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Introductions!

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Piemanlives:
Welcome aboard AdmiralCookies! I'd like to say your flagjar is awaiting but oh well. Of the few RP's we have going The Skies Have No Limit has a discussion thread down in the pit if you have any questions feel free to ask, as for the others, I have no idea what so ever, you'll have to figure those out.

RistoH:

--- Quote from: Grey T on July 14, 2014, 03:50:30 am ---
--- Quote from: RistoH on July 10, 2014, 07:43:13 am ---Hey, i'm RistoH. The captain of Suicidal Sealife, I play guns of icarus online when possible. When i fly i get worried if i get a crew because i am one of the worst squid pilots which my squids' name should already tell you.

--- End quote ---

Practice Practice and you guessed it more practice,


Few questions to ask yourself.

1.Kill or Support/disable

Gat mortar is the kill squid, higher skill is needed but obviously shortens the time drastically that you are vulnerable,

Carronade flamer is the disable/support set up, You should be able to take down most ships 1v1 but problem is with this build is the time it takes to do so, and just like the kill ship relies on you engaging second not first so learn the maps and blind spots, most popular routes,

2.Know the loadout,

No gunner on a squid-

1-spanner mallet extingusher for balloon and when things go bad, perhaps fire overload due to bad chem spraying and rebuilds on hull spanner will save you them few precious seconds,

2-buff engineer *1-wrench buff chem-this is you engines guy, learn the rotation of the u round the back of the squid and keeps the balloon buffed and chemed and the engines buff and chemed balloon engineer should be repairing them,

3-buff engineer*2-wrench spanner chem-front'rear gunner self sufficient maintains the front gun with chem and buff  meaning you always have that primary damage,

3.Tools to bring

Kerosene-claw-hydro *edit so people like tar over claw because of buffed engines but personal choice,

Communication is KEY you need to tell your crew when you are about to use hydro or when you are using kero, assuming gets you killed, can't afford a engine down or a balloon, In a squid you get one shot normally it has to be perfect,

Above is just my thoughts and how i run my squid, chances are you already know it all but you never know, 

Good luck and don't give up.

Grey

--- End quote ---

That was nice of you. I actually knew most of those. I've not given up just yet. Had a great match against/with SAC today.

SaintR.L.:
Hello fellow forumites. I have been playing for a few months but I finally got around to using the forums after putting it off for awhile. I also strongly disagree with some of the sentiments that long-time players have about the game. And so I would like to throw my voice into the mix.

Anyways come fly with me anytime!

~Saint R.L.

Wilderbrand:
Hey There from Aussie land, I'm Wilderbrand but you guys can call me Wilder I suppose.. Only been playing a few weeks but already addicted to the game. Hit me up in game any time always willing to play and learn new things!   :D

GeoRmr:

--- Quote from: Grey T on July 14, 2014, 03:50:30 am ---
--- Quote from: RistoH on July 10, 2014, 07:43:13 am ---Hey, i'm RistoH. The captain of Suicidal Sealife, I play guns of icarus online when possible. When i fly i get worried if i get a crew because i am one of the worst squid pilots which my squids' name should already tell you.

--- End quote ---

Practice Practice and you guessed it more practice,


Few questions to ask yourself.

1.Kill or Support/disable

Gat mortar is the kill squid, higher skill is needed but obviously shortens the time drastically that you are vulnerable,

Carronade flamer is the disable/support set up, You should be able to take down most ships 1v1 but problem is with this build is the time it takes to do so, and just like the kill ship relies on you engaging second not first so learn the maps and blind spots, most popular routes,

2.Know the loadout,

No gunner on a squid-

1-spanner mallet extingusher for balloon and when things go bad, perhaps fire overload due to bad chem spraying and rebuilds on hull spanner will save you them few precious seconds,

2-buff engineer *1-wrench buff chem-this is you engines guy, learn the rotation of the u round the back of the squid and keeps the balloon buffed and chemed and the engines buff and chemed balloon engineer should be repairing them,

3-buff engineer*2-wrench spanner chem-front'rear gunner self sufficient maintains the front gun with chem and buff  meaning you always have that primary damage,

3.Tools to bring

Kerosene-claw-hydro *edit so people like tar over claw because of buffed engines but personal choice,

Communication is KEY you need to tell your crew when you are about to use hydro or when you are using kero, assuming gets you killed, can't afford a engine down or a balloon, In a squid you get one shot normally it has to be perfect,

Above is just my thoughts and how i run my squid, chances are you already know it all but you never know, 

Good luck and don't give up.

Grey

--- End quote ---

Or you can take "best squid":

Mercury front, beacon flare side (for that op bi-fecta) and aft harpoon.

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