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Weapon Ratings: From Golden to Garbage
seriouschess:
I have played a lot of GOI over the past week or so and I can’t really stop playing. I do quite enjoy the variety of weapons and have decided to make a list ranking them. Keep in mind this list is my opinion based on my play experience and listening to the opinions of other players. So read on, as I rate the weapons of GOI from golden to garbage:
-Golden
Banshee Light Rocket Carousel: This is one of the few weapons that can destroy a ship by itself. The range is anywhere from long distance to point blank, and the fires it starts allows a crew to paralyze a ship from a distance. It’s an easy shot with fast direct fire projectiles. It’s not even bad flat damage since the rockets shoot so quickly. It’s hard to think of any disadvantages to be honest. You know what your ship needs? A Rocket Carousel.
Dragon Tongue Light Flamethrower: If you don’t think this weapon is useful you have never been attacked by it which makes you lucky. It will completely disable a ship sending its crew running to stop the fires that have been spread all over. If you decide to let it burn the next decision you will make will be which area to spawn next. The one disadvantage to this weapon is that it has a fantastically short range so at least captains can try to avoid it.
Hades Light Cannon: The heavy artillery that’s called light artillery. The hades is one of the few one man (woman?) show weapons that can take out a ship outright by itself. The only disadvantage of it is that it is difficult to aim. Still, the arc-meter makes things more manageable, and with enough of a skill climb, players can cut down mobulas and spires with it at a fair distance.
Scylla Double-barreled Mortar: The Scylla has one purpose: to deal heavy hull damage at close range. Its low armor damage makes it more of a finisher’s weapon that is best paired with something that damages ship armor/systems. It’s surprisingly not hard to aim at close range due to the high velocity projectiles and range of motion of the gun. Pretty effective for what it is designed to do, even if the range is short.
Whirlwind Light Gatling Gun: Possibly an underestimated weapon. The Gatling gun is probably the easiest of the weapons to use with a variety of possible ranges and near guaranteed accuracy with high velocity rapid fire projectiles. What makes this weapon so useful is its ability to strip armor. When used simultaneously with another weapon that deals hull damage it will destroy a ship with sure consistency.
Manticore Heavy Hwacha: Easy, deadly, and most enjoyable. This weapon is usable at a surprisingly versatile set of ranges and can deal lots of damage with little investment from the gunner. You can even shoot it quick and leave it to load by itself while you are off doing something else. The gunner “heavy clip” ability turns what would be a spread fire gun into a longer range bombard artillery piece. 20 AOE rockets in less than 5 seconds? Ouch.
Echidna Light Flack Gun: This weapon is a pretty average one with average damage, average difficulty of use, and average (medium) range. The major disadvantage of the light flack gun is that it will do a fraction of its damage up close and with no area of affect. Anywhere in the middle range though and you are going to be dealing some hull damage. It pairs well with certain weapons, but has a hard time standing alone.
Artemis Light Rocket Launcher: A weapon that’s pretty easy to do consistent damage with at very long range; like across the map long range. It has limited ship killing capability and any gunner that has pegged a Galleon for 2 minutes with it can find the damage wanting. A common misconception people have with it is that it is meant to kill ships. Anything short of a Mobula with 3 isn’t going to do that. In the right situation it’s a handy long ranged ship harassment tool, in other situations it’s better to go with something else.
Beacon Flare Gun: I don’t consider this a gun, but it’s worth mentioning. It is a utility tool and a useful one at that. It can change the tactical situation very quickly to reveal an enemy force in the clouds. If you have a weapon slot that does not do anything in your build consider using this instead.
Lumberjack Heavy Mortar: Not a bad weapon all things considered. It’s heavy, has a short turn radius and deals pretty disappointing damage up close. It is, however the only heavy weapon with the range to snipe with. The shots travel so fast it is easy to arc with even far off. The shots also do enough damage to eventually destroy anything with enough determination. It does, however, take a lot of determination or perhaps support from other ships/guns.
Phobos Mine launcher: Honestly, I have only used this weapon effectively once, but I hear players specifically call it out by name in anger so it must be effective for something. Most useful in capture games. A novel utility, but cannot be relied on for any consistent damage.
Hellhound Heavy Twin Carronade: Yeah, it’s… ok. At very short range it will eventually deal the damage needed to wreck a ship. Being a heavy weapon though, it requires too much for the investment. It does not help that a Manticore is better in almost every way.
Typhon Heavy Flak Cannon: A quaint idea with a sub-par execution. Heavy cannon balls lobbed at range that explode? I’m in! Add that the cannon balls travel slowly and fall steeply at range and you will be lucky to hit anything. Up close? Sorry flack takes time in the air to arm so you have to shoot it from far away. Too long ranged to be considered a bombard cannon and too short ranged to be considered a sniper. You’re better off with something else.
Mercury Field Gun: I almost forgot to add this weapon because I don’t even consider using it after I found out how useless it is. It has an extremely narrow turn cone, takes forever to load, and does paltry damage. By the time your crew mates get the 2 shots off it’s time to use another weapon. Replace this with something more effective like the Artemis.
Barking Dog Light Cannonade: The worst of all guns: short range, light damage, wide spread and slow to load. If you still don’t believe it’s useless after reading this ask yourself: if you are equipping a Barking dog, why don’t you just use a flamethrower instead?
Javelin Light Harpoon gun: This is another novelty tool, but because I have never seen it used effectively before in all the games I have played and in all the research I have done it’s down here. “The harpoon gun was first invented to hunt skywhales.” Sounds about right.
-Garbage
So what do you think? Is this your assessment as well? Is the list out of order? Do you have a list of your own? Comments welcome.
Arturo Sanchez:
Nop all wrong, no gun is garbage only the noob captain that creates terrible builds for it.
You gotta think in terms of competitive (you want the fastest kill because time is your enemy-the longer the enemy is alive the longer they have to being active enough to hurt you) and pub stomping (pretty play as the game is intended, playing mind games with the enemy on a 1 v 1 basis).
For example-Most noobs cannot handle a single freakin flame thrower.
So I add a novelty gun to partner with it. adding another flamer, gat or other hull breaker is funny to me.
When I was grinding poon achieves I used a Pyra with a poon on the engie side and the flame on gunner side and on the lower deck gun I put a mortar.
Using the natural physics of the harpoon gun, depending on where you hit. The enemy ship will either fly into my Pyra horn or swerve to my side guns (because of my playing the poon on the left side).
The the flamer will hull break, the ram will destroy permahull or the mortar will do so.
If you want to see a poon utilised properly that's an very good example. As a pilot I found bumpers, kero and claw to fully compliment that build.
Flame until hull break perfectly lining up your front guns, facing the ship directly. Poon whenever you feel like.
To control the direction where the ship goes use kero to physically move yourself into the correct position (a 3 second burst at worse-neither the enemy pilot nor you have any direct control where the ship goes, you can only predict where it goes as it goes on a set pattern). If you are gonna ram, use bumpers because you are gonna spam that poon ram like crazy.
Using a poon can easily replicate the grinding of enemy ships in map geography. Without ever actually being anywhere near map objects like mountains or buildings.
I can go on for the other guns, but I'm pretty much illustrating your attitude of best gun is based on a very huge lack of experience and technical information. No gun is better than any other.
PLus putting carronade as a rubbish gun. I oughta school you with my carron spire....
Sammy B. T.:
Yeah, carronades aren't exactly garbage.
Honestly with the exception of the harpoon and until recetnly the banshee, nearly all guns in this game have a role in some shape or form. I'll talk about the use of some of your lower guns real quick.
Carronade, large and small. These gun's do flechette and shatter damage. What that means is these guns completely annihilate balloons (the heavy carro used well can basically gurantee a one clip balloon pop) and in a pinch, with heavy clip can snipe out components. The big ballooned Junker, once believed by many to be overpowered was laid low (hah, what a pun!) by these bad boys.
Mercury Field Gun. This gun is the undisputed long range armor piercer and component disabler. If you're fighting on dunes and you want to be sniping away your enemy to bits from across the field, this gun is unbeatable. While I personally prefer the hades as I like more movement and the larger arcs allow for that, for static sniping the mercury is king
Heavy Flak. This gun may be the best example of high skill, high reward. It has to be maximised properly becasue it is all explosive. But against enemy perma hull, if you both buff it and load charged rounds one shot does an amazing 697 perma hull damage. For reference, a Pyramidion has 700 perma. Against many ships, with an accurate gunner waiting for armor breaks, you will only need one armor break.
Lumberjack Heavy Mortar. Like the carros this gun does Flechette damage. So like the Carronades, you can keep an enemy ship falling, except unlike the carro, you have absolute insane range to do so. Definitely a high skill high reward gun, that needs specialized ammo (lesmok for long and something that reduces shot speed for close) but hardly deserving of such a middle ranking.
Also you hold some weapons if far too high esteem.
Banshee and Flamer. I am grouping these together because they are countered by the same thing, good chem spray cycles. While certainly not rendered useless, they are hardly the best around. In fact I would say they are largely support guns, used to cause extra stress when ships are worrying about real guns.
Gatling and mortar should be at the top of the list. They're the bread and butter of GOIO for a reason, insanely quick kills.
Artemis is generally better than the flak. Flak is the better killer, but art does decent perma hull damage but it can also shoot out components. An artemis can be fired anytime, a flak is specialized, needing to wait for armor break.
And I think that's everything. The mine launcher is a silly weapon outside of cp maps. The harpoon is useless. The flare is more utility though do note, if you hit someone with a flare, it is 10 stacks of fire ont he component hit so while definitely not a main gun, can still be annoying to bad chem sprayers.
Keep playing and keep theory crafting though!
DJ Logicalia:
It's super cool you came up with this, and it's obvious you put a lot of effort in. I feel this rating is pretty good as far as lower level play goes, but if you get a group of really experienced players together, all these kinda fall apart. Flamer is useless against chem spray, banshees really can't take out a ship by them selves, a heavy flak or a mine launcher in the hands of a good gunner is nightmare fuel if you're on the receiving end, and barking dogs are actually really good :P . It's nice to see players talking about the weapon scene in a broad sense, and you made a good effort, but I'd suggest playing with some high level players or watching some competitive games to really see how some of these weapons can shine
Dementio:
Harpoon on Galleon back gun slot; Harpoon on Squid back gun slot; Good Game.
For my own ranking, the rank of guns depend on the ship, fly style, enemy and their fly style and how they are used in combination.
All the flechette weapons, excluding harpoons, and Artemis and Mercury are on top of my list, with everything else following in second place.
I don't rank utility guns, btw, since they are weird.
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