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Messages - Kestril

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31
The Lounge / Re: That Moment When...
« on: February 22, 2017, 08:33:29 am »
That moment when you sneak up on a sniper enemy on dunes.

. . .That moment where SOMEONE voted for skyball.

32
General Discussion / Re: Alliance hype thread
« on: February 19, 2017, 12:39:00 pm »
I'm burning moonshine in anticipation of alliance release.


33
The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: February 18, 2017, 03:25:06 pm »
Kestril: All in favor of close-range broadside shenanigans say "I."
Crew 1: Aye!
Crew 2: Aye!
Lysanya: Potato!

34
The Pit / Re: Ban the User Above You
« on: February 17, 2017, 09:44:32 pm »
I ban Carn for not knowing what "thrice" means.

35
The Pit / Re: Ban the User Above You
« on: February 17, 2017, 01:44:09 am »
I ban Shaded Exalt for not posting thrice.

36
The Pit / Re: Ban the User Above You
« on: February 14, 2017, 11:40:41 am »
I bamm shadedexalt for getting rid of the cheese.

37
The Lounge / Re: Am I toxic?
« on: February 02, 2017, 12:08:12 pm »
Nah, not toxic. The tone of the video was humorous. I think the commenter just read the title and figured that it was a toxic video.

I'd change the title to something a bit more whimsical but other than that it was an enjoyable watch.

38
Feedback and Suggestions / Re: MK II Guns
« on: January 27, 2017, 08:03:39 pm »
I am wearing a hat look at the avatar :P
I want Muse to succeed and I think they are doing a great job.

Thank you for this.

As far as listening to the community and implementing changes the way the majority of the voiced opinion wants? I paid 5 dollars for this game over a year ago and have over 1700 hours in it. . .

Yeah, I'm not on a crusade or anything, but the devs mentioned that it was their plan to take existing guns and re-use some assesets to quickly modify and make new content to skirmish, so I just started this thread so we could maybe help them along.


39
Feedback and Suggestions / Re: MK II Guns
« on: January 27, 2017, 05:15:45 pm »
I am wearing a hat look at the avatar :P

40
Feedback and Suggestions / MK II Guns
« on: January 27, 2017, 04:12:15 pm »
In the fireside, the devs mentioned they'd look into introducing variants on existing guns that play differently, as inspired by their old-counterparts. This thread is to explore what variants on guns could be, and how differently they'd play.  The point is to make a MK II option that works on the same principles, but offers a completely different playstyle. This is just a general "what if" thread to give muse some ideas on how to make simple-but-interesting tweaks to introduce variants on weapons we like It's more an IDEA thread then a CRITIQUE thread.

For example:
Flak MK II (Ye Olde Flak is Bak)
2-shots
Additional damage per shot.
Cosmetic: Rust-covered barrel.

The Old Flak rewards well-placed skillshots with high-damage, encouraging the weapon to be used in a more specific manner.


Gatling MK II
Increased Jitter
Increased Fire rate
Decreased range
Cosmetic: More, smaller barrels that rotate on the gun. Maybe a butterfly-clip.

A return to the oldgat, The MkII gatling wouldn't require heavy clip to be effective at medium range due to the jitter increase, and would be useless at mid-long range even when armed with lesmok ammunition. However, the MKII gat trades flexibility and accuracty for close-range damage. This encourages the weapon to be used only in a close range brawl, preferably with ambush attacks.

Hwacha MK II
Decreased Jitter
Decreased Clip Size
Increased Projectile speed
Faster Reload
Decreased explosive damage.
Cosmetic: Instead of lions on the front of the gun, they are eagle-eyed griffins.

The MK II Hwacha offers mid-long range component disable power. Its faster projectiles offer a more consistent disable. This hwacha would offer a mid-range harassment and denial rather than a devastating close-range barrage.


Mine Launcher MK II
Attached to each mine is a small propeller that slowly pushes the mine forward on a wobbly path. These mines would be used more as slow-moving naval torpedoes, but not pack as much explosive punch.

That's all I've got, I'd love to read your ideas!





41
Feedback and Suggestions / Re: How About a Hydra Howitzer.
« on: January 26, 2017, 07:50:14 pm »
Quote
Interesting. Two of them on a Galleon could take out armor then kill. Long reloads tend to get tedious, though.

Quote
I like the overall concept, though with that massive an arming time, damage and projectile speeds need to be upgraded pretty severely. I remember Richard had something he was working on, the Atlas, that was supposed to fill a similar role.

Perhaps make yours more of a gun, rather than a howitzer? More of a flat trajectory and high-velocity, with significant damage and a longer reload?

Yeah, I'm thinking that may make it a bit more approachable. I don't want to up the damage anymore because having a weapon that is ALWAYS a 1-shot isn't terribly fun to play AGAINST.


Yeah, I took the feedback and had a think on how to make the reloads a bit more bearable and make the gun a bit more fun.

Jupiter Heavy Gun
Heavy Weapon
Clip Size: 2
Reload Time: ~18 seconds*
Primary Damage: Explosive
Secondary Damage: Piercing.
Projectile type: Projectile.
Damage: 300HP (Primary), 300HP (Secondary)
Arcs: Narrow
Gun Turn Speed: Slow.
Projectile speed: Fast (Between a light flak and a mercury field gun)
Range: Very Long

*Upon firing, the Gun will gain eight stacks of fire if not loaded with heatsink ammo.

The idea is to allow it a shorter reload for less tedium and not spike the damage too high, but still require a limiting mechanism that requires teamwork to use. The gunner will have to coordinate with the engineer to shoot at the maxium fire rate, and the engineer will have to make sure to extinguish the weapon when the clip empties. Of course, this gun still has a lot of options, as loch ammo is an option if captians want a burst-y shot, but that will eat into the total clip damage an ammo like heatsink may provide.

42
Proposed Stats Option 1
   
0%
   
0%
   
-20%
   
-20%
   
-70%
   


I'm for option 1 as well. It can be scaled back that 5% if it's too much.

43
BURST AMMO _______________
   
Damage _____
   
Clip Size _____
   
Rate of Fire _____
   
Area of Effect Radius _____
   
Proposed Stats Option 1
   
0%
   
0%
   
-15%
   
+50%
   

I'm for option 1.

While the hwacha and artimis may need some attention, I think option 1 makes burst still useful for mines, lumberjack, hwacha, and artimis. After option 1 goes in, we can better see how powerful these guns are in the absence of the clip size boost.

44
As for the reason behind option 1, I think a -vel adjustment will make greased even more appealing for guns that have arming time. I don't think that should be the case. Reduce the gat's effective range by increasing jitter, thus decreasing the accuracy at range.

Option 2 would probably need jitter to start effecting guns that don't have jitter normally in order to make greased a bit less widespread.

I'm going with option 1

GREASED AMMO _______________
   
Damage _____
   
Clip Size _____
   
Rate of Fire _____
   
Projectile Speed _____
   
Rotation Speed _____
   
Jitter _____
   
Proposed Stats Option 1
   
-20%
   
+20%
   
+60%
   
-20%
   
-15%
   
+30%
   

45
Feedback and Suggestions / How About a Hydra Howitzer.
« on: January 20, 2017, 03:01:03 pm »
Hydra Howitzer

Heavy Weapon
Clip Size: 1
Reload Time: ~20-30 seconds (very long)
Primary Damage: Explosive
Secondary Damage: Piercing.
Projectile type: Projectile.
Damage: 350HP (Primary), 350HP (Secondary)
Arcs: Narrow
Gun Turn Speed: Slow.
Projectile speed: Medium.
Range: Very Long

The hydra howitzer is a high-skill, high-risk weapon that will be unique in it's ability to deal with both the armor of an airship and it's permahull. However, it's limited clip size, long reload, makes it only able to deal with one or the other. Lots of teamwork will be required to make this hard-to-use, but devastating gun work.

 IIRC, the mechanics in GOIO mean that when armor drops, the rest of the damage from the projectile isn't applied to the hull. I thought I'd play around with this mechanical thing to make a gun that can deal with both hull and armor, but due to a long reload, only one at a time.  It's an idea to make a potential gun mirror the old heavy flak and set up some fun loch kills, but also give it weakness enough to be exploited and played around.  As it stands, you'd get more killpower out of the heavy flak with it's four shots, and more consistent armor piercing out of a hades cannon. This weapon is just meant to satisfy:

A: A heavy gun that does piercing damage
B: A heavy gun that works like the old flak

I was a little conservative on the damage numbers, but that is due to the massive burst potential of the gun as well as loch or charged shot being used to up the damage substantially. Sure, galleons could take two and risk it all, but they'd have no disable and very little area presence after firing off their broadside.

Anyways. I thought I'd drop this on the forum just to see the reception of such a weapon.




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