Guns Of Icarus Online

Main => Gameplay => Topic started by: Keon on April 02, 2013, 10:58:20 am

Title: Mine Launcher
Post by: Keon on April 02, 2013, 10:58:20 am
Quote from: AMA
awkm Muse Games 8 points 21 hours ago
Heck yes! We're always adding new content. The next gun is a Mine Launcher. Imagine shooting a bunch of mines that float in the air. You can try to avoid them or be sneaky and shoot their balloons down to make them drop... or you can shoot mines you laid yourself to drop them on enemies :D Maybe hide them in clouds? So many possibilities.

(https://sphotos-b.xx.fbcdn.net/hphotos-snc7/581828_352439924856543_925117344_n.jpg)

From the AMA. Discuss new strategies.

I can't wait to put these on a squid.
Title: Re: Mine Launcher
Post by: Lord Dick Tim on April 02, 2013, 11:06:56 am
It adds a different aspect to the sniper game in the way of defending approaches, thats for sure. 
Title: Re: Mine Launcher
Post by: RearAdmiralZill on April 02, 2013, 11:10:19 am
Yea just what we need, more reasons to snipe...
Title: Re: Mine Launcher
Post by: Shinkurex on April 02, 2013, 11:11:44 am
I'm interested in seeing the Meta for this weapon.... this would be a great weapon for Duel, or Canyon ambush, but I doubt we will see much use on Dunes or fjords
Title: Re: Mine Launcher
Post by: -Muse- Cullen on April 02, 2013, 11:14:01 am
That looks like a heavy weapon, judging the size of it. If it isn't, then a bifecta of these light guns could definitely weave a web in Canyon.

If the mines last forever, and there is no limit to them, I could see some abuse happening. If the mines don't last very long, its effectiveness would be severely cleaved. Until I know more about these things, I don't think I could make good strategic ideas- if it litters a ton of quick, small-damaging bombs, its use would be extremely different if it was instead a slow-firing, small clip gun.

If these bombs were affected by ammo, then floating charged mines and floating incendiary mines would cause serious problems to people flying into them, and would have to be avoided like the plague.
Title: Re: Mine Launcher
Post by: Shinkurex on April 02, 2013, 11:16:31 am
If these bombs were affected by ammo, then floating charged mines and floating incendiary mines would cause serious problems to people flying into them, and would have to be avoided like the plague.

Holy Goldfish Batman! Lochanagar mines...... muahahahahahaha
Title: Re: Mine Launcher
Post by: Pickle on April 02, 2013, 11:18:45 am
Any comment from Awkm as to whether the stats are the same as he accidentally released a while ago?

(I can see this being used on all maps.. on Dunes herding someone into a dust storm, on Fjords putting a ceiling over the low ambush point or blocking an arch)
Title: Re: Mine Launcher
Post by: Pickle on April 02, 2013, 11:20:59 am
Copied from the old forum (link to previous discussion (http://gunsoficarus.com/community/forumarchive/discussion/comment/13563#Comment_13563))

Quote from: PIckle
Mine Launcher, 350 Impact, 150 Piercing, 80 AoE radius, 30 Clip, 20 second Reload, no Range listed.

Is it a heavy weapon or a light weapon?
Title: Re: Mine Launcher
Post by: -Muse- Cullen on April 02, 2013, 11:21:36 am
Holy Goldfish Batman! Lochanagar mines...... muahahahahahaha

(http://i0.kym-cdn.com/entries/icons/original/000/012/589/patrickstar.jpg)
Title: Re: Mine Launcher
Post by: RearAdmiralZill on April 02, 2013, 11:23:18 am
I cant see them lasting forever else that would put a serious strain on the match itself in terms of loading assets. If they do, then there had better be a limit. One or the other is really a must for it to be balanced out in my opinion.

I was told at first it was heavy, but then scaled back to a light weapon for better use. I mean, who's going to put a mine launcher on the front of a goldfish as the main gun?
Title: Re: Mine Launcher
Post by: -Muse- Cullen on April 02, 2013, 11:29:24 am
I cant see them lasting forever else that would put a serious strain on the match itself in terms of loading assets. If they do, then there had better be a limit. One or the other is really a must for it to be balanced out in my opinion.

I was told at first it was heavy, but then scaled back to a light weapon for better use. I mean, who's going to put a mine launcher on the front of a goldfish as the main gun?
If it happens to be a light gun, then what happens if a Junker goes all mine launcher? Would there be a cap to the total amount of mines on the stage, and therefore, make it useless because it would hit the mine limit very quickly? Or would each gun have its own mine limit? Wouldn't that put a whole lot of strain on the server?
Would the mine limit be shared by both teams, so a team could abuse this by constantly destroying old mines?
Could this be used as an actual gun? Or does it simply deploy a mine that the ship would have to fly away from? If it could be used as a projectile, it could be viable to use on a Goldfish, I suppose.

Lots'o questions.
Title: Re: Mine Launcher
Post by: RearAdmiralZill on April 02, 2013, 11:34:45 am
Quote
If it happens to be a light gun, then what happens if a Junker goes all mine launcher? Would there be a cap to the total amount of mines on the stage, and therefore, make it useless because it would hit the mine limit very quickly? Or would each gun have its own mine limit? Wouldn't that put a whole lot of strain on the server?
Would the mine limit be shared by both teams, so a team could abuse this by constantly destroying old mines?
Could this be used as an actual gun? Or does it simply deploy a mine that the ship would have to fly away from? If it could be used as a projectile, it could be viable to use on a Goldfish, I suppose.

Lots'o questions.

And probably why the only real info we have on it is "Its Coming." They may not even know yet, haha.
Title: Re: Mine Launcher
Post by: -Muse- Cullen on April 02, 2013, 11:38:15 am
Quote
Lots'o questions.

And probably why the only real info we have on it is "Its Coming." They may not even know yet, haha.

Agreed. Muse has made many 'standard' weapons, which I appreciate. In order to make sure they don't double up on weapon effects, they're gonna have to keep making special things like this mine launcher. Sadly, though, that'll mean that each new addition will require a whole lot of logistical stuff. Hopefully this gun'll come out soon, but I wouldn't be surprised if it took the indefinite 'VALVe-time' soon.
Title: Re: Mine Launcher
Post by: Pickle on April 02, 2013, 11:45:49 am
Quote from: awkm
yeah the table is a little bit of a mess, it was calling on some stuff in another sheet and i reordered the rows so it got screwed up.

But yes, the Mine Launcher is in the works. The only thing right about it at this moment is its damage. It's devastating if you run into them. They'll float in the air, maybe drop ever so slowly. They should be dumb and kind of obviously there so if you want to take the risk and steer through them then fine. You can shoot them down though if your aim is steady enough.

It wont' be coming for a while since we don't have any art assets for it and it'll require a lot as well as some extra coding.

The screenshot suggests that the art work is well under way and there is in-game testing of the code taking place on the dev servers (can a CA confirm?).

Howard said there was a patch due after the PAX, whether that's 1.1.6 or 1.2 remains to be seen.  But with the Mine Launcher and the new maps hinted at a few weeks ago it wouldn't surprise me if there's a big patch in the works and due quite soon.  Something to give a mid-campaign boost to the Kickstarter fun raising.
Title: Re: Mine Launcher
Post by: MasX on April 02, 2013, 12:31:15 pm
Heavy or small weapon
Title: Re: Mine Launcher
Post by: Shinkurex on April 02, 2013, 12:38:27 pm
Heavy or small weapon

I take your quote, and raise you another

Quote
I was told at first it was heavy, but then scaled back to a light weapon for better use. I mean, who's going to put a mine launcher on the front of a goldfish as the main gun?
Title: Re: Mine Launcher
Post by: Pickle on April 02, 2013, 12:58:05 pm
I wonder if they are damaged or merely concealed by tar barrel clouds?

Got a carronade-fish on the stern of your Pyra? - pop tar barrel for a couple of seconds, switch to phoenix claw, stop engines and rotate 90-degrees left, let fly with the mine launcher on the aft side mount, phoenix claw, complete the 180, off-tools and reverse with your forward guns trained on whatever is left to emerge from the tar smoke and minefield..  I could like this weapon.
Title: Re: Mine Launcher
Post by: Pickle on April 02, 2013, 01:02:56 pm
If the mines last forever, and there is no limit to them, I could see some abuse happening. If the mines don't last very long, its effectiveness would be severely cleaved. Until I know more about these things, I don't think I could make good strategic ideas- if it litters a ton of quick, small-damaging bombs, its use would be extremely different if it was instead a slow-firing, small clip gun.

My guess is that they'll be active for about 20 seconds - based on the reload speed.  That way there's never more than one clip (30 mines) in the air per mine launcher fielded in the game.  If they lasted longer than the reload the sky is going to get very busy, very quickly with far too many assets for the game to handle.

Although the art assets can probably fiddled by having then appear identical from all horizontal angles (so there's only ever a flat plane image to be projected) and a singularity point with proximity detection rather than a complex collision mesh.
Title: Re: Mine Launcher
Post by: Queso on April 02, 2013, 08:29:01 pm
Very exciting weapon. My only concern is it may further help snipers snipe. If any of the recent cogs matches have been an indication, sniping is boring, highly prevalent and extraordinarily hard to counter. It's low risk and high reward.
Title: Re: Mine Launcher
Post by: N-Sunderland on April 02, 2013, 08:35:47 pm
So wait, if it's a light weapon, then you could put it on the back end of a Galleon, and... Ouch...
Title: Re: Mine Launcher
Post by: Connor Mc. on April 02, 2013, 11:14:22 pm
So wait, if it's a light weapon, then you could put it on the back end of a Galleon, and... Ouch...

that would suuuuuuccckkkkkk
Title: Re: Mine Launcher
Post by: Captain Smollett on April 03, 2013, 03:48:13 am
Everything I've heard over the last month indicates these will be a light weapon. If everything works out, these things could be in game before April ends.
Title: Re: Mine Launcher
Post by: Coldcurse on April 03, 2013, 06:33:30 am
heavy clip mines, they never miss their target. NEVER!
Title: Re: Mine Launcher
Post by: Shinkurex on April 03, 2013, 08:50:28 am
hmmm but the added weight, might cause the Mine to drop faster than normal... thus causing the mine to be less effective over time.... who knows
Title: Re: Mine Launcher
Post by: VikingOfSixth on April 04, 2013, 04:34:38 pm
More things besides tar to shoot our of the arse of my moonshine Squid?

Beautiful.
Title: Re: Mine Launcher
Post by: Machiavelliest on April 04, 2013, 10:49:28 pm
Please tell me there are short-lived timers on these things to keep them from being a strategic weapon.  Also, I hope there's arming timers on them.  I know if a Galleon had a mine launcher on its stern, I'd put my nose right in there to make it so either the mines wouldn't arm and would just harmlessly bounce off, or the explosions would hit us both.
Title: Re: Mine Launcher
Post by: Connor Mc. on April 04, 2013, 10:58:36 pm
What if you could trigger the explosion?
Title: Re: Mine Launcher
Post by: Machiavelliest on April 04, 2013, 11:03:03 pm
What if you could trigger the explosion?
That would keep them from blowing up on friendly ships.  WAY too overpowered.  Speaking of which, how is friendly fire going to be handled with these?
Title: Re: Mine Launcher
Post by: N-Sunderland on April 04, 2013, 11:05:15 pm
What if you could trigger the explosion?
That would keep them from blowing up on friendly ships.  WAY too overpowered.  Speaking of which, how is friendly fire going to be handled with these?

One notable thing is that they deal 300 impact damage, assuming that number is still accurate. Impact damage affects friendly ships, though I think it's reduced.
Title: Re: Mine Launcher
Post by: Pickle on April 05, 2013, 05:03:02 am
What if you could trigger the explosion?

Awkm has suggested that mines can be detonated by shooting them, and that shooting the balloon they hang from will cause them to descend onto whatever is below them.

Whether sympathetic detonation can be rippled through a dense minefield giver the AoE hasn't been hinted at one way or another.

I would hope that mines are "neutral" and will deal full damage to any ship, regardless of friendly status.
Title: Re: Mine Launcher
Post by: Helmic on April 05, 2013, 05:45:51 am
If they're neutral, though, that'll just make them really popular for griefing which is problematic for a game with no kick function.  And this is friendly fire a GUNNER can do, you don't need the captain slot to grief friendly ships, that's a new one.  Even if you aren't griefing, it makes it really easy for a quickjoiner to accidentally piss off everyone.

I don't know what to think of these yet.  You have to remember that it's a light gun and there's a lot of ships with "useless" light gun slots.  The top right slot on a Spire?  You bet the Pewter Piper is going to be putting a mine launcher up there.  This is a gun that doesn't have to be pointed at the enemy to be useful (though not in the horrible way that personal anti-ship weapons would be) and can be prepped when the engineers are bored.  I wouldn't be surprised if they're designed with that in mind, something to add a little extra damage in exchange for whatever utility you would have gotten out of a flamethrower or flaregun or banshee but nothing to actually turn the tide of battle.
Title: Re: Mine Launcher
Post by: awkm on April 05, 2013, 12:01:18 pm
Title: Re: Mine Launcher
Post by: JaceBoojah on April 05, 2013, 01:05:44 pm
I dont see mines increasing the sniping game.
Most sniping builds have a sniping side and a short to mid range side.  Replacing a gun with a mine launcher will alter that balance. 
Yes galleons can put them on the back and I'm sure other sniping ships will find a niche for them but when are you going to set up this mine field?  Snipers line up their shots as soon as a dunes match starts. If the don't then the enemy can close the gap easier.
I see some players who once had merchs on the side now using trifecta pyramids with mines on the back left.  I also see Squids players who don't really use their back gun as much choosing mines instead of merchs.

and on a anti-sniping side note:
KEEP YOUR FRIENDS CLOSE AND THE LONG RANGE SIDE OF YOUR ENEMIES CLOSER!
Title: Re: Mine Launcher
Post by: Captain Smollett on April 05, 2013, 05:11:53 pm
awkm, thanks for the insight.  You have to answer this one question for me though.  Will you be able to harpoon mines??????

This probably won't get much use in the cogs but it would be insanely fun to tow and fling mines across the match in pub games and things like junker fight club, harpoon squidding matches etc.
Title: Re: Mine Launcher
Post by: Connor Mc. on April 05, 2013, 06:03:35 pm
http://www.kickstarter.com/projects/musegames/guns-of-icarus-onlineadventure-mode/posts WOO
Title: Re: Mine Launcher
Post by: Keon on April 06, 2013, 01:06:30 pm
That city map looks awesome.
Title: Re: Mine Launcher
Post by: awkm on April 09, 2013, 12:46:21 pm
awkm, thanks for the insight.  You have to answer this one question for me though.  Will you be able to harpoon mines??????

That... is interesting.

The reason why they're always stationary is to reduce performance implications of 40+ potential mines out in the scene at once... you know detecting all their collisions.  However, if they only move with harpoons.... hmmmmm.....
Title: Re: Mine Launcher
Post by: RearAdmiralZill on April 09, 2013, 12:50:39 pm
awkm, thanks for the insight.  You have to answer this one question for me though.  Will you be able to harpoon mines??????

That... is interesting.

The reason why they're always stationary is to reduce performance implications of 40+ potential mines out in the scene at once... you know detecting all their collisions.  However, if they only move with harpoons.... hmmmmm.....

Wouldnt wind move them as well?
Title: Re: Mine Launcher
Post by: HamsterIV on April 09, 2013, 12:57:09 pm
Attaching a ball of spikes to an Airship with a string. Then flying around in a reckless manner, I like where this is headed:

(http://webzoom.freewebs.com/maverickinuyasha423/Messed%20up%20images%20lol/Buahahahhaa.jpg)
Title: Re: Mine Launcher
Post by: Connor Mc. on April 09, 2013, 03:51:46 pm
Why not tie helicopters to the bottoms of our airships? and on the bottoms of the helicopters we hang spike balls?
Title: Re: Mine Launcher
Post by: Pickle on April 09, 2013, 04:28:21 pm
Why not tie helicopters to the bottoms of our airships?

That would make falling off very messy..
Title: Re: Mine Launcher
Post by: N-Sunderland on April 09, 2013, 04:32:26 pm
Why not tie helicopters to the bottoms of our airships?

That would make falling off very messy..

Not to mention what would happen when the balloon goes down.
Title: Re: Mine Launcher
Post by: Chango on April 09, 2013, 05:52:49 pm
Mines moving in the wind.. that could lead to some interesting tactics. Send a bunch of mines in behind a Scrap sandstorm... hmm... lochanagar mines, harpoon dragging.. hurry up! I wanna test some stuff :D
Title: Re: Mine Launcher
Post by: JaceBoojah on April 09, 2013, 07:04:59 pm
They are taking this april fools stuff too seriously
Title: Re: Mine Launcher
Post by: Connor Mc. on April 09, 2013, 09:29:46 pm
Why not tie helicopters to the bottoms of our airships?

That would make falling off very messy..

Not to mention what would happen when the balloon goes down.

an incentive to keep the balloon from popping?
Title: Re: Mine Launcher
Post by: Queso on April 09, 2013, 11:30:00 pm
On topic gentlemen, please. As much as I want to slingshot a helicopter carrying a mine, I don't think we'll be seeing that this side of adventure mode.
Title: Re: Mine Launcher
Post by: Captain Phil on April 09, 2013, 11:46:20 pm
I wonder how they will shoot, click and hold? Tap the shoot to launch the mine close to your ship and hold it to launch it even farther; would make for precision placement.
Title: Re: Mine Launcher
Post by: Shinkurex on April 09, 2013, 11:49:59 pm
Hold and click might be the way implemented, but I think it would be interesting to do power lvls (Kinda like the throttle controls) to put the mine at different ranges:

I = 125
II = 250
III = 500

Numbers are there for demonstration purposes
Title: Re: Mine Launcher
Post by: Pickle on April 10, 2013, 06:41:45 am
I wonder how they will shoot, click and hold? Tap the shoot to launch the mine close to your ship and hold it to launch it even farther; would make for precision placement.

I'm going to hazard a guess that they will work in one of two ways..

- fixed arming delay from launch, using the arc of fire to determine altitude and range of deployment (arming at the point the timer runs out)

- fixed deployment altitude based on altitude of launching ship, using arc of fire to determine range of deployment (arming when it returns down through the launching altitude)

The first would be the most useful tactically, but the second would have an in-built nerf to the usefulness of mines that might assist in balancing their use.
Title: Re: Mine Launcher
Post by: Machiavelliest on April 11, 2013, 04:44:04 am
With an arming delay, you'll be forced to resolve collisions between the mines and the ships where the mines aren't destroyed.

I'm assuming they'll be particle-type effects that, when launched, have an initial lateral velocity that's accelerated to zero, but still affected by wind?  I have a feeling that you're gong to see a lot of Squids with mine launchers ramming then spamming mines, since they currently don't do friendly fire damage.
Title: Re: Mine Launcher
Post by: Pickle on April 11, 2013, 04:53:50 am
With an arming delay, you'll be forced to resolve collisions between the mines and the ships where the mines aren't destroyed.

I might have confused thing by using the phrase "arming time" - perhaps "deployment delay" would be better?

But you raise an interesting point, and I suspect that there will be an arming delay and that striking a mine before this time will cause the mine either to bounce off without detonating or be destroyed without detonating.  Why? - because if this isn't the case you load with Greased Rounds and you've got a massively powerful weapon in close-range combat dealing insane amounts of damage with a 30-round clip (at base, Greased modifier to be added).  It would make the initial release of the Lumberjack without an arming timer look like a sensible balance decision!
Title: Re: Mine Launcher
Post by: Wazulu on April 11, 2013, 05:41:01 am
Personally, I see two main uses of the mine launcher, with one I feel particularly evil.

Firstly, you could use the mines to boobytrap clouds at the start of a game- Duel at Dawn or Battle on the Dunes being good examples. This would be of great use to Sniper ships, as they would either force heavy damage or a slowing down in the enemy ship. While the practicalities of this technique have probably been argued prior to my post, I still want to try this out.

Secondly, and this is a truly dirty and contemptuous idea, is to use the wind to bombard enemies. Sounds stupid, right? Ah, but we've all played Desert Scrap, and faced the downright annoying sand storms. The idea is, as a storm rolls in, to place mines which will ride it all the way into the control point. Primarily, they'll be hard to see in the sand. Following that, nobody will be focused on shooting them down as they attempt to not crash/preserve engines/guns etc. By effectively spamming mines at this point one would make a constricted area even tighter, and the combination of this with the dust storm means any hostile ship would be a ripe target. However, I'm not sure if this is even feasible, as I need to know the speed of the mines and the correct part of the storm in which to place it. Also, I hope the mines will hit the walls if they miss, as they could get in the way as you try and hold the point.

Cheers for reading,

Wazulu
Title: Re: Mine Launcher
Post by: Pickle on April 11, 2013, 06:46:20 am
Eric has already said that mines will remain stationary relative to the map, and will not drift on the wind.  So that rules out the Desert Scrap nightmare scenario.

awkm, thanks for the insight.  You have to answer this one question for me though.  Will you be able to harpoon mines??????

That... is interesting.

The reason why they're always stationary is to reduce performance implications of 40+ potential mines out in the scene at once... you know detecting all their collisions.  However, if they only move with harpoons.... hmmmmm.....
Title: Re: Mine Launcher
Post by: Wazulu on April 11, 2013, 09:31:23 am
Gah, my plans are ruined. Ah well, it's probably for the best anyway.
Title: Re: Mine Launcher
Post by: Chango on April 11, 2013, 04:57:03 pm
Eric has already said that mines will remain stationary relative to the map, and will not drift on the wind.  So that rules out the Desert Scrap nightmare scenario.

awkm, thanks for the insight.  You have to answer this one question for me though.  Will you be able to harpoon mines??????

That... is interesting.

The reason why they're always stationary is to reduce performance implications of 40+ potential mines out in the scene at once... you know detecting all their collisions.  However, if they only move with harpoons.... hmmmmm.....


Boooo. If we have to deal with the damned wind the mines should too!