mobulas can have 3 mercs on a target AND get a 3 merc + 1 Artemus quadfecta.

Tripple merc Mobulas.  get ready.


Ships can go up and down easier! yay!

I have not figured out the mine launchers place on my ship yet.

I will make more posts.

21
News and Announcements / Re: Come test the new build!
« on: July 02, 2013, 11:23:24 pm »
The meta in 1.3, predicted by N-Sunderland:

Pyramidion:

Upper left mortar
Upper right gatling
Left deck flare
Left back mine launcher

Top right gunner (heavy/greased/whatever)
Top left engi (lesmok, wrench/buff/extinguisher)


Watch it come true.

I don't think the gunner is quite there yet but that is my pyra build.

22
News and Announcements / Re: Come test the new build!
« on: July 02, 2013, 12:14:57 pm »
I also want access to the dev app back. :(

http://steamcommunity.com/profiles/76561197999825044

23
Gameplay / Re: Kerosene vs Moonshine vs Phoenix Claw
« on: June 21, 2013, 05:38:41 pm »
I take back my theory that there is a max top speed.  here are some test results from today.
this is the time it takes to cross one square on the dunes in seconds.
SHIP              NORMAL            KEROSENE          MOONSHINE
Squid             22.4                  14.9                   15
Pyramidian     27.2                  19.2                   18.8
Goldfish          26.1                  21.2                   19.3
Galleon          33.9                   23.9                   22.1
Junker            38                     24.7                   23.5
Spire               spire exploded the second i touched it
                      N/a                    N/A                    N/A

interesting that the goldfish is faster without pilots tools than pyramidian but pyramidian is faster with them than goldfish

24
Gameplay / Re: Kerosene vs Moonshine vs Phoenix Claw
« on: June 21, 2013, 01:29:52 pm »
All the note at the top are based on the Pyramidian. I did some tests with the squid and moonshine bursts actually beat kerosine for a constant top speed.

on a different test here are my squid lap times on the dunes track
normal:                  2:42
kerosene:               2:02
Moonshine + Claw: 2:03

I will find out the true tippy top possible speed of each ship based on one dunes map square for measurement

25
Gameplay / Re: Kerosene vs Moonshine vs Phoenix Claw
« on: June 17, 2013, 02:01:33 pm »
I forgot about impact bumpers.  not an escape tool I guess. I will never use it.

26
Gameplay / Kerosene vs Moonshine vs Phoenix Claw
« on: June 17, 2013, 01:26:03 pm »
Moonshine vs Kerosene.

First off moonshine cannot be left on forever.  It is impossible to keep the engines alive.  If you want to keep your ship at top speed with moonshine you must use it in bursts. you can tap back and forth between moonshine and nothing. This takes practice but it is worth it.

There seems to be a max possible speed (continuously) for a pyramidian I say is 100%.
Kerosene and kerosene with buffed engines both fly at this max speed (continuously).
moonshine alone can do about 86% but with buffed engines it can do 100%

Percentage of the max possible sustainable travel speed in a straight line on a pyramidian.
Kerosene               100%
Kerosene buffed     100%
Moonshine              86%
Moonshine Buffed  100%
Normal                   61%

Moonshine has an ability way beyond speed. It can stop you from turning.  This has some very important uses:
When making a 180 to face a battle or just turning around you can hit moonshine for half a second as soon as you are facing the way you want and it will stop the ship dead.

When ramming or getting rammed if you have moonshine on at the time of impact your ship will not turn at all.

If you see that you are going to barley hit an obstacle use moonshine and you will not be spun off course.


Kerosene has the ability to help you turn

Kerosene vs Phoenix claw

Turning power
Normal  67%
Kerosene 79%
Phoenix Claw 100%

Even while both at full speed then using revers to do a 180 kerosene has 79% of the Phoenix Claw's turning speed.
This still means Kerosene is a viable replacement for Phoenix Claw.


Different ships have different needs. the less maneuverable a ship is the more it would need moonshine + Phenix claw.  If a ship is already maneuverable than kerosene is all you need.

This is my suggestion for pilots tools on these ships

Galleon        Moonshine + Phoenix Claw + escape tool
Pyramidion   Moonshine + Phoenix Claw + escape tool
Goldfish       Moonshine + Phoenix Claw + escape tool
Spire            Kerosene  +  escape tool  +  escape tool
Junker          Kerosene  +  escape tool  +  escape tool
Squid           Kerosene  +  escape tool  +  escape tool

Any tool that aren't these 3 I consider their main purpose is to escape when you are going to die.

Which of these 3 tools do you use on each of your ships?

27
Community Events / Re: Squid Racing License
« on: June 10, 2013, 10:26:33 pm »
Shinkurex is now a licensed Squid racer!


28
Community Events / Squid Racing License
« on: June 10, 2013, 03:42:50 pm »

Because squid racing is more complicated than normal events squid racing licenses are required for all pilots and referees in official squid races.

Current license holders:
JaceBoojah

Applicants must complete all current tracks in a flying test.  PM me to schedual a flying test.


29
The secret to never wanting to stop is joining a good clan like the ducks, and getting into the competitive scene.  There is no other game I know of where I can compete with the absolute best players in the game.

Also being a part of the games development is nice.

I also feel like if I stopped playing I would be missed.  Ive never played a game like that.

30
Community Events / Re: Squid Racing!!!
« on: June 07, 2013, 06:01:30 pm »
http://www.twitch.tv/qwerty2jam/b/413888393
1:13:10 for squid race.
notes:
qwerty missed the ghost tower at 1:16:26
(during the practice lap qwerty lost control of the ship and missed the last 2 obstacle descriptions)
at 1:17:29 flew over the railroad bridge
at 1:17:39 did not circle the cage

In the video they came up with a great idea, Pilot licenses.

So get your Pilots license for the CANYON TRACK 1 and FJORDS TRACK 1 by PMing me and we will meet in game for your certification.

If you would like be be a referee with me (i will ref most of the time and could use help) PM me

If you have an idea for a track PM me so we can make the map and video for it.

If you want to set up an official squid race PM me.

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