Guns Of Icarus Online

Main => Gameplay => Topic started by: Queso on July 09, 2013, 01:20:02 pm

Title: 1.3 Release General Discussion
Post by: Queso on July 09, 2013, 01:20:02 pm
Seeing as it's now out, the old thread's title is a bit out of date. This is for general discussion of the latest patch now that you have all been given a chance to play it. As always, keep it clean.
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 09, 2013, 01:30:02 pm
Why not just change the title of the old thread, seeing as the discussion is ongoing there?
Title: Re: 1.3 Release General Discussion
Post by: Queso on July 09, 2013, 01:36:17 pm
Fresh perspective. Otherwise we might get a lot of arguing from people who have played the new patch and those who haven't. Speculation can still go on, but this is for discussion by people who have played the new patch. Also old long threads are intimidating and can off topic fast and renaming just adds confusion to the context of the older posts. Just my personal philosophy on the issue.
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 09, 2013, 01:41:02 pm
Ok, sounds good.
Title: Re: 1.3 Release General Discussion
Post by: RearAdmiralZill on July 09, 2013, 01:44:02 pm
Anyone use banshees yet? Quite fun.
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 09, 2013, 01:46:13 pm
Banshees look to be viable guns once again. The amount of fiery chaos they create is really hard to keep up with. Definitely a respectable option as a trifecta gun or on something like a Squid.
Title: Re: 1.3 Release General Discussion
Post by: James T. Kirk on July 09, 2013, 02:12:49 pm
Called it.

That moment when you realize Cullen works for Muse and can push for a Banshee buff.
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 09, 2013, 02:16:02 pm
It's not really a question of the banshee being buffed, but more like fire being buffed (though that indirectly buffs the banshee).
Title: Re: 1.3 Release General Discussion
Post by: RearAdmiralZill on July 09, 2013, 02:18:38 pm
I already recognize that the previous fire buff along with the change in mechanics now might make it OP, but only time will tell for that.
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 09, 2013, 02:20:39 pm
Yeah, the effects of one banshee are devastating... Gonna have to run a triple banshee trifecta Junker and see what it does.
Title: Re: 1.3 Release General Discussion
Post by: RearAdmiralZill on July 09, 2013, 02:25:12 pm
It wasn't worth it really. The armor would never go down if kept in check. Add a carronade or gat in that trifecta. Then fun times begin.
Title: Re: 1.3 Release General Discussion
Post by: Letus on July 09, 2013, 02:31:29 pm
All I know is that I have to make another vid to show the lochnagar change...

and I can't do that....hopefully the vid got saved from that recent deal...
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 09, 2013, 03:12:21 pm
For anybody needing proof that greased rounds on the gat is actually a terrible idea:

Greased + Buff

Per shot: 16.32
Per second: 163.2
Per clip: 1175.04

Heavy + Buff

Per shot: 17
Per second: 127.5
Per clip: 918

Difference (Greased - Heavy)

Per shot: -0.68
Per second: 35.7
Per clip: 257.04



Now, how do those prove that heavy is better? Miss two shots per second with greased, and the advantage per second shrinks to 8.5 and the advantage per clip to a rather unimpressive 61.2. If you miss three shots per second, then you're doing less damage than heavy.

Find a situation where you can get up to point blank against a ship where the profile is large enough to land enough hits, while also ensuring that none of your rounds go into their guns/engines. Then you'll have a valid use for greased gat.
Title: Re: 1.3 Release General Discussion
Post by: Surette on July 09, 2013, 03:26:02 pm
Find a situation where you can get up to point blank against a ship where the profile is large enough to land enough hits, while also ensuring that none of your rounds go into their guns/engines. Then you'll have a valid use for greased gat.
Okay... so as long as you're not fighting junkers, I still don't see how this proves greased is bad. Of course from a distance you'd want heavy, but up close greased is better. That's how it's always been, even before 1.3.
Title: Re: 1.3 Release General Discussion
Post by: Captain Smollett on July 09, 2013, 07:38:36 pm
Greased is 28% more powerful than heavy.  You need to hit 72% of the shots heavy clip hits. 

At close range your heavy chaingunner best not miss and time reloads appropriately.
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 09, 2013, 08:10:41 pm
Greased is 28% more powerful than heavy.  You need to hit 72% of the shots heavy clip hits. 

78%, actually. Greased has 128% of heavy's power, which doesn't translate into heavy being 72% of greased's power :P
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 10, 2013, 01:49:40 pm
I'm thinking of dropping the flak and using the mortar instead.

And who said the mortar had short range?

(http://cloud-3.steampowered.com/ugc/631911756757907001/D8A08DE385AF199268EA9B1D73CA9C9C33D4E2EC/) (http://nyan.cat)

(yes, I know that this would be essentially impossible against a moving target)
Title: Re: 1.3 Release General Discussion
Post by: Pickle on July 10, 2013, 02:01:06 pm
The mortar is very under-rated.. I dropped the light flak for the mortar on Junker builds well before 1.3 (probably copying Captain Phoenix, but he seems to have abandoned that Junker build).  It just needs a bit more skill/understanding from the crew firing it to watch the arc of shot.  Plus, you've a long delay before seeing whether your shot hits or not.  Fire a clip with greased and your last shell can have left the gun before the first shell has hit/missed the target.

I don't understand why people use lesmok with the light mortar, it doesn't seem justified for the range argument (other than making it shoot marginally more like the flak by flattening the trajectory).
Title: Re: 1.3 Release General Discussion
Post by: N-Sunderland on July 10, 2013, 02:12:14 pm
You know, if you had somebody put enough hours into learning the mortar's range and drop, merc-mortar could be an extremely deadly combo.

And I have to disagree with the sentiment that the mortar was better than the flak in 1.2. Before the reload the flak does more DPS and can destroy all but two ships in four shots (with a buff). So in 1.2 it was really better to have a flak, since it could kill everything but the Goldfish and the Galleon quicker than the mortar (and considering the Goldfish's hull rebuild, it was probably better against that too). But now with the reduced clip size of the flak with heavy clip, combined with the mortar's new AoE and turning speed, I think it gets the edge.
Title: Re: 1.3 Release General Discussion
Post by: Letus on July 10, 2013, 03:11:04 pm
I'm thinking of dropping the flak and using the mortar instead.

And who said the mortar had short range?


(yes, I know that this would be essentially impossible against a moving target)

Can still out distance a flak/gat

You know, if you had somebody put enough hours into learning the mortar's range and drop, merc-mortar could be an extremely deadly combo.


I'd do it.
just need the computer back....but I've been wanting to test merc mortar for some time now.
Title: Re: 1.3 Release General Discussion
Post by: Mattilald Anguisad on July 12, 2013, 11:54:25 am
Actualy merc is better even in very short range than non-heavy gat against junkers. The spread on gat means most of shots will miss junker.

Flak will allways be better with pugs (and against ships with short armor rebuild time). Otherwise I've known light mortars are underutilised for a long time now :)
Title: Re: 1.3 Release General Discussion
Post by: Piemanlives on July 12, 2013, 12:04:14 pm
I recently ran with an Artemis/Mortar build on my junker, fairly effective.
Title: Re: 1.3 Release General Discussion
Post by: James T. Kirk on July 12, 2013, 12:29:44 pm
I recently ran with an Artemis/Mortar build on my junker, fairly effective.

Eh. It needed more fire.
Title: Re: 1.3 Release General Discussion
Post by: Captain Smollett on July 12, 2013, 01:26:28 pm

Flak will allways be better with....  against ships with short armor rebuild time...

I actually disagree with this.  Due to the larger clips, mortars are easier to prefire and spend more time being fired than being reloaded making them superior to catching the enemy without armor.  Of course knowing when to prefire, hold fire, and reload are a bit of gunnery art; but just because it isn't simple doesn't mean it's not superior.
Title: Re: 1.3 Release General Discussion
Post by: Ariden on July 16, 2013, 02:12:31 pm
I feel that the flak is more useful on slow ships. Call me old-fashioned, but I always feel more confident with a good gat-flak combo on my pyramidion (especially when my crew is inexperienced). The mortar, however, is great for the front gun of my squid, and it works miracles with an experienced gunner.
Title: Re: 1.3 Release General Discussion
Post by: JaegerDelta on July 16, 2013, 07:10:19 pm
I feel that the flak is more useful on slow ships. Call me old-fashioned, but I always feel more confident with a good gat-flak combo on my pyramidion (especially when my crew is inexperienced). The mortar, however, is great for the front gun of my squid, and it works miracles with an experienced gunner.

QFT

also the mortar is amazing if the enemy crew is not playing at their best because the resulting chaos of all those black streaks flying around you and explosions everywhere will often disorient unfocused engineers. :P