Guns Of Icarus Online

Main => Gameplay => Topic started by: Arturo Sanchez on December 03, 2014, 09:15:54 am

Title: Ship design pet peeves
Post by: Arturo Sanchez on December 03, 2014, 09:15:54 am
I just came to rant about dem squid railings. Whenever I miss a jump and land on the outside side of the railings I get stuck there until I circle around or fall off.

If the railings werent there I could move more freely. Hell removing just the inner railings would b fine for me.


seriously that feel when you want to go side gun (or outer engine) after tapping the engines and your jump falling short as to bump into the rails to force you on the outside of them.

the gun is so close... yet out of reach.
Title: Re: Ship design pet peeves
Post by: DJ Logicalia on December 03, 2014, 09:46:30 am
A) Don't miss! Just take a squid out in practice mode and practice all those sweet parkour jumps. It took me a while, but now I only ever miss sometimes if I'm playing music and have to hold down my x/z key the entire match like some sort of six fingered mad man

B) The squid is a tiny piece of metal, traveling at breakneck speeds. Frankly, there should be more railings! (I'm not actually suggesting this, just the squid is horrifying when you think about it)  Removing that inner railing would sort of ruin some of the personality of the ship, and it's totally possible to get that jump down consistently.

What I WOULD be in favor of, in terms of a squid redesign would be lowering the top engines to make them easier to hit from the bottom. I feel like something happened a few updates ago that messed with something, and the top engines have been a lot harder to get from the bottom, to a point where it's barely a reliable move. I've adjusted my whole chem spray cycle to adjust for it.
Title: Re: Ship design pet peeves
Post by: Sprayer on December 03, 2014, 04:03:24 pm
You should be glad they didn't put realistic air friction or acceleration behaviour on crew members. You wouldn't be jumping on a squid anymore believe it.
Title: Re: Ship design pet peeves
Post by: Thomas on December 03, 2014, 04:14:01 pm
A trick someone told me once that helps with this is to jump from right in the center, instead of walking up to the railing. If you're too close, your legs will catch on it when you try to jump over, slowing you down and causing you to fall short. If you're right in the middle, you get that perfect arc when you jump allowing you to land just right.
Title: Re: Ship design pet peeves
Post by: Lochiel on December 03, 2014, 04:42:19 pm
It'd be nice if there was an invisible slope on the outside of the inside railings... so that if you landed outside you could "hop" over the railing.
Title: Re: Ship design pet peeves
Post by: Arturo Sanchez on December 03, 2014, 06:34:15 pm
It'd be nice if there was an invisible slope on the outside of the inside railings... so that if you landed outside you could "hop" over the railing.

That's what I always dream... hopping over the railing and dying inside with each failing as we die and I know we are dead by the time I make it to the gun.
Title: Re: Ship design pet peeves
Post by: Omniraptor on December 03, 2014, 06:58:05 pm
So don't miss :) it's completely possible to get the timing consistnent. If squid was an easy ship, everyone would fly it..

Personally my pet peeves are ladders, I get stuck on them even after playing on 1.5k matches. Also tiny corners like the one one between goldfish front gun and hull, sometimes you get stuck on it 2 inches away from hitting the hull, much rage.
Title: Re: Ship design pet peeves
Post by: Arturo Sanchez on December 03, 2014, 07:27:41 pm
on that note the goldfish wires next to the helm that stop you from jumping directly off the helm and to the hull.

same around the balloon area where I wanna jump/fall to the turning engines.

also the crow's nest on the galleon that serves nothing but to get in your way. When there is clearly some sorta  corridor up there. I bet there are like 99 red balloons up there and errybody is having a rave balloon party.
Title: Re: Ship design pet peeves
Post by: Omniraptor on December 03, 2014, 07:39:21 pm
You can get to the goldfish turning engines from balloon in 2 seconds, just jump down left side onto left engine, hop down, whack engines as you run past, back to balloon. Alternatively if only the right side engine is damaged, there's a spot right behind the balloon you can jump off, landing right in front of engine. There's a few videos flowing around showing off both jumps.
Title: Re: Ship design pet peeves
Post by: Squidslinger Gilder on December 04, 2014, 01:35:12 am
Pfft, bunch of noobs. Real squid pilots fly with no railings! When someone falls off and gets caught in the propeller, thats our pro level tar cloud of red misty death! I prefer to blend powder monkeys. They tend to have spent casings which, when chopped up, helps shred enemy balloons better.
Title: Re: Ship design pet peeves
Post by: Arturo Sanchez on December 04, 2014, 01:38:11 am
Pfft, bunch of noobs. Real squid pilots fly with no railings! When someone falls off and gets caught in the propeller, thats our pro level tar cloud of red misty death! I prefer to blend powder monkeys. They tend to have spent casings which, when chopped up, helps shred enemy balloons better.

and your own engines as if it were hit by shinies.
Title: Re: Ship design pet peeves
Post by: Squidslinger Gilder on December 04, 2014, 01:59:01 am
I sprayed all my blades with anti power monkey spray...thanks batman!
Title: Re: Ship design pet peeves
Post by: ShadedExalt on December 04, 2014, 09:39:26 pm
Pfft, bunch of noobs. Real squid pilots fly with no railings! When someone falls off and gets caught in the propeller, thats our pro level tar cloud of red misty death! I prefer to blend powder monkeys. They tend to have spent casings which, when chopped up, helps shred enemy balloons better.
Can't be worse than Moonshine.
and your own engines as if it were hit by shinies.
I sprayed all my blades with anti power monkey spray...thanks batman!

IAnd where could I get this 'Anti-Powder-Monkey' spray?  Use it like frickin' perfume.
Title: Re: Ship design pet peeves
Post by: Dutch Vanya on December 04, 2014, 09:47:04 pm
Idk why you guys complain about power monkeys so much. There are high level players that are much more annoying. And brand new players who are good at games/ communication.
Title: Re: Ship design pet peeves
Post by: Kamoba on December 05, 2014, 04:50:57 am
Idk why you guys complain about power monkeys so much. There are high level players that are much more annoying. And brand new players who are good at games/ communication.

Seconded.
Title: Re: Ship design pet peeves
Post by: Arturo Sanchez on December 05, 2014, 05:20:25 am
I consider benchmark of obnoxious high lvl player is LeonX err... something.
Guy's so ragey even when he's winning. But he's the only badly behaved vet I know so...

Also notice how I say high lvl and not good.

He's my case study for obnoxious new guy that never learns to be a vet.

But yeah back to ships? Mobula... its like a spire but dies on balloon and hull at the same time at the majority of the time. Where does the hull end and the balloon begin? I always seem to hit both.

I only ever do a brawling meta build with it with low lvls. Otherwise I use a sniper. Which isn't that good anyway because it likes to strafe. Its like constantly trying to tame a horse. Nightmare to snipe on and very high risk to brawl with. Its understandable why its rather unpopular.
Title: Re: Ship design pet peeves
Post by: Kamoba on December 05, 2014, 06:20:27 am
I played alongside LeonXcross a few times myself he's a good guy, had a bad dear time meet with Kruegerz but other people say only good things so I now wonder if I just caught him on a bad day.

The problem is it's easier to remember the bad experiences an who thy were with than the good ones, and that's what new players see too
Title: Re: Ship design pet peeves
Post by: Dutch Vanya on December 05, 2014, 06:45:03 am
Idk why you guys complain about power monkeys so much. There are high level players that are much more annoying. And brand new players who are good at games/ communication.

Seconded.

Just noticed 'power monkeys'.
Title: Re: Ship design pet peeves
Post by: Kamoba on December 05, 2014, 07:10:07 am
Idk why you guys complain about power monkeys so much. There are high level players that are much more annoying. And brand new players who are good at games/ communication.

Seconded.

Just noticed 'power monkeys'.

Yeah, it's like a powder monkey, except they're buffed for more power...  ::)  8)
Title: Re: Ship design pet peeves
Post by: Arturo Sanchez on December 16, 2014, 08:09:19 am
buff hammer gunners. I dub these power monkeys.

fire a spurt of flamer and watch the gun die.
Title: Re: Ship design pet peeves
Post by: Kamoba on December 17, 2014, 04:30:24 pm
buff hammer gunners. I dub these power monkeys.

fire a spurt of flamer and watch the gun die.

I'd sooner a buff gunner power monkey than a troll monkey...

buff hammer with loch....
Title: Re: Ship design pet peeves
Post by: Crafeksterty on December 17, 2014, 07:28:11 pm
I wonder how if double jump would make parkouring the ships better.

It probably would but i bet there would also be not that suitable for goio.
I mean the game isnt based on jumping.
Title: Re: Ship design pet peeves
Post by: ShadedExalt on December 17, 2014, 07:37:49 pm
I wonder how if double jump would make parkouring the ships better.

It probably would but i bet there would also be not that suitable for goio.
I mean the game isnt based on jumping.

The Devs have talked about 'Adrenaline Abilities', like the engi running faster than normal.  Maybe have it be one of them?
Title: Re: Ship design pet peeves
Post by: Kamoba on December 18, 2014, 05:37:57 am
I wonder how if double jump would make parkouring the ships better.

It probably would but i bet there would also be not that suitable for goio.
I mean the game isnt based on jumping.

The Devs have talked about 'Adrenaline Abilities', like the engi running faster than normal.  Maybe have it be one of them?

Ah but are those idea's restricted to co-op and adventure?

But yeah I remember Howard talking about them, a double jump could be a thing.  8)
Title: Re: Ship design pet peeves
Post by: Replaceable on December 18, 2014, 11:42:48 am
Too many variables for me. Rather than 'mallet or chem' its 'power up, yes or no + mallet or chem. ' Can't handle it.

I'd have to learn engineer again. Current engineer class is good.
Vehemently opposed to the idea of power ups.

Maybe some quirky niche tools might be nice. But who knows?
Title: Re: Ship design pet peeves
Post by: Indreams on December 18, 2014, 01:08:54 pm
Well, I'm thinking, for like co-op, that a mastery system in League of Legends or perk system in Sanctum 2 would be pretty nice.

I mean, when you are facing humongous boss ships with your tiny squid, you're going to want some passive buffs that makes you heroic.


But that aside, one of my ship design pet peeves is how things are "out-of-the-plain-sight" on a Galleon.
I can't count the number of times when I had to show a new player where the bottom deck stairs, bottom deck ladder, main engine, and the aft guns were. When you've flown on it once or twice, its fine, but every steam sale... It's just my pet peeve.
Title: Re: Ship design pet peeves
Post by: Kamoba on December 19, 2014, 02:23:25 am
Well, I'm thinking, for like co-op, that a mastery system in League of Legends or perk system in Sanctum 2 would be pretty nice.

I mean, when you are facing humongous boss ships with your tiny squid, you're going to want some passive buffs that makes you heroic.


But that aside, one of my ship design pet peeves is how things are "out-of-the-plain-sight" on a Galleon.
I can't count the number of times when I had to show a new player where the bottom deck stairs, bottom deck ladder, main engine, and the aft guns were. When you've flown on it once or twice, its fine, but every steam sale... It's just my pet peeve.

The Pyramidion, a ship who has both guns at the front up a ladder, will suffer the same issue during the steam sale, I'd say thats a pub pet-peeve over ship design ;)

Title: Re: Ship design pet peeves
Post by: Arturo Sanchez on December 19, 2014, 07:58:32 pm
here's one I completely forgot about due to a forgotten reason why I hate flying junkers.

I remember why. The back of the junker obviously has railings, so I had this assumption that I could just walk backwards and stop at the barrier. You don't. You clip right through and fall through the back.