Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ygdrad

Pages: 1 ... 50 51 [52] 53 54 ... 68
766
Other Games / Re: Guild Wars 2: Bookah Wars, you silly bookahs.
« on: August 03, 2013, 05:18:55 am »
Added Reudh and CognitiveDissonance to my friends list so I can spot you guys next time you're on.

767
Other Games / Re: Guild Wars 2: Bookah Wars, you silly bookahs.
« on: August 01, 2013, 06:55:19 am »
It was about the time I wrote an AutoHotKey script as a win-button for my Warrior that I decided this game wasn't for me.

That only works if the target player is bad. I've seen so many burst warriors that I'm ready for them when they try anything. The only ones that still get me are the ones that blindside me during large wvw fights, which are not something to gauge balance by.

On another note, if anyone still plays and wants to group up at some point, just send an ingame mail to Vaan Ish and I'll add you.

768
Other Games / Re: Guild Wars 2: Bookah Wars, you silly bookahs.
« on: July 31, 2013, 06:48:31 am »
I try to get into it every now and again but I just find combat too slow. There just aren't enough abilities to use in combat. Of course, the only class I have above level 15 or so is a necromancer (who also has terrible issues regarding pet balance and pet control). I've tried leveling both a rogue (which seem more resource based) and an engineer (still cooldown based but their grenades, for example, cycle quickly) just to experience other classes but the grind gets to me within a level or two and I stop and go do something else.

It's ironic, in a traditional MMO like SWTOR or WoW, in leveling I generally only use about four abilities anyway. But because I'm limited by resources instead of cooldowns, it feels more active (plus I actually do have a variety of non-spammable keys - cooldowns, interrupts, CC, etc). Even in boss fights where managing your resource becomes a kind of "delayed cooldown," I still have a lot more options to choose from than in GW2. As a necromancer, my highest DPS appears to be dual daggers and one, maybe two wells, and if I touch anything else I've chosen poorly. Auto attack should never, ever be a player's best decision for damage, it should only be supplementary. (Commentary void when options exist to benefit from staff's AE effects).

I may have complained about this before, possibly in this very thread, but no one's every bothered to discuss it.

I have a lv80 triple kit engineer using a rifle, healing turret, elixir gun, tool kit, and bomb kit. There are so many combos and rotations possible with this that I'm never left autoattacking unless i decide to be lazy. It's a very active build and I always have something to use.

769
Other Games / Re: Guild Wars 2: Bookah Wars, you silly bookahs.
« on: July 31, 2013, 02:58:37 am »
Can anyone who is actively playing comment on the state of pvp?

Last I played the the bunker or burster setups were incredibly stale, with game balance set up for either extreme. The strategic restriction further magnified by only a select few viable builds. Any changes here, or is it still go full bunker or full burster or gtfo?
Also I remember ranged weapons and kiting dominating the battlefield, with melee weapons serving only for a few burst builds. Have they toned down kiting somewhat yet?

How about the ranking and queue system? Is there a seperation of group queue and solo queue so you can play at an even level if your team isn't on/don't have a team? Are they showing individual rating yet, or still just your relative position in the ranking?
Let me know if there's any other major changes relevant to the pvp scene, it's been quite a while since I played so I'm not up to speed.

I'm still curious wether they can live up to their promise of making the game esport worthy, something they sadly failed at on and after launch.

I haven't done much spvp, but some recent-ish class changes gave players more/better tools to counter bunkers, and with good situational awareness burst builds are a joke as you also hit them like a glass cannon since they're so squishy. I can't comment on spvp queues and ranking since most of my pvp is done roaming in WvW.

I'm ingame right now if anyone wants to play, just add one of these to friends and you should find me, Ygdrad, Ygdrad.7839, or Vaan Ish.

770
Other Games / Re: Guild Wars 2: Bookah Wars, you silly bookahs.
« on: July 31, 2013, 02:43:17 am »
I still play periodically and am quite enjoying it (perhaps the only MMO I've been able to consistently keep coming back to), I'm on the Ehmry Bay server as well.

What's your name on there? My account ID is Ygdrad.7839 and the character I play the most right now is Vaan Ish.

771
Other Games / Re: Guild Wars 2: Bookah Wars, you silly bookahs.
« on: July 31, 2013, 02:18:14 am »
After some time away, I decided to get back to GW2 and have some more fun with it. Do any of you still play or want to give the game another go? I'm on the Ehmry Bay north-american server. Guesting between server makes playing together easy unless someone on a european server, since you can't guest between NA and EU.

772
The two hallway/engineer guns are missile launchers which already deal good hull damage for once the mercury has pierced through, my gungineers use burst rounds for the aoe to break everything while at it. The 2 extra top deck flamethrowers are there mostly as extra utility to discourage ships from getting into close range since we're flying a sniping ship. Plus, if something comes at us with a flamethrower... we've got one more than them. If a ship comes into close range, where the mobula isn't too good, I want to make sure they're the ones on the defensive. Flamethrowers are good for overloading engineers.

Edit: Is anyone going to be taking part in the 1pm event?

773
A galleon with a mercury and 2 heavy flaks on the left broadside could potentially snipe a ship down before they knew what was going on. Mercury empties the 2 shots from the normal clip, reloads into Lochnagar, breaks the armor, double Lochnagar heavy flak should destroy the hull of most ships after that. Would be an interesting sniping platform. Flame-throwers are useless with experimental rounds as you only get one shot and flamethrower damage is rather pitiful. Mine-launchers only have a single shot per clip, but they reload so fast that the Lochnagar wouldn't be worth it. I have tested experimental rounds with the heavy carronade though and the result was interesting. It didn't seem to have any AOE at all, potentially because of the -50% aoe, just a single, pretty scary hit. On dummy balloon in practice it only took 2 Lochnagar heavy carronade shots to strip the armor off, and seeing as a heavy gun does't get destroyed, this opens doors if you can maneuver the ship to aim at close range. Sadly, the galleon isn't really the king of speed or maneuverability.

I personally view the Lochnagar shot as a utility clip for experienced gunners. Something to reload into when you know it'll make your next shot destroy something before it is repaired. Since you keep your rotation speed until the round finishes loading, the experimental shot can also be aimed in this manner. Could also be used when your gun is on fire to break it right away and fix it up to get rid of flames without losing out on too much damage(unless this was changed at some point, you cant get back into a burning gun once you get out, so this would be useful).

774
Keep in mind the -90% rotation speed on the turret from using Lochnagar rounds. I don't know if you've tried it, but it's near impossible to track anything that's moving at all. You'll have to do most of the aiming with the ship.

775
Well, I was more thinking of it as a way to build a ship that's good at countering disabling ships like the Mobula. By constantly turning back and forth (probably using the pheonix claw) I'd be able to get a powerful shot from each gun and have a good chance of sending the enemy into repair mode instead of "pound me over and over in the face" mode, EVEN IF they successfully hit my own guns.

The mobula never goes into full repair mode, at least on mine that mercury field gun above the pilot never stop firing, keeping armor stripped(hint: shoot that gun off to get a break :P). Relying on turning to get a decent damage output could be risky, especially if you damage your engines with the claw to do so as at least one of your maneuvering engines will be exposed at one point or another, or close enough that weapons with a blast radius can take them out. Another downside I see is that while normal guns can reload themselves while you go off and repair something, a lochnaeger-destroyed gun doesn't get "reloaded" unless you're actively repairing it, which costs engineer precious time. If someone takes your volley and decides they can keep firing at you and deal enough damage to get YOU in repair mode, it'll take a while before you can fire again. I've also just tested this and I'm not sure if this is a bug, but basically, you switch to the lochnaeger, it reloads the clip, you repair your gun, the clip is still selected on the second shot, but on the next repair the clip is unselected, forcing you to go through another  reload on top of the repair.

It could definitely be useful as a support ship for an ally to strip armor using lochnaegered mercury guns though, but I wouldn't expect it to take anything organized down on its own. Whatever the case it'd still be something fun or interesting to toy with.

776
Sadly, the only guns on which lochnaeger is really worth it are ones with only 2 shots per clip, anymore and you lose on damage since repairing most likely takes longer than reloading. Also, you might be better served with charged ammo which i think is a 30% damage bonus which on two shots lands you at 2.6 shots worth of damage compared to the 2.25 you'd get from the one lochnaegered shot. It could be worth it if your enemy is very good at getting his armor repaired before you can break it or do much hull damage though as the damage would come in a sudden burst, but you'd need good knowledge of how many shots it takes to take out different ships' armor and/or hull to make good tactical use of it. I can imagine a quadruple lochnaeger Mercury field gun volley from a mobula being something pretty scary.

777
Heh, now that I see the video, I gotta admit I'm surprised we actually killed something that game, due to dying almost as soon as we made contact. Also, I counted about 6 hits at medium range I made with the Lumberjack. But those were also shots I probably shouldn't have made due to the fact on that map, at that range, it was likely half the time the enemy was also behind a building as well as hidden in the fog. Oh well!

The shots were actually giving your position away and saving us the trouble of finding you. A sneak attack might have worked better, but we were standing guard near the point with all 4 crewmen looking for targets. My gunners had been instructed to shoot off your chaingun if you ever got close since it was the only way for you to punch through the hull armor. The balloon damage from the mortar was kind of annoying, but as the video showed it was very quickly repaired.

Edit: The trick to fighting mobulas is engaging them from higher up, you get easy hits on the hull, access to 1-3 engines, it probably can't fire back, the upwards angle on the guns isn't great. They're also rather light, so ramming them with something heavier causes problems. Ramming a mobula is different from ramming other ships though since the hull is on top. You can't just ram their hull with your balloon and fix it up or ram their balloon with your hull to sink them like you can with other ships. Mobula ramming is usually hull on hull or balloon on balloon. Mobulas can fly and turn at a decent speed, but their acceleration is terrible, forcing them to change direction will either buy you some time or force them to damage their engines. Taking out one or both of the maneuvering engines will completely disable it since all guns are forward-mounted. If I had to engage a mobula, I'd probably damage the balloon to slow their ascent and rise higher to shoot at them without them being able to fire back. If a mobula is flying really high, you have easy access to its balloon to bring it down.

778
If we end up fighting each other for fun again, I will let someone else pilot to keep things fun for everyone. Or we could have a training night where we share some tips and tricks so people aren't quite as intimidated by piloting and everyone can enjoy having a turn.

779
I'm scared of pyramidions in the city map. They can go really fast and send you flying into every piece of scenery when they ram you and the mobula doesn't do too great on that map.

780
10pm EST is when I'd be getting back home so that'd be good for me unless I'm exhausted. we'll see.

Pages: 1 ... 50 51 [52] 53 54 ... 68