Guns Of Icarus Online

Main => Gameplay => Topic started by: Sammy B. T. on May 08, 2014, 09:35:19 am

Title: Guns of Icarus and the Law of Diminishing Returns
Post by: Sammy B. T. on May 08, 2014, 09:35:19 am
The need for comboed weapons is one of the great things about this game because it holds great to the law of diminishing returns. To explain this, I will use the example my college professor gave me a few years ago. Imagine you're moving into your dorm alone. Now imagine you have one person helping you, that makes things a lot easier. Add a third, things are going great. Keep adding. At a certain point, there is only so much work that can be spread around and each additional person isn't helping as much as the initial people. The difference between 100 and 101 is negligible whereas the difference between 1 and 2 is the ability to move a couch.

You have this in guns. An example near and dear to my heart is the double carronade. I used to run double carro on the side of my Junker and thought it was the greatest thing in the world. I could quickly destroy balloon which in turn allowed my gat mortar ally to not worry about balloon blocking. I swore by this build for a long time.

However, later I realized how redundant it was. The job of the carronade was to pop the balloon. The thing is, you really only need one, especially if you played with a buff engineer on the gun. So while the double carronade is faster for destroying the balloon, the single does it well enough (one clip).

It was hard to realize that because I saw the side's job as being "kill the balloon" and it was doing just that, mission accomplished.I wasn't seeing the lost opportunities. I wasn't seeing that I was realistically shooting most of my carronade into the enemy hull due to how fast the balloon went down. I wasn't seeing that I could have more different types of damage.

Finally I was shown the light and began running carronade and carousel on my right side because it allowed me to set fires and lend some explosive damage once there was an armor break, and my game became substantially better.



This game has many examples of this. Every vet of this game has tireedly told someone that their build was bad because they doubled up on some form of damage. "No you don't want two h.f flaks on your Galleon" "Your gat, hades Junker is completly reliant on your ally for the kill," "Why on God's green earth do you have have five light flaks on a Mobula?" However I wanted to go into some not as obviously bad builds.



I already went into the double carro. I will mention though at in the team scenario, if both ships are blend focus, then its not as much a problem as your strategy is already so completely focused to put the enemy on the ground.

Double Lumberjack
Quite possibly one of the most annoying Galleons in the game, this ship is a powerhouse but ultimately a flawed one. One competent lumberjack can easily suppress a balloon, and a godly lumberjack can suppress two balloons. At the range at which you engage at with this long range of a galleon, you've got time. Throw an H flak or Hwacha and you still have the enemies bouncing on the floor but you gain the ability to kill them too.

Caveat an argument could be made for the galleon to be a support galleon. While this is an effective strategy, I feel like the loss of killing power is an issue with this. Regardless of efficacy, with the double lumberjack you are still sacrificing a lot of options.

Artemis spam

The infamous double triple artemis junker config

A screenplay by Sammy B. T.

Artemis number 1; This is great, I can easily suppress two thirds of a ship.
Artemis number 2; This also great, I can keep the rest of the ship disabled.
Artemis number 3; I guess I'll shoot at the next ship and get two thirds of it
Artemis number 4; Oh, well I thought i was going to be the inital two thirds but I can do the remaining third
Artemis number 5; Well I guess I will just do explosive and shatter damage to the hull, that helps right
Artemis number 6; Surely it must be doing something.

As a long time user of the artemis, nothing angers me more than excessive artemis. It is a great weapon and while effective in competent hands, it is godly in veteran hands. But if sacrifice piercing just so you can fit a bit more shatter in there then you are being quite foolish. It fails in the same way a quad hwacha Galleon fails, its not enough to take down components if you can't kill them.





Am I wrong or oversimplying things? Are there other examples i missed? Where do y'all see diminishing returns in GOIO?
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: GreyTea on May 08, 2014, 10:35:10 am
First off I like this thread,

Now to pick your brains, how about a double merc pyra, that is a common enough build and seems to do a good enough job, it has shatter for disable and piercing for taking down the hull, and ultimately can ware down the hull enough for a kill, i would love to hear your thoughts on this?
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: RearAdmiralZill on May 08, 2014, 10:38:33 am
Two gunners. Diminishing returns.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Alistair MacBain on May 08, 2014, 10:41:06 am
You got a point there but there are things i disagree with you.
I wouldnt count the all explosive ships. This is not the same as your examples. The aim of explosive weapons is to finish the enemy permahull once armor is down. But they usually cant get the armor down fast enough. Thats why you need to pair them with other weapons.
Your carronade example is different to this. A carronades job is to kill the enemy balloon. They dont need another weapon to do that. They can easily perform alone. A all explosive weapon cant do its job alone.

Then i disagree on some of the diminishing returns some disable weapons have.

Double Lumberjack
Ive flown on a Galleon for alot of my competetive time. The dual lumberjacks ability to pop the enemy balloon so fast gives you the ability to kill enemys much closer to you. Yes a hwacha could do a similiar thing.
But the hwacha isnt as good as a lumberjack on range. (1.2k hwacha range compared to above 2k lesmok lumber) So you sacrifice a bid of closerange ability for a better longrange.
A flak would add a different dmg thats true. But when do you need that when your enemy is just bouncing in the ground forever. And you never fly alone. Your ally usually brings the explosive dmg you miss with the dual lj combination.
Also the split fire of a dual lumberjack is 10 times superior to the one of a single lumberjack.
I wont compare that to a dual carronade cause the higher rate of fire of the carronade leads to a much faster pop of the enemy balloon.


Artemi Junker
With those its similiar. Yes you sacrifice alot of different dmg types. But you also get a much fastened ability to do what you want. That can count alot. Usually 3-4 is all you need thats true.
The decreased effects are sometimes higher than expected.


Dual mercs is a different thing.
They are usually a counter to any other longrange longrange build. They are much easier than any other gun to shoot on the longer ranges. They are a hardcounter to any longrange build aslong as you can operate at their maxrange. Sure they lack alot of things when the enemy gets closer but as long as you stay in your optimal window you can easily outsnipe any other opponent.

Diminishing returns are there thats true. But they are higher than in some of your examples. You always have to keep in mind what the individual gun can do and what more of it can do. They are definitly existing but sometimes they are still better than other things.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: RearAdmiralZill on May 08, 2014, 10:45:07 am
First off I like this thread,

Now to pick your brains, how about a double merc pyra, that is a common enough build and seems to do a good enough job, it has shatter for disable and piercing for taking down the hull, and ultimately can ware down the hull enough for a kill, i would love to hear your thoughts on this?

Double merc pyra? Its nice because you nearly always start a match in its prime position, being opposite ends of a map, and across some for of open terrain. It still lacks versatility, killing power, and accuracy due to the arc of projectile weapons.

More times then not, double mercs cant kill a ship if that ship flat out charges them and gets within a range where the merc fire is consistent enough to do much. One merc and an arty has more potential to, plus added disable and explosive. Merc/L.flak has the quickest kill potential.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: GreyTea on May 08, 2014, 10:52:07 am
Double merc pyra? Its nice because you nearly always start a match in its prime position, being opposite ends of a map, and across some for of open terrain. It still lacks versatility, killing power, and accuracy due to the arc of projectile weapons.

More times then not, double mercs cant kill a ship if that ship flat out charges them and gets within a range where the merc fire is consistent enough to do much. One merc and an arty has more potential to, plus added disable and explosive. Merc/L.flak has the quickest kill potential.

I run a galleon with merc duel flak left side hwatcha carro right,mine launcher rear, and with a buff engineer down stares and a gunner it is normally devastating within 1000m charged merc, double flak charged buffed, in this thread though that could be better with a lumberjack or hwatcha to complement the flak and instead maybe change ammo to loch buff? or is this where duel explosives comes in handy like alistair stated?
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: RearAdmiralZill on May 08, 2014, 11:15:43 am
While you gain the additional chance to flat out kill something when the armor is down, you lack the versatility of a H.Flak and x. I don't like a merc paired with Lj because 1. the Lj will spoil the merc arcs and 2. LJ can take out hull armor pretty handily on its own. So a H.Flak/Hwacha would lessen your chance at the kill shot and lower your max range, but opens up disables, and a gun that would work at close range in case you get charged on that broadside.

In the end its what you want your boat to be doing, and how versatile you want to be. Guns is funny in that I think you just lose more versatility (and thus become more counter-able) vs just flat out getting less return. This is why people still take builds of doubling up the same gun.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Alistair MacBain on May 08, 2014, 11:38:55 am
A dual flak is barely ever useful imo ...
A single flak can instagib everything thats not a galleon or goldy. The first will be slow enough to get another clip in before it reaches you. The second has a frontgun that can be disabled quite easy. And you have your teammate ;).
A lumberjack merc flak is probably the best and most versatile build at longrange. The arc limits doesnt matter when your enemy is at above 1k. Below your already screwed.
A hwacha has a maxrange of 1.2k so you might want to swap the merc for a hades instead which gives you nearly the same longrange potential with good gunners but a much better closerange.
But with a hwacha you dont really need the flak as a hwacha can do severe damage to everything just like a flak does. And it is much easier to hit with if you only care for the explosive dmg hitting the enemy.
Then i would always use a lj hwacha hades ...
Superior midrange and a similiar longrange.

The diminishing returns on explosive weapons are usually pretty high if they dont have anything else to offer. A hflak will kill an enemy just as good as 2. You will barely ever need it.
I also think that you dont really need a gunner for a flak. All you need is a buffkit and charged. I would barely use a gunner for a flak on a galleon. There are much better guns for the gunner.
Lesmok isnt to useful due to 1 shot only. Yes you get your shots easier but you have alot of time if you pair it with other weapons and differentiate your dmg types.
Sure heatsink and lochnager are nice to decrease the arming range but you already have a problem when your enemy gets within your 300m.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: GeoRmr on May 08, 2014, 11:52:47 am
I feel this topic is somewhat in reference to the Sky-league finals and the recent flame-thrower buff. (please forgive me if this is entirely unrelated) In defence of the double carronade pyramidion build I would like to briefly explain the rational behind our ship choice.

You can use heavy-clip to exploit the carronades secondary shatter damage type. Heavy-clip also allows for faster dps and range than greased rounds but sadly lacks enough ammo per clip to pop a Balloon (4, where 5 shots would be needed) with 2 carronades you have the potential to both pop the enemies balloon and disable 3 components (guns or engines) in a very short space of time. In practice our ship choices were very effective (more so than flamer carronade* which we also experimented with) against the double meta-junkers we sparred with in preparation, rapidly disabling and popping enemies. Once the first target had its guns disabled the metamidion would then have a chance to secure the kill (Usually a junker using gattling mortar would win due to its smaller hull profile and greater armour value).

I still very much feel that our choice of ships was the correct viable counter at the time, but (along with myriad of positioning and focusing mistakes on our part) we were simply out-classed by the ducks who had far more experience flying their usual iconic play-style.

*prior to the flamer patch
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: RearAdmiralZill on May 08, 2014, 11:53:19 am
Quote
A single flak can instagib everything thats not a galleon or goldy.

Thus double H.Flak could kill everything. An advantage.

Quote
The arc limits doesnt matter when your enemy is at above 1k. Below your already screwed.

Not true. Most kills will actually happen at that range because your shots would be much more consistent at or below 1k vs farther out. That is of course unless you fancy sitting at map edges.

I wont get into gunner vs engie. And really at this stage we hit the difference of opinion, so truly gauging diminishing return is based on personal thoughts.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Sammy B. T. on May 08, 2014, 12:08:04 pm
First off I like this thread,

It started as a response in the Flamer thread but I realized it was getting off topic but still worthy of being a topic.

Quote
Now to pick your brains, how about a double merc pyra, that is a common enough build and seems to do a good enough job, it has shatter for disable and piercing for taking down the hull, and ultimately can ware down the hull enough for a kill, i would love to hear your thoughts on this?

Support ships aren't as effected by diminishing returns due to them not needing the efficiency of of kill ships. Now, if your ally is double merc as well then beyond being a jerk, you're an inefficient jerk and will probably get smote by a good enough team.




You know, this thread kind of dips into the idea of ship specialization.

Support ships are basically forms of specialization. The more you specialize, the more specific firepower you bring and this can be effective. Its basic hammer and anvil tactics. The more you specialize, the more you rely on your teammate and the more the teammate has top specialize. If you bring too much piercing, your ally need to compensate with too much explosive. If I traded one of my artemis for a hades on my boat in the Mandarains then Frogger would then need to compensate by changing his hades to an artemis. While the number of guns didn't change that we are using in engagement, our specialization did.

Ducks have found it best to keep a relatively low range of specialization between the two ships as we want to make it difficult to choose a target. I learned this facing the classic Paddling, "Do I attack Squash and get killed by Smollet or do I attack Smollet and get killed by Squash?"

To bring this back on subject, when looking at returns, this comes up because if a ship becomes too specialized it is either targeted (double lumber galleon) or ignored (art junker)



BTW, I put this in gameplay instead of guid for a reason. This is hardly something set in stone and is far more about style than objective facts. I welcome discussion and disagreement.



Geo, this did start as a response in the flamer thread about y'all's double carro. However this is a discussion the Ducks have been having for a year now and I just thought it would be fun to get more thoughts. As i said, this is in gameplay and not guides for a reason.

Concerning the double carro, yes that is indeed true and back in my days of double carro I would heavy on my bottom deck carro and greased on my top to make use of the weapon's two skills. Overtime though the complete lack of explosive with the exception of front artemis pot shots, became apparaent as a major flaw even with a good teammate. I found with the carousel I could still get gun damage as well as I still have an art on the front.

Something I've been seeing recently is the carronade/art combo. Seeming opposites working well together. If a heavy clip barking dog is a poorman's artemis, why not just use an artemis and have explosive?
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: HamsterIV on May 08, 2014, 12:13:37 pm
Speaking as one who likes to double down on weapons there are some advantages to having 2 or 3 of the same weapon on a ship.
 
Consistent vertical arcs - Having a Merc and an Artemis on the same side limits the sweet spot where you can have both guns shooting where double merc or tripple Artemis gives a much wider vertical range where you can be at max effectiveness.
Less need for gunners - I know it is an old sticking point in this community, but if I can get by with three engineers and still have more or less optimal ammo I am going to go for three engineers. Having a ship built with duplicate guns reduces the need for multiple ammo types.
Only one optimal range - I don't need to worry about being in range for both guns. It is the same argument as the vertical arcs only made on the distance between ships vector.

Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Battle Toads on May 08, 2014, 09:25:03 pm

As a long time user of the artemis, nothing angers me more than excessive artemis. It is a great weapon and while effective in competent hands, it is godly in veteran hands. But if sacrifice piercing just so you can fit a bit more shatter in there then you are being quite foolish. It fails in the same way a quad hwacha Galleon fails, its not enough to take down components if you can't kill them.


I assume the best way to make an artemis junker work is to put a hades on the lower gun deck. Although it is hard to get all 3 guns in arc, a hades is capable of major hull damage, light balloon damage and annoying fire damage while the artemis can do major gun/engines damage and light hull damage. If you have the hades shred armor and 2 other artemisis firing, you should be able to disable with the arts and get some decent permahull damage with each armor pop

Also on the subject of quad hwatcha galleons (one of my favourite silly builds) the 2 hwatchas per side should not be fired instantly. The benefit of this build is that a gunner capable of multitasking can reasonably man all 4 heavy guns, which leaves an extra engie to repair. The way I set up quad hwatcha galleons is that I have a gunner fire an opening shot with the hwatcha, and a burst round shot  can disable the entire ship up close while a good heavy shot can hit either their guns or engines hard from afar. After this the gatling should be able to easily shred the armor of the disabled ship, and this is the only time the second hwatcha should be fired. By that time the galleon should be very close to the target and the hwatcha should easily take out all of a ship's perma hull in 1 salvo (also remember that the 1st hwatcha should be reloaded by this time, incase more firepower is needed)
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Mysterious Medic on May 08, 2014, 10:18:17 pm
Quote
Something I've been seeing recently is the carronade/art combo. Seeming opposites working well together. If a heavy clip barking dog is a poorman's artemis, why not just use an artemis and have explosive?

There are a few reasons why artemis doesnt perform very well in close range brawls. First is yaw speed; at distances, not much turning speed is needed, you only really need it to lead shots sometimes. On a ship that is closing distance fast, the yaw speed of the artemis will be the death of you, its just way too hard to be able to turn it fast enough at close distance. Second is rate of fire; unlike at mid or long range, where leverage is usually gained slowly, in close range, every mistake could be your last. Thats why there is high risk for high reward, you either have to kill the ship fast enough so that it wont kill you, or disable it fast enough so that you have more time to adjust positioning. The artemis just shoots too slow to do either of these things. - Oh and as for the "need" for an explosive weapon... Rams (;

Although I agree that there is a "Law of Diminishing Returns" for weapons, you are neglecting the bi-functionality of weapons. Double merc doesnt work because it does piercing damage. It works because it does piercing damage AND shatter damage. Double merc would be useless if the merc only had one damage type. There are very few times where having two guns that are imputing the same type of damage is useful, mainly because if you need two of the same gun for the same damage, it only means that the one alone is not doing its job sufficiently. Thats why two artemis are useful, you can actually get enough explosive damage between the two of them to kill a ship quickly.  Same goes for having two gats on a brawl mob, you just need MOAR piercing. But most of the time, muse has designed its guns to be effective by themselves. One flamer is enough to cause chaos, one mortar is enough to kill a ship, one hwacha is enough to disable a ship, etc.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Spud Nick on May 09, 2014, 01:15:24 am
I'm a sucker for symmetry. I know It's better to have one side of the junker different from the other but it doesn't look as cool.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Richard LeMoon on May 09, 2014, 06:33:26 pm
This thread is making Jeeves sad.

This law does apply to Guns, but it also depends on how you fly. I fly double carro on my right side almost all the time, and always have. A lot of good pilots used to say I was crazy or a bad pilot for doing so (back when I was a deceptively lvl 4 pilot). Then they would get stomped. Flying the way I do, one carro is not enough. Three would be too many, though, so the law would start kicking in if you could put three guns on a side.

I would agree that two hwachas would be too many, if you used both guns for the same thing.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: HamsterIV on May 09, 2014, 07:16:14 pm
Now you got me thinking of the Spishak Mach 20
(http://img.photobucket.com/albums/v241/funny_guy/MADtv%20Screencaps/spishakrazor.jpg)
https://www.youtube.com/watch?v=4F7TMlrDXtw (https://www.youtube.com/watch?v=4F7TMlrDXtw)

The first carronade softens the balloon
The second carronade destroys it
The third carronde breaks the support wires holding the balloon to the hull
The fourth carronade goes to the balloon factory and sets it on fire
and the fifth carronade goes back in time to the of the father of the guy who made the balloon to administer a swift kick to the nuts.
Thus insuring that the balloon would never have existed in the first place.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Frogger on May 18, 2014, 02:47:18 pm
Double Lumberjack
Quite possibly one of the most annoying Galleons in the game, this ship is a powerhouse but ultimately a flawed one. One competent lumberjack can easily suppress a balloon, and a godly lumberjack can suppress two balloons. At the range at which you engage at with this long range of a galleon, you've got time. Throw an H flak or Hwacha and you still have the enemies bouncing on the floor but you gain the ability to kill them too.

Vs. most builds I never understood the double LJ galleon. Having a fast buffed-charged HF finish, especially against pyramidions, is absolutely game-changing. If you watch old Paddling recordings you will see how utterly they cleaned up with it during their peak. No galleon play has come close to that standard since.

Vs. double junker (if you insist on taking a galleon, which is an inherently disadvantaged vs, say, cover sniping junkers), I understood the double LJ approach, since getting that flak hit in is exceptionally difficult if your opponent junker is simply pulling behind cover every time the armor goes below 1/3rd or the balloon pops, and likewise having your balloon down on a junker is a highly disruptive event. However, in the Mandarins' experience, the superior disable-piercing-explosive combo of the artemis/hades would almost always eventually overwhelm a galleon, especially if that galleon was static. The only real chances for a galleon were typically 1) corner-camping in Dunes or 2) getting a positional advantage through an unexpected flank, but even these strategies would work less than half the time.

Now to pick your brains, how about a double merc pyra, that is a common enough build and seems to do a good enough job, it has shatter for disable and piercing for taking down the hull, and ultimately can ware down the hull enough for a kill, i would love to hear your thoughts on this?

On Dunes, vs a passive opponent, it has a good chance of working. But any creative use of cloud cover or terrain will make it very difficult to work (GwTh are probably the best example of how to work clouds/terrain on Dunes).

On other maps, where there is more cover, it becomes an increasingly difficult build to work vs. an experienced opponent (I should note that all of my judgments here are assuming that all combatants involved are experienced).

Two gunners. Diminishing returns.

Or one, most of the time.

A lumberjack merc flak is probably the best and most versatile build at longrange.

That certainly was the case before they chopped the lower arc off the merc, but nowadays that complete lack of downward fire is painfully easy to exploit. The merc nerf was probably the biggest single hit the galleon ever took, as it forced galleon crews to re-train for hades, one of the toughest weapons in the game to use effectively (and even at the maximum end of the skill spectrum very difficult to a) fire from a galleon and b) use against ships with smaller hull profiles, such as junkers).

The dual lumberjacks ability to pop the enemy balloon so fast gives you the ability to kill enemys much closer to you.

I don't entirely see how having two LJs is qualitatively different from having two light carronades, which you poo-poo above. A good Lumberjack gunner, with a buffed weapon, can in theory take down the balloons of two ships with a single Lesmok clip (as buffed Lesmok requires two hits to kill a balloon assuming no repairs, with a clip size of four shots). Is it really worth losing the insta- or semi-instakill potential of a competent Heavy Flak gunner? In the Ducks, we always try to use the minimum necessary amount of force to accomplish a certain job, thereby leaving the possibility open for the application of a different type of force (so, for example, in the case of the Mandarins we found that the combined fires of 4 artemises did 90% as effective a job as the fires of 6, leaving us with 2 extra weapon slots for piercing damage which we used for Hades - in my opinion, a game changer)

I wont compare that to a dual carronade cause the higher rate of fire of the carronade leads to a much faster pop of the enemy balloon.

Depends on how good your LJ gunner is. It is worth nothing that one's perception of the efficacy of 1 vs 2 LJs, or 2 vs 3 artemises, is highly dependent on the skill of one's gunners.

Artemi Junker
With those its similiar. Yes you sacrifice alot of different dmg types. But you also get a much fastened ability to do what you want. That can count alot. Usually 3-4 is all you need thats true.
The decreased effects are sometimes higher than expected.

I think the same basic analysis applies here with the LJ galleon - vs. all ships apart from a junker, you are better off with a hades on the bottom deck. Vs. a junker, due to the relative difficulty of getting the armor break, you're probably just better off with one more artemis. But that necessarily must lead one to ask oneself if ranged engagements vs cover-sniping junkers are the way to go about things, and if you're not better off dumping all those artemises for something entirely different.

Thus double H.Flak could kill everything. An advantage.

At the unjustifiable cost of losing the armor strip and balloon pop of an LJ.

I still very much feel that our choice of ships was the correct viable counter at the time...

You guys had the right idea with the balloon popping, but generally junkers have a serious advantage over pyras, so (typically) double junker will win out over double pyra, all other things being equal. Puppy Fur and redria are one (extremely) strong example to the contrary, but with pyras' huge hull profiles, weak armor, blind spots, and slow turning radius, they simply present way too many weaknesses to exploit if your piloting isn't picture-perfect.

Support ships

Sammy and I have argued about this endlessly (and I think we eventually reached a happy medium towards the end of our time as a team), but my feeling on the ubiquitous "support ship" is that you really can't afford to have one if you only have 2 ship slots - hence Sammy's emphasis below on our typical lack of specialization. As omniraptor put it in a post long ago, why have a hero and a sidekick when you can have two heroes? That's why I've always steered clear of team compositions that involve "support" or "set-up" ships. It's kind of depressing, really, since it slashes the really effective range of builds that can be fielded, but you have to play the game the way it is (unless you want to be an airship Quixote, which is cool too, but not for me).

Oh and as for the "need" for an explosive weapon... Rams (;

If you miss a pyra ram against a competent opponent, you will pay for it. In most cases with the destruction of your ship.

But most of the time, muse has designed its guns to be effective by themselves. One flamer is enough to cause chaos, one mortar is enough to kill a ship, one hwacha is enough to disable a ship, etc.

That depends how you define "effective". For me, "effective" was winning matches, which is getting five points, which is getting five kills, which is getting five finishes preceded by five armor breaks. Obviously, there's more than one way to skin a cat here. To me, "causing chaos" with a flamer isn't effective per se because it's typically not sufficient to achieve those aforementioned goals. Necessary depending your build, perhaps, but not sufficient. It has to exist in conjunction with some other combination or weapons or factors, such as goomba stomps, sandwich rams, a mortar, whatever. That's why in my opinion guns are never really effective "by themselves", either singly (obviously) or in excessive combination. So I generally take a fairly dim view of double- or triple-weapon builds of whatever sort. And this is the way that things should be, if Muse has balanced their game properly, which I think they are slowly but surely achieving.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Alistair MacBain on May 18, 2014, 02:59:50 pm
The flak is nice. But as soon as the enemy gets in closer you wont get it. THe second lumberjack can give you the faster disable and or the disable on both opponents. Those are different approachs.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Frogger on May 18, 2014, 03:07:24 pm
But as soon as the enemy gets in closer you wont get it.

You mean here that the HF won't be effective because of arm time or what?
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Alistair MacBain on May 18, 2014, 03:09:25 pm
I say a heavy flak wont do alot as it doesnt do alot when the armor is still up.
The effective window is much tighter ... Even on the longrange.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Frogger on May 18, 2014, 03:33:49 pm
Yeah, but let's take the example of your double LJ vs. a pyramidion. Questions I would ask myself:

1) How much additional effect, in terms of balloon pop and armor strip, do you get from that second LJ?

2) Is the guaranteed pop of that pyra's balloon a worthwhile trade for a potential (even reliable, with a trained HF gungineer) instakill?

3) Assuming that the pyra does actually manage to cross into the HF's arm time, how does that affect the number of Charged HF shots needed to kill the pyra? How does the arm time performance hit on the HF compare to the second LJ's?

Remember, the goal of the game is to kill your enemy. It's fine to disable him for a little while, but at some point (and sooner better later), he needs to explode into tiny pieces. And at the extreme higher end of the skill spectrum (which is what all competitive teams should aim for), one hades/merc + 1 LJ provides plenty of strip and disable.

This is all very subjective, I understand, but in short I think taking two LJs vs. non-junker builds is extremely questionable. Especially vs. pyras, which you see so many of in competitive play.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Alistair MacBain on May 18, 2014, 03:34:56 pm
Sure but instead of the hf i would rather use a hwacha than ;).
Sure much lower range but if i count on my enemy closing distance hwacha is superior. And can still instagib.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Sammy B. T. on May 18, 2014, 03:45:45 pm
Sure but instead of the hf i would rather use a hwacha than ;).
Sure much lower range but if i count on my enemy closing distance hwacha is superior. And can still instagib.
...

Assuming heavy clip, buffed, perfect accuracy on enemy hull and waiting for the armor break something a hwacha almost never does, sure a hwacha can one clip a pyramidion at much less range than a Flak.

One buffed and charged h flak shot will leave a pyra with 3 health, (enough for a flare to finish), this is a weapon that is made to wait till the armor break.

People wonder why no one ever held a candle to the Paddling, its largely due to the H. Flak.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Alistair MacBain on May 18, 2014, 03:53:19 pm
Thing is. It doesnt matter if you dont get the armorbreak early enough for the hwacha.
It can still just disable a whole ship for several important seconds. The only purpose of the hflak is to kill.
The hwacha has a much bigger effective window than the hflak.
I like the hflak for what it does. Dont mistake me. But imo it can be abused to easily.
But preferences are always a thing ^^.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Frogger on May 18, 2014, 04:25:00 pm
The problems I see with the hwacha filling in for HF are:

1) The necessity of a small gunnery miracle for all of the shots to connect at any range above 400m;

2) The extremely long reload time, which effectively reduces the total available number of instakill opportunities.

Also, I think you are probably underestimating the HF's kill ability within arm time.

But, at the end of the day, it is as you say:

But preferences are always a thing ^^.

Curious, though - what do you mean here:

But imo it can be abused to easily.

?
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Alistair MacBain on May 18, 2014, 05:43:05 pm
In my opinion the range limits and the bullet speed of the heavy flak can be abused by the enemy quite easy. Dodging the shots if they arent shot with lesmok is pretty easy. Sure thats also possible with a hwacha but much harder at a range of 1k and below assuming you have heavy clip.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Dementio on May 19, 2014, 07:52:32 am
If you see it coming, heavy clip hwacha is the easiest to avoid in my opinion.
I don't fly galleon much but if I had to go for a long range galleon, long range hwacha would not be my choice.
If you go for double long range hwacha, however, you can "half" the reload time of the gun, have 1 gunner shoot both of them (and hope he hits) and have 1 engineer for extra stuff. You wouldn't even need to turn around since hwachas are rather usefull for close range combat.

Whether you use a hwacha instead of a flak or not is your own preference and does not have anything to do with the topic of the thread, if my memory of what this thread is about is correct.


The usefullness of a ship with double merc, double carronade, double triple whatever, all depends on somebodies preference, crew skill (including pilot), enemy and the engagement itself. Every combination has its advantages and disatvanges and depends on a lot of factors.

Nothing fails in this game, if executed correctly, no matter the opponent. This thread has no reason to exist.

Have 5 artemis on a junker is certainly a waste of at least 2 guns slots, but if the enemy never gets close to you or you happen to get into situations where enemies are to the left and right of you and both of them are quite a distance away from you (hoever the hell that happens), it might prove useful.
Double carronade/lumberjack may be an excessive use of balloon poping guns, but it ensures that at least 1 ship will never see the sky again. With double lumberjack you have an extra gun to hit with, more hits are effective.


A quick kill or a long time disable are different things, but they lead to the same: Victory.
You want a heavy flak to finish your enemy? Go for it. You want a second lumberjack for more diable? Go for it. You want double harpoon mobula? If your armor is not down, go for it!

Again, everything you do in this game has a potentional to work, if executed right and "the wind blows in the right direction". If you want to do such things, do it. If you don't want to, don't do it. If you can do such things, you win either way, but if the enemy has bested you in strategy and what not, you lose either way.

My conclusion: It doesn't matter wether you have 5 artemis or 2 and a hades, combined with gat mortar on the other side on junker. Both builds can work and fail likewise.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: RearAdmiralZill on May 19, 2014, 09:17:50 am
And really at this stage we hit the difference of opinion, so truly gauging diminishing return is based on personal thoughts.

And thus this thread shall continue much like this one has:

Quote
Quote from: RearAdmiralZill on May 08, 2014, 10:38:33 am

Two gunners. Diminishing returns.


Or one, most of the time.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Alistair MacBain on May 19, 2014, 12:48:05 pm
Never said i go for longrange hwacha ;)
We had the dual lumberjack. Ducks brought hflak in discussion and i said that in most situations i would choose a hwacha over a hflak so i can disable much easier.
Thus having diversified damage. And a ship with a dead balloon will have it much harder to dodge a hwacha. Plus i treat the hwacha at much easier to hit at 1k and below than a hflak.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Frogger on May 19, 2014, 03:00:56 pm
The usefullness of a ship with double merc, double carronade, double triple whatever, all depends on somebodies preference, crew skill (including pilot), enemy and the engagement itself. Every combination has its advantages and disatvanges and depends on a lot of factors.

I would really like to agree with this (and maybe I would just a little, in certain situations) but I think it's very easily demonstrated both mathematically and empirically that there is a certain range of really effective loadouts and playstyles, and the further you venture outside this range the less effective your play will be. There are, every now and then, some players who through great skill can expand this range, but it is a process both slow and fraught with peril and failure.

Nothing fails in this game, if executed correctly, no matter the opponent.

You don't actually believe this, do you? :) I mean, I suppose an elite squadron of all-flare death commando Squids could conceivably beat a full Ryder team, but only if Hillerton, Geo, Medic and co. simultaneously undergo brain aneurysms that leave them incapable of higher motor function. To me, if something fails 99 times out of 100, it might as well fail all 100. I don't think that this is a helpful generalization, nor one that contributes to a deeper understanding of the game.

This thread has no reason to exist.

Why not? It's a thoughtful gameplay-related contribution by one of Icarus' most experienced and winningest competitive pilots. If I were you, I'd be reading it if only to get inside the guy's head and figure out how to better to play against him. That'd be reason enough for me.

My conclusion: It doesn't matter wether you have 5 artemis or 2 and a hades, combined with gat mortar on the other side on junker. Both builds can work and fail likewise.

I guess? But like I said, I think it'd be pretty easy to show, through a combination of math, intuition, and competitive results, that one build will give you more value for the money, all other things being equal. Perhaps not specifically triple artemis vs art-hades, though I'd argue that too if it came down to it, but seriously arguing that a 5 art junker is a good idea in a majority of situations? It's not even remotely helpful.

Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Captain Smollett on May 19, 2014, 03:31:11 pm
Well, since people are discussing the optimization of the Paddling's build, it seems appropriate for me to chime in here.

Regarding dodging heavy flak shots - Generally this was not possible as nearly every ship set up for a flak kill had either no balloon or a severely damaged balloon thus making any attempt at dodging much less effective. 

Regarding flak at close range - While we had a strict philosophy of all ships being able to operate independently of one another we never lost sight of the fact that we were a team.  We had very rigorous techniques in place to deal with charging opponents including what we termed "blocking".  In the advent of opponents attempting to make it within arm time, I would take my pyramidion and block the highest priority target.  This would almost always lead to an armor break and even within arm time a charged buff heavy flak can destroy all or most of the permahull of most GOI ships resulting in a kill.

Secondly let us not forget that the Galleon has an alternate side.  In situations where putting in long range damage wasn't preferable Squash had an innate and nearly perfect ability to understand when to switch sides.  His port side housed a hwacha and carronade giving plenty of disable, armor strip and explosive for his opponent to contend with.  Since Squash brought his hwacha to bear so effectively, having a second hwacha would be redundant and reflect the idea of diminishing returns being discussed in this thread.

When we needed long range killing, we had it, when we needed short range disable, we had that as well.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Dementio on May 19, 2014, 05:52:56 pm
Nothing fails in this game, if executed correctly, no matter the opponent.

You don't actually believe this, do you? :) I mean, I suppose an elite squadron of all-flare death commando Squids could conceivably beat a full Ryder team, but only if Hillerton, Geo, Medic and co. simultaneously undergo brain aneurysms that leave them incapable of higher motor function. To me, if something fails 99 times out of 100, it might as well fail all 100. I don't think that this is a helpful generalization, nor one that contributes to a deeper understanding of the game.

I have to admit, I haven't thought that far. But if executed right, it might even work.
Many team mostly bring only chem spray, so the extra fire stacks could prove fatal (a very slow flamethrower). And then there is the lag that many always experience combined with the extra fps drop from the immense amount of flares.
And then there is the squids manouverbility and it's easy use of tar (however easy tar actually is to use now), with 2 engineers being able to tank it while the gunner shoots all the flares.
Multiply that with 2 and you have the most annyoing enemy in GoIO history, so annoying in fact that you might just surrender because there is no way to win (in the worst case scenario).

That build is effective in some way and has potentional to win against a full Rydr team.

This thread has no reason to exist.

Why not? It's a thoughtful gameplay-related contribution by one of Icarus' most experienced and winningest competitive pilots. If I were you, I'd be reading it if only to get inside the guy's head and figure out how to better to play against him. That'd be reason enough for me.

Personally I don't care about such things too much, but that might be because I am not that competitive active, even if given the chance.

My conclusion: It doesn't matter wether you have 5 artemis or 2 and a hades, combined with gat mortar on the other side on junker. Both builds can work and fail likewise.

I guess? But like I said, I think it'd be pretty easy to show, through a combination of math, intuition, and competitive results, that one build will give you more value for the money, all other things being equal. Perhaps not specifically triple artemis vs art-hades, though I'd argue that too if it came down to it, but seriously arguing that a 5 art junker is a good idea in a majority of situations? It's not even remotely helpful.

I am not saying that a 5 art junker is a good idea in a majority of situations. Compared to the "Meta"-Junker it is a good choice in other situations. I don't wanna read into specific builds too much, but I will do it for this case.
You Ducks said that because of your loadout you like to circle in a specific direction (the map paritan has been used as an example), having your long range side pointing inside and the short range side pointed outside to the edge of the map in case somebody decides to come up there.
If your enemy would know about this, it could be used against you (and constant backwarding is usually not what most people do). Your enemy would know what you are doing and can either guess where you are or even just wait for you where they are. You would have been predictable.
A 5 Art Junker wouldn't have to deal with this issue and can fly around however it likes, always having an artemis pointed at something.
This is the general advantage that symmetrical Junkers have, of course. Assymetrical Junkers have to sacriface this kind of advantage to gain another advantage.
In a way the Goldfish is the same as a symmetrical Junker. It usually performs only in it's designed range and is almost helpless outside of it.


I feel like as if your main point is "the more variability the ship has to offer, the faster and safer the kill".
While this is true, you don't always need it. I just want to point out that having a specific gun or damage type more than once, is not as always bad as it is made out to be in this thread.

A double carronade pyra will kill you eventually. Another gun instead of the second carronade is only an option if you wanna speed the process of killing up or ensure its success.
Same for Lumberjack. The heavy flak/hwacha would only finish the ordeal much quicker.

A full explosive ship will need an ally to help out with piercing damage.
One advantage of this would be that your ally wouldn't necessarily need to have 2 people shooting (1 for gat and somebody to finish with mortar). If teamwork and such is right and bla bla bla.
And no, I don't recommend triple quadra mortar/flak since that is just silly.

As a long time user of the artemis, nothing angers me more than excessive artemis. It is a great weapon and while effective in competent hands, it is godly in veteran hands. But if sacrifice piercing just so you can fit a bit more shatter in there then you are being quite foolish. It fails in the same way a quad hwacha Galleon fails, its not enough to take down components if you can't kill them.

Quad Hwacha Galleon wouldn't necessarily fail either. No matter from which side the enemy comes from, you have 2 hwachas ready to disable him with. Only 1 gunner is needed who can actually shoot all 4 of those, leaving 2 engis to tank or 1 to even help out with the side gun. This would lead to an eventual kill or ultra disable so your ally will never have to worry about a 2v1 scenario and can comfortably kill his own opponent.



If you happen to have the same gun/damge type twice, all you need to rely on is that everything plays out like it needs to.
(5art junker: Enemy will not get close. Full explosive ship: Ally can destroy hull armor. 4 Hwacha Galleon: Enemy does not disable you.)
Success depends on a lot of factors. (Back to personal preference stuff) Some believe that they need 1v1 ability on their ship in every possible range and scenario, while others use their ally to gain such variability. The former being (e.g.) the Ducks (Double Meta Junker), the latter being (e.g.) the Rydr (Short range Metamidion and Medium range Metamidion).



Is my point clear now? And to renew my previous statement: Nothing has to fail, ever. In contrast, this thread started with: This fails.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Omniraptor on May 19, 2014, 08:53:20 pm
Quote
But if executed right, it might even work.
Quote
so annoying in fact that you might just surrender

lol, exploiting bugs in the game engine to make the game unplayable for everyone is not the same as winning, roughly equivalent to flipping the board in chess. i think everyone would agree on that.

Smollett, did you pre-fire the heavy flak to get a faster armor break? That's what elevates it over the hwacha in terms of killing power imo. The hwacha seems like it has lots more utility for fighting ships other than pyramidion, and a buffed heavy-clip hwacha can one-clip most ships if timed correctly. However the timing is much more sensitive, so you lose out on pre-firing and raw dps.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Captain Smollett on May 20, 2014, 02:36:43 am
I can't remember prefiring ever being necessary. 

Gunnery was usually so good that armor breaks happened in one clip of focus fire.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: redria on May 20, 2014, 10:40:49 am
For me it isn't so much diminishing returns as it is making things interesting.

Diversifying in damage type along with weapons makes the game more fun. If you are going to take 2 artemis, why not take a light flak or a banshee instead of your second artemis? It has the same damage type, but it makes your ship more interesting, and possibly more capable of destroying an enemy.

I think the biggest point here is that a team is going to take what they want to take regardless of what anyone else thinks. It doesn't have to be the best build. It doesn't have to be optimized. It doesn't necessarily have to work. Even in competitive, half the goal is to have fun.

My own personal example is that when I take carro-flamer pyramidion, I refuse to put carronade on the left and flamer on the right. It makes more sense that way, and is probably a better build. But I think it is prettier with carronade on the right, so I take that.

My point being, whether you believe there are diminishing returns or not, whether you think doubling down on a weapon is good or not, having a variety of weapons on your ship adds diversity. Incoherent diversity can be easy to fight, and well-meshed diversity can be OP. Either way, I personally think it makes things more interesting, which is always a good thing.
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Frogger on May 20, 2014, 02:57:50 pm
In contrast, this thread started with: This fails.

If you are referring to Sam saying "It fails in the same way a quad hwacha Galleon fails..." (which are the only instances of the word "fail" in the OP) I don't think he meant that in a categorical sense, but rather "it comes up short in this particular way". Triple artemis obviously doesn't "fail" - plenty of teams have had some degree of success with it - but it does have glaring weaknesses, which was what Sam was trying to argue in a broader theoretical sense.

Multiply that with 2 and you have the most annyoing enemy in GoIO history, so annoying in fact that you might just surrender because there is no way to win (in the worst case scenario).

lawl, you got me. ;)

If you are going to take 2 artemis, why not take a light flak or a banshee instead of your second artemis?

The reasons we opted to stick with two artemises were as follows:

1) It becomes much more difficult to maintain the trifecta with the forward artemis with either a banshee or a flak. As it stands, the trifecta window (as viewed from the helm in first person) for the double artemis-hades setup is barely wider than the width of the ladder leading up to the turning engines, requiring constant attention from the pilot in order to track an even slightly moving target. Even with the more ample 65 degree horizontal traverse of the artemises, this meant that the pilot was constantly making micro-adjustments in azimuth in order to ensure that all three guns had arc at all times. The flak and the banshee, with traverses of 50 and 60 degrees respectively, became even tighter, with the flak in particular almost impossible to maintain in arc with the front artemis. One might argue that this could have been overcome through fancy flying; however, given the speed of kills we attained from the combined four artemis setup, we saw no real reason to sacrifice disable (which even with 4 artemises was not always quite ideal) for additional explosive.

2) The maximum effective range of the artemis (1330m with burst) was a much better fit with the hades than either the banshee or the pre-1.3.6 LF. Our hades gunners, with lesmok, could reliably hit and raspberry targets at the furthest end of the burst artemis range, whereas the limited range of the LF (875m pre-1.3.6 iirc) placed a serious constraint on its synergy with the rest of our build. The banshee, though numerically more in sync with a max range of 1170m, had a practical limitation, which could be somewhat mitigated by the use of heavy clip, but with an unacceptable accompanying drop in clip size (and therefore DPS). And even with heavy clip, it was tough to hit reliably. And on top of that, chemspray would completely negate its secondary effect. So it really wasn't worth it.

3) Given the limitations arising from 1 & 2, the flak and the banshee provided only a marginal increase in explosive DPS and little to no increase in secondary effect compared to the artemis, and did not warrant losing the very useful and reliable disable power (especially against ships with medium weapons). I can give you damage per clip / damage per 10 clip / shots to kill / time to kill figures for each weapon but at this point you're probably bored senseless anyway. :)

[As an aside, I'd like to say that if I were still playing competitively in a double junker setup, with the recent buff of the LF I'd definitely consider swapping an artemis for a LF on one of the junker left sides, but only situationally, and mostly likely only vs. pyra-heavy builds -- though I'm sure Sam and I would have a fine argument about this one]

My own personal example is that when I take carro-flamer pyramidion, I refuse to put carronade on the left and flamer on the right. It makes more sense that way, and is probably a better build. But I think it is prettier with carronade on the right, so I take that.

You know, I think you can really make an argument for either setup having real advantages, despite my earlier thoughts. Sorry redria, you're still a filthy tryhard :P

My point being, whether you believe there are diminishing returns or not, whether you think doubling down on a weapon is good or not, having a variety of weapons on your ship adds diversity. Incoherent diversity can be easy to fight, and well-meshed diversity can be OP. Either way, I personally think it makes things more interesting, which is always a good thing.

I agree!
Title: Re: Guns of Icarus and the Law of Diminishing Returns
Post by: Frogger on May 20, 2014, 05:47:48 pm
1) It becomes much more difficult to maintain the trifecta with the forward artemis with either a banshee or a flak. As it stands, the trifecta window (as viewed from the helm in first person) for the double artemis-hades setup is barely wider than the width of the ladder leading up to the turning engines, requiring constant attention from the pilot in order to track an even slightly moving target. Even with the more ample 65 degree horizontal traverse of the artemises, this meant that the pilot was constantly making micro-adjustments in azimuth in order to ensure that all three guns had arc at all times. The flak and the banshee, with traverses of 50 and 60 degrees respectively, became even tighter, with the flak in particular almost impossible to maintain in arc with the front artemi1) It becomes much more difficult to maintain the trifecta with the forward artemis with either a banshee or a flak. As it stands, the trifecta window (as viewed from the helm in first person) for the double artemis-hades setup is barely wider than the width of the ladder leading up to the turning engines, requiring constant attention from the pilot in order to track an even slightly moving target. Even with the more ample 65 degree horizontal traverse of the artemises, this meant that the pilot was constantly making micro-adjustments in azimuth in order to ensure that all three guns had arc at all times. The flak and the banshee, with traverses of 50 and 60 degrees respectively, became even tighter, with the flak in particular almost impossible to maintain in arc with the front artemis.

Actually, now that I've had a minute to think about it, this analysis is partially incorrect - let me make an addendum here.

If my thought experiment is running correctly this time, the limiting factor for the artemis-hades trifecta is the rightmost arc of the hades (which has a very narrow 35 degree horizontal traverse) and the leftmost arc of the front artemis. The rightmost arc of the top deck gun is not in itself a limiting factor for the entire trifecta, which I appear to be claiming above. That is to say, by time you'd be about to lose your flak/banshee-front artemis (fartemis?) overlap, you've already lost your hades-front artemis overlap 20 or 30 degrees ago. So by themselves, the reduced horizontal traverses of the LF and banshee wouldn't affect the trifecta as a whole. My mistake :)

The other two reasons I give, however, were still sufficient for us to dismiss using those weapons.