Guns Of Icarus Online

Main => The Classroom => Guides => Topic started by: Echoez on July 10, 2013, 10:04:53 am

Title: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Echoez on July 10, 2013, 10:04:53 am
Gunnery for dummies  v1.3.2

 

  Welcome again dear reader, thank you for visiting this page, you are doing your fellow crewmen and captain a great favor by putting some effort in actually learning the game, your presense here validates that and I'm glad to have you around.

  This is the second time I write this guide on weaponry as the last one is out of date due to the latest update of Guns of Icarus Online, its purpose, same as before, is to teach the very basics of how to use your guns, ammo types and what the various symbols for damage types stand for, so let's begin with the damage types briefly.

  Each gun has two types of damage, first is the direct damage the projectile/bullet itself deals, the secondary type is an Area of Effect explosion that all guns have, some have very wide radiuses, others have almost no explosion radius.

 

Symbol explanation:

(http://i.imgur.com/ZEyudVh.png): This symbolizes Piercing damage, a damage type very effective against enemy ship armor. Armour is the repairable part of a ship's health, you need to take it down before attacking their 'real' health that can not be repaired. Guns with this kind of damage are very good at destroying armour.

 

(http://i.imgur.com/oOESO3A.png): Flechette is represented by this symbol, this damage type is extremely effective against enemy balloons, making short work of them. If you take out an a ship's balloon, it will start making a rapid descent towards the ground and of course, impacting the ground will cause the ship to take damage.

 

(http://i.imgur.com/N1i2dvh.png): This stands for Explosive damage, which is very effective against the enemy ship's hull. The hull is ship's 'real' health as said before, if this goes down, the ship will explode in a majestic display of screws and scrap metal. Weapons with this kind of damage are very good finishers, but are usually not effective against enemy armour, so make sure you wait for the armour to go down before taking your shots, you will know the armour went down when you see a black cloud appear on the enemy ship and black metalic parts falling down.

 

(http://i.imgur.com/JZuhypz.png): Shatter damage is very effective against a ship's components, like their engines and guns, this damage type gets an 100% bonus against these components, making guns with that damage type very effective disablers. Aim for the guns and engines to cause some havoc!

 

(http://i.imgur.com/hJVRSEq.png): This should be pretty obvious, it symbolizes Fire damage which is pretty effective against enemy balloons by itself, though the main use of guns with fire is to ignite the enemy ship's components, putting fire stacks on them that will cause extra damage over time, anything with fire stacks on it is cursed to go down unless extinguished. Guns will also be disabled if 8 or more stacks of fire are applied to them from flames. Use with caution.

 

! IMPORTANT !

  Just a short note about something that many people seem to misunderstand, if you want to use a certain ammo type you need to EQUIP it first, that means you have to reload your gun with the appropriate ammo type you want, you can see the ammo types you are carrying at the bottom of your screen when you are manning a gun and you can switch to them by either pressing 1, 2, 3 or 4 on your keyboard or switching through them with the mouse wheel, the ammo you are loading will be highlighted.

  You can switch ammo types during any time of a reload, only the ammo type you have selected when the reload ends will be loaded in, ALSO make sure you are ON the gun when the reload ends, else the gun will be reset to normal ammo.

! IMPORTANT !

 

 

Enter! Light weaponry.

  The guide will focus on the light guns of Guns of Icarus Online, I will be giving a brief explanation of how the gun handles and what ammo types to bring, as well as when is the appropriate time to use them.

 

 

The Whirlwind, Light Gatling Gun.

(http://i.imgur.com/VJbCl1M.png)

Primary Damage: (http://i.imgur.com/ZEyudVh.png)

Secondary Damage: (http://i.imgur.com/JZuhypz.png)

 

The Whirlwind is a high fire rate, low damage gun, mimicing the old school machine-gun weaponry from your standard FPS game, it fires a stream of bullets in a wide cone, don't be allianated by its low damage stats though, it is a beast and can keep the pressure on the enemy's armour like nothing else from closer ranges. It is also a very good component disabler, so if you need a gun or engine down, just aim for it.

Also as side note, cause I see people do it, don't burst fire the gatling gun, it will not improve your accuracy.

 

Preferred ammo as an Engineer: (http://i.imgur.com/P5SuAal.png)

Heavy clip is still the most preferred round for this gun when used from medium ranges as it completely nullifies its wide spread, all your bullets will be hitting dead on your crosshairs. Of course this comes at the price of a reduced magazine size, so making your shots count is important. Switch to normal rounds for when you are close to the enemy, your spread won't matter much there so you might as well make usage of a larger magazine.

 

Preferred ammo as a Gunner: (http://i.imgur.com/P5SuAal.png)(http://i.imgur.com/jnoo06Z.png)

As a Gunner, you will need Heavy clip for when you are closing distance, Greased rounds will make your DPS sky-rocket when you are close as it increases your fire rate and magazine size at the cost of some range and damage, but only use it when very close otherwise the Whirlwind's wide spread will make you miss most of your shots.

 

 

The Mercury Field Gun.

(http://i.imgur.com/BV3PASI.png)

Primary Damage: (http://i.imgur.com/ZEyudVh.png)

Secondary Damage: (http://i.imgur.com/JZuhypz.png)

 

The Mercury is a slow firing sniper cannon, its high damage makes it an ideal long range armour destroyer as well as a very good disabling weapon, as one shot from it will instantly destroy any single gun or engine. The gun fires a fast moving projectile that has a slight drop that you need to compesate for at longer ranges.

 

Preferred ammo as an Engineer:(http://i.imgur.com/ImJWNNF.png)

If you know you will be firing only a Mercury as an engineer, it's always good to bring Charged rounds for the added damage, the clip reduction on it will not take away from your magazine so you only have to worry about the slightly reduced firing rate.

 

Preferred ammo as a Gunner:(http://i.imgur.com/ImJWNNF.png) or (http://i.imgur.com/UQf8bjB.png)

As a gunner, the Mercury will usually be a secondary weapon on most ships, so if you know you might need to fire one, bring Charged rounds in your loadout as well as other rounds you will use for other guns. You might also consider Lesmok rounds if you will be using the Mercury mainly for disabling enemy components as it makes the rounds fly faster and have reduced drop, making it easier to snipe enemy guns and engines (keep in mind you will only have one shot with Lesmok loaded though).

 

 

The Echidna, Light Flak Cannon.

(http://i.imgur.com/J1zCqj7.png)

Primary Damage: (http://i.imgur.com/N1i2dvh.png)

Secondary Damage: (http://i.imgur.com/N1i2dvh.png)

 

The Echidna is an all explosive gun, fires highly explosive rounds in a small cone with a slight drop, pretty accurate at range, careful though cause it has an arming time of 300 meters, meaning that it will not apply its secondary AoE damage if the enemy is any closer than that.

Being an explosive focused gun, this is a very good finisher, so save your shots for after the enemy's armour goes down, else you will end up just scratching them a bit.

 

Preferred ammo as an Engineer: (http://i.imgur.com/jnoo06Z.png)

As an Engineer, you will want to get Greased rounds for when the enemies get close as the reduction in projectile speed they provide actually lower your aming time, so you will be able to net full damage shots a bit closer than usual and it also grants you some extra shots, use normal ammo for longer ranges so the projectiles aren't as slow.

 

Preferred ammo as a Gunner:(http://i.imgur.com/YlRGBkx.png)(http://i.imgur.com/jnoo06Z.png)

As a Gunner, if you will be firing the Echidna, make sure you bring Burst Rounds for medium range volleys as well as Greased Rounds for the close range volleys, Burst will give you  extra shots, enabling you to kill larger ships within one clip, Greased will help you when they get too close for the arming time by cutting it a bit shorter.

 

 

 

The Scylla, Double-Barreled Mortar.

(http://i.imgur.com/yuIBEKB.png[img]Primary Damage: [img]http://i.imgur.com/N1i2dvh.png)

Secondary Damage: (http://i.imgur.com/N1i2dvh.png)

 

The Scylla, just like the Echidna, is an all explosive weapon, it deals a bit less damage per round but has a much larger clip and no random spread, its projectiles have a massive downward arc though, restricting it to mostly close range engagements, but this weapon will drop any ship that gets hit by a whole clip directly to their naked hull. Due to its larger magazine size, it can start firing slightly before the armour goes down to assist in breaking it and then continue to destroy the hull.

 

Preferred ammo as an Engineer: (http://i.imgur.com/jnoo06Z.png) or (http://i.imgur.com/UQf8bjB.png)

You should either bring Greased rounds for the close range engagements or Lesmok rounds if you want to be hitting targets that are further away and generaly be more accurate, beware of the smaller magazine though.

Preferred ammo as a Gunner: (http://i.imgur.com/jnoo06Z.png)(http://i.imgur.com/UQf8bjB.png)

As a Gunner you will want to bring both Lesmok and Greased so you can easily adjust your engagement range and DPS. Third ammo choice is up to debate with your captain.

 

 

 

The Barking Dog, Light Carronade.

(http://i.imgur.com/mI6MhqV.png)

Primary Damage: (http://i.imgur.com/oOESO3A.png)

Secondary Damage: (http://i.imgur.com/JZuhypz.png)

 

The Barking Dog, is the light shotgun of this game, it deals a large ammount of both Flechette and Shatter damage, making it an effective balloon popper and component disabler, keep in mind that this gun has a very restricted range and gun arc, you should immidiently notice how this gun can't turn downwards much. Blast away at close range and pop those balloons!

 

Preferred ammo as an Engineer: (http://i.imgur.com/P5SuAal.png)

If you will be firing a Barking Dog as an engineer, it's usually being used as a secondary gun, so bringing Heavy Clip to snipe an eneny's balloon and then get back to repairs is a very good choice. If the carronade on your ship is being used as an offensive weapon and as an engineer you are instructed to fire it bring Heavy Clip as well, it's the most effective by itself.

 

Preferred ammo as a Gunner: (http://i.imgur.com/P5SuAal.png)(http://i.imgur.com/jnoo06Z.png)

As a Gunner, bring Heavy clip for the longer distance shots, it will completely nullify the Barking Dog's wide cone and focus all your pellets into a ray of destruction, use it for pin point accurate shots, very efficient at taking out enemy engines and guns, when you get close in, switch to Greased rounds for maximun DPS.

 

 

 

The Banshee, Light Rocket Carousel.

(http://i.imgur.com/gHZaBln.png)

Primary Damage: (http://i.imgur.com/N1i2dvh.png)

Secondary Damage: (http://i.imgur.com/N1i2dvh.png)

 

Don't be fooled by the low explosive damage stats on this gun, the Banshee is feared for its high ignition chances per shot. Yes, every rocket from this gun has a very high change of putting fire stacks on enemy ship components, they also have a very wide explosion radius, so every round will probably be hitting more than one components, spreading fires from range! The will rockets fly in a small cone with a slight drop, it doesn't have much random spread but is still not that accurate.

Now with the 1.3.2 update, the explosive damage of this gun is actually something to worry about as it can chip away at the enemy's hull very efficiently, alas, not as effectively as a Mortar or a Flak.

 

Preferred ammo as an Engineer: (http://i.imgur.com/jnoo06Z.png)

The rockets are relatively fast, so using this over any range is fine, usually you will be firing it from mid to close range, so you shouldn't have problems with landing strikes, using Greased rounds will increase your magazine size and fire rate, helping you to rapidly spread fires across the enemy ship.

 

Preferred ammo as a Gunner: (http://i.imgur.com/jnoo06Z.png)

This gun is mostly used as a secondary, so bringing specific ammo just for that as a Gunner shouldn't be a thing, but if you absolutely need to fire it, just bring Greased rounds as well. If your captain has a certain strategy in his head, you should be asking him about what ammo types he wants you to bring.

 

 

 

The Artemis, Light Rocket Launcher.

(http://i.imgur.com/gDHYkOG.png)

Primary Damage: (http://i.imgur.com/N1i2dvh.png)

Secondary Damage: (http://i.imgur.com/JZuhypz.png)

 

The Artemis is a long range rocket launcher, its primary use is disabling enemy ship components because of its wide explosion radius of shatter damage and helping with the final killing blow on the enemy ship with its exlosive damage. The rockets don't have any spread and have a slight drop you want to account for. Make sure you aim for enemy ship components with this one as much as you can.

 

Preferred ammo as an Engineer: (http://i.imgur.com/YlRGBkx.png) or (http://i.imgur.com/UQf8bjB.png)

You want to either bring Lesmok rounds for the faster projectile and accuracy, or Burst rounds if you are looking to disable mulitple components, although, the wider explosion radius and extra shot Burst rounds provide is usually more beneficial than using Lesmok, seeing as how that will actually reduce your magazine size by 1, the wider explosion also means you don't need to be as accurate as you still have chances of the exlosion actually damaging the nearby component, BUT Lesmok will make this gun much longer ranged, enabling you to land shots that you wouldn't be able to land with Burst.

 

Preferred ammo as a Gunner: (http://i.imgur.com/YlRGBkx.png) or (http://i.imgur.com/UQf8bjB.png)

Same reasons as above. This is mostly a secondary weapon as well, if you realy need to shoot it, just bring either Burst or Lesmok.


Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Echoez on July 10, 2013, 10:33:37 am
The Dragon Tongue, Flamethrower.

(http://i.imgur.com/jLI4o1f.png)

Primary Damage: (http://i.imgur.com/hJVRSEq.png)

Secondary Damage: -

 

The Dragon Tongue, or just the Dragon, works just like you would expect a regular flamethrower to work, it unleashes a fiery hell onto the enemy from close range. While the fire damage from the weapon is not all that high or powerful against anything but the enemy's naked hull and the balloon, the weapon's ability to ignite enemy ship components and apply multiple stacks of fire continuously is probably unmatched. This will make enemy engineers run around in panic, extinguishing the fires you set. Spread the warmth!

 

Preferred ammo as an Engineer: (http://i.imgur.com/jnoo06Z.png) or (http://i.imgur.com/UQf8bjB.png)

If your captain is going full close range, you will want to bring Greased rounds, this will increase your magazine capacity and will make your flamer fire faster, which means more stacks of fire in less time! On the other hand, if your captain wants you to have that extra range, bring Lesmok rounds.

 

Preferred ammo as a Gunner: (http://i.imgur.com/jnoo06Z.png) or (http://i.imgur.com/UQf8bjB.png)

Mostly a secondary gun as well, the Dragon is not a weapon you might use much as a gunner, but if you need to make use of it, bring either Greased or Lesmok, depending on what your captain needs.

 

 

The Hades Light Cannon.

(http://images1.wikia.nocookie.net/__cb20130921000528/gunsoficarusonline/images/thumb/6/64/Hades.png/250px-Hades.png)

Primary Damage: (http://i.imgur.com/hJVRSEq.png)

Secondary Damage: (http://i.imgur.com/ZEyudVh.png)

 

Now this is an interesting gun, the projectile itself deals fire based damage, which is a good all-rounder type, but after its arming range of around 150 meters activates, the gun also deals the secondary piercing damage AoE, you will notice that after the arming range has been reached the projectile will burst into flames, that's when it will deal full damage.

With this combination of damage types, this is a very good weapon at taking down an enemy's armor and pester their balloons from medium range, keep in mind that is also has the power to ignite due to its fire damage!

 

Preferred ammo as an Engineer: (http://i.imgur.com/UQf8bjB.png)

You will need Lesmok Rounds in order to hit far away targets due to the high arc this weapon's projectiles have, you will lose some magazine capacity and fire rate, but it's worth the accuracy you get for it. Switch to normal rounds when the enemy gets closer.

 

Preferred ammo as a Gunner: (http://i.imgur.com/UQf8bjB.png)(http://i.imgur.com/jnoo06Z.png)

You will want Lesmok Rounds for the same reason as stated above, but as a Gunner you have the option to take Greased Rounds with you as well, giving you much more DPS up close and lowering that arming range a bit, use with caution cause it will make the arc of the gun much steeper.

 

 

The Beacon, Flare Gun.

(http://i.imgur.com/KC5V7gq.png)

Primary Damage: (http://i.imgur.com/hJVRSEq.png)

Secondary Damage: (http://i.imgur.com/hJVRSEq.png)

 

The Beacon is a utility gun above all, it shoots flares that will light up clouds, revealing enemies inside and behind them, its random spread is roughly equal to that of the Echidna and the flares have a slight drop. If you land a hit on an enemy ship with this weapon, the flare will still go through it and will ignite any component it touches, instantly putting 10 stacks of fire on it.

 

Preferred ammo: (http://i.imgur.com/P5SuAal.png)(http://i.imgur.com/WUrGxZb.png)

As any class, you realy don't want to bring an ammo type just for this gun, since it is mostly for utility and that good shot on an enemy's balloon or armour once in a while, but if you have Heavy clip in your loadout already, load it into this gun as it will make your flares more accurate for when you want to actually hit an enemy ship with it. You could also bring Heatsink rounds as they will give you one more flare per magazine when loaded.

 

 

I decided not to include the Phobos Mine Launcher and the Javelin Light Harpoon cause the first one is a realy advanced gun that beginners will have a very hard time to use and should avoid doing so (Friendly fire issues as well), the Harpoon is just a novelty with no real purpose so far (In my opinion at least, its physics are too weird to use in a reliable manner)

 

Thanks again for reading, I hope this guide helped you comprehend how the variable damage types, ammo types and guns work as well as when to use each one of them. Good luck in your future games and I hope to see you in the skies soon!
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: N-Sunderland on July 10, 2013, 10:37:00 am
More than one flare gun per ship?

Shink, get in here!
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Shinkurex on July 10, 2013, 10:45:35 am
*Looks up*

You called?

Honestly, the main reason why I originally put to flares on my boat was so that my engineers wouldn't get that "get in that last shot" mentality. Then I got a Naufrago, and never looked back :P. With the latest patch, I switched my mounts on the goldie to a mine and banshee to test.... I dont like it as much tbh. Probably going to switch back.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Echoez on July 10, 2013, 10:56:17 am
That's a specific strategy you might use with a certain person, this is a beginner's guide, you don't want them to be running around loading Heatsink in Flares and try making shots with them when you realy would like them to be repairing things :P
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: RearAdmiralZill on July 10, 2013, 11:03:01 am
Incendiary is a good choice for flamethrowers too.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Shinkurex on July 10, 2013, 11:04:25 am
Oh no dont get me wrong... I use the dual flares for beginners, as it teaches them that when you're an engie, you should be focusing on other things other than shooting the enemy ship.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Moo on July 10, 2013, 11:09:05 am
With how dangerous fire is in 1.3, manta ray with 4 flareguns and a flak or something may be deadly...
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: N-Sunderland on July 10, 2013, 11:19:54 am
With how dangerous fire is in 1.3, manta ray with 4 flareguns and a flak or something may be deadly...

I can just imagine... Two engis empty the main deck heasink flares, then jump down to the lower deck heatsink flares. Then the pilot jumps up to the flak for the finisher, with the third engi doing general repairs.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: HamsterIV on July 10, 2013, 11:45:25 am
Again, good guide. The pictures for the dammage types was a nice touch. I am surprised you put any ammo type next to flare since mid combat nobody ever stick around for the reload. Like Shink I initially started bringing flares to keep my engies focused on repairs, but the weapon is like the ninja flamethrower. It is very easy to miss 20 stacks of fire on your balloon if your ship is not covered in fire particle effects.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Pickle on July 10, 2013, 11:55:22 am
With the changes to fire-fighting the use of incendiary on the Gatling shouldn't be overlooked.

The Scylla is an indirect fire weapon with a high arc.  To negatively say it has a large downward drop is to completely miss the point of the weapon.  Greased is definitely the primary ammunition choice for the Scylla for me.

And as I'm not the only Captain that will jump onto a gun, it might be useful to note that the choice for Pilot is generally the same as that for Engineer.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Echoez on July 10, 2013, 11:56:03 am
Incendiary is a good choice for flamethrowers too.

I had Chrinus do the math, ignition chance difference between Greased and Incendiary is very low, so I thought greased was overall a better choice unless godess luck decides to smile upon you a lot more than usually, greased allows a faster take down of the balloon as well as giving you a larger clip to work with.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Echoez on July 10, 2013, 12:01:40 pm
The Scylla is an indirect fire weapon with a high arc.  To negatively say it has a large downward drop is to completely miss the point of the weapon.  Greased is definitely the primary ammunition choice for the Scylla for me.

It gives it an advantage if you are firing from bellow, other than that I don't see how I miss the point of the gun. Indirect fire or not, it doesn't change the fact that the massive arc makes shooting targets that are at longer ranges harder than most other guns, it's a warning, not a downside, I am here to explain what the gun does and it isn't wrong that it is mostly restricted to close range, in a medium range battle, unless your gunner is godlike, you will lose to the accuracy of a Heavy clip light flak, especially now that its projectiles do not lose any speed from Heavy clip usage.

Usage of the actual indirect fire capabilities (firing over other objects to hit your target) are pretty rare and only advanced users of this gun will make use of them.

All in all, this is a beginner's guide, the title says so, I'm not gonna state everything nor am I the guy to teach everyone the Metagame of this game, I'm just giving them something to start with. Everything else they will figure out themselves as they play anyway.

This is also a guide for your crew, if you are a pilot, I assume you know how to play the game and how your guns work else why the hell are you piloting?
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Pickle on July 10, 2013, 12:06:16 pm
Usage of the actual indirect fire capabilities (firing over other objects to hit your target) are pretty rare and only advanced users of this gun will make use of them.

Not that uncommon on Refinery, Scrap Duel or Dunes.. even Anglean/Firnfield has opportunities.  But you're right, this isn't beginner level Gunnery or Piloting.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Gambrill on July 10, 2013, 03:16:51 pm
Just a little note from me, bu you didn't put burst in the suggested for the mortar. That kinda shocked me tbh, i refuse to use anything but in mine, i find the AOE to be very beneficial on a high ammo clip splodey gun. What tare your reasons behind this?
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: N-Sunderland on July 10, 2013, 03:24:46 pm
I can't speak for Echo, but I suppose his reasoning is similar to mine.

Greased mortar deals much, much (much) more DPS than burst. In fact, a buffed mortar with greased can kill a Galleon in three seconds. While the AoE increase from burst is nice, it slows down the fire rate, and therefore is less beneficial for outright killing than greased.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: naufrago on July 10, 2013, 04:52:40 pm
You mentioned on the flare gun that heavy reduces its velocity, but heavy doesn't have the effect anymore. You can hit out to the max range of 750m with it.

Also, while i was poking around some of the data files, i discovered that the flare gun has a jitter of 5 degrees. For comparison, light flak has a jitter of 4 and gatling has 3.5.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Echoez on July 10, 2013, 06:19:30 pm
You mentioned on the flare gun that heavy reduces its velocity, but heavy doesn't have the effect anymore. You can hit out to the max range of 750m with it.

Also, while i was poking around some of the data files, i discovered that the flare gun has a jitter of 5 degrees. For comparison, light flak has a jitter of 4 and gatling has 3.5.

The confusion, indeed, by the time I reached that part for some reason I forgot Heavy clip doesn't reduce projectile speed anymore. Sunderland if you can take that part out I would be grateful. And yes it has roughly the same random spread as the Light Flak, I think I mentioned it.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Arona on July 12, 2013, 10:01:24 pm
As a new player, I appreciate  your guide very much!  I've found it extremely helpful as I try to understand all the factors that come into play with the guns.  I've spent hours in the sandbox with your guide, trying out the various guns and ammo combinations.  One question, though.  After the 1.3 update, the GoIO website (http://gunsoficarus.com/gameplay/weapons/) shows that the Artemis has a damage type of Explosive and an AoE of Explosive, while your guide says the AoE is shatter.  Didn't it change to Explosive with the update, or is the website incorrect?  Thanks again for taking the time to make the guide!
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: N-Sunderland on July 12, 2013, 11:47:02 pm
The gun stats table got completely messed up in 1.3. Ignore it, most of those stats are completely wrong. The Artemis is explosive-shatter.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: naufrago on July 12, 2013, 11:52:28 pm
Yeah, whoever updated the table at http://gunsoficarus.com/gameplay/weapons/ put everything in alphabetical order, but for whatever reason a lot of the damage values and types got mixed around. I posted somewhere else to let them know that it needs a bit of fixing, but now I'm thinking I should write an email instead.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Echoez on July 13, 2013, 06:10:28 am
As a new player, I appreciate  your guide very much!  I've found it extremely helpful as I try to understand all the factors that come into play with the guns.  I've spent hours in the sandbox with your guide, trying out the various guns and ammo combinations.  One question, though.  After the 1.3 update, the GoIO website (http://gunsoficarus.com/gameplay/weapons/) shows that the Artemis has a damage type of Explosive and an AoE of Explosive, while your guide says the AoE is shatter.  Didn't it change to Explosive with the update, or is the website incorrect?  Thanks again for taking the time to make the guide!

Since I still use the gun in game on my Junker and checked the in game stats recently I can assure you the weapon still deals an AoE Shatter, not explosive.

Thank you for taking the time to read my guide and I hope to see you in the skies, if you wish to practice further, feel free to add me in your friends list as well, my username is Echoez in the game.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: DerZivilist on August 13, 2013, 04:58:49 am
I'm a new player too, playing engineer. One of my level 1 achievements calls for using burst rounds to kill components. And with those, I made an odd observation yesterday (v1.3.1 already).

For one, I used them to great effect on the banshee. If it's already good at spreading fire around, than 50% more radius will make it even better, and two more rockets per volley helps as well. It already fires relatively quickly, so the slight drop in rate of fire isn't too critical.

And here's the odd part: the whirlwind gatling. It obviously has no AoE worth mentioning and will never hit multiple components, burst rounds or not... I loaded them anyway, because it makes the magazine go from 60 shots to 72 shots. And then I listened to the rhythm of the shots. And while on the banshee, or the echidna, or the artemis I was easily able to tell the difference in rate of fire... I couldn't detect any difference whatsoever with the whirlwind. It hammered at exactly the same cadence as before, as far as my perception was concerned. I even went in sandbox mode to doublecheck in a stress-less situation, and it still felt the same. Could someone please independently test that?

That would mean that you get 12 extra shots on a primary armor breaker with no penalty whatsoever. Whether that's a bug or not, at least until the next patch it seems like a decent enough option for close range. Greased rounds will still pull higher DPS in the short term, but will inflict less total damage per clip and negatively impact gun mobility and projectile speed.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Pickle on August 13, 2013, 05:23:23 am
I'm not sure the sound of the Whirlwind is synched to the actual firing rate, someone from Muse will have to confirm.  But using Burst Rounds on the Whirlwind has always appeared to be more effective than the numbers would suggest.  It's possibly the increased slip size giving a greater DPC, or the effects on the DPS(C).
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Echoez on August 13, 2013, 05:24:34 am
I'm a new player too, playing engineer. One of my level 1 achievements calls for using burst rounds to kill components. And with those, I made an odd observation yesterday (v1.3.1 already).

For one, I used them to great effect on the banshee. If it's already good at spreading fire around, than 50% more radius will make it even better, and two more rockets per volley helps as well. It already fires relatively quickly, so the slight drop in rate of fire isn't too critical.

And here's the odd part: the whirlwind gatling. It obviously has no AoE worth mentioning and will never hit multiple components, burst rounds or not... I loaded them anyway, because it makes the magazine go from 60 shots to 72 shots. And then I listened to the rhythm of the shots. And while on the banshee, or the echidna, or the artemis I was easily able to tell the difference in rate of fire... I couldn't detect any difference whatsoever with the whirlwind. It hammered at exactly the same cadence as before, as far as my perception was concerned. I even went in sandbox mode to doublecheck in a stress-less situation, and it still felt the same. Could someone please independently test that?

That would mean that you get 12 extra shots on a primary armor breaker with no penalty whatsoever. Whether that's a bug or not, at least until the next patch it seems like a decent enough option for close range. Greased rounds will still pull higher DPS in the short term, but will inflict less total damage per clip and negatively impact gun mobility and projectile speed.

I salute you for trying to experiment with the guns and see what works. Yes Burst rounds are indeed pretty good on the Banshee. After playing some time I can assure you that I can tell the difference between the fire rate on both the Banshee and the Gatling with Burst loaded. On the Gatling, using burst doesn't get you 12 shots for 'free', you lose considerable DPS and the most important thing of all is that you have absolutely no accuracy unless you are realy close to them, which is a big downside as missing a lot of shots hampers you efficiency a lot and the explosion radius you get is not realy worth it.

As for the missing round suggestions, here I suggest some general tips and ammo and I wanted to keep it simple enough, though I might need to change some things due to 'updates'.

I suggest you experiment for yourself as well and see what works on 'general' and specific situations. What do you want to use the gun for? Burst on Banshee for example, as you stated, is very good for lighting multiple fires, while greased is amazing at DPS and focusing on the armor or balloon realy quickly.

Fly safe!
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: DerZivilist on August 13, 2013, 05:41:57 am
I'm not sure the sound of the Whirlwind is synched to the actual firing rate, someone from Muse will have to confirm.  But using Burst Rounds on the Whirlwind has always appeared to be more effective than the numbers would suggest.  It's possibly the increased slip size giving a greater DPC, or the effects on the DPS(C).

Huh. Well. That could be why I'm hearing no difference, truth to be told.

I'll see if I can find a stopwatch and time the clip durations when I get home later. If the time difference between normal and burst is greater than 20%, the gun will fire more slowly. Math says the clip time should be around 40% greater if the RoF penalty applies properly.
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: RockZombie on September 25, 2013, 02:55:40 pm
Hey Ech!

I was surprised to see a familiar name on these forums :D

A very nicely written guide - extremely helpful for newbies like myself, just starting out. Just started playing this game and it has a pretty steep learning curve at the beginning. I really appreciate guides like this to help take the edge off.

Keep up the good work!
Title: Re: Gunnery for dummies v1.3 - A beginner's guide to the common weaponry.
Post by: Echoez on September 26, 2013, 09:01:22 am
Thank you, much appreciated!

Glad you've found this guide useful, though the ammo preferrences on some of the guns are kind of out dated due to the new update (1.3.2) and I need to revisit it to add the Hades Light Cannon as well, I should be adding Heavy guns at some point as well..

Anyway, thanks for reading and I hope it helped, fly safe!
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: N-Sunderland on October 11, 2013, 09:29:15 pm
Updated to Echo's 1.3.2 version by his request.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: HamsterIV on October 15, 2013, 11:31:17 am
I have recently had success putting greased on flare guns. The refire rate isn't that bad but the faster you can dump those two shots and get back to repairing the better. There is time to preload the flare at the start of the match, and in between respawns if the captain is not burning engines.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Captain Smollett on October 15, 2013, 11:51:21 am
Man I love guides! 

Echoez, tbh this one is so good I actually got excited to get on and play GOI like it was a brand new game, think this is your best on yet for sure.

Just a couple of quick corrections from the peanut gallery.  The new light flak has no spread and lesmok is actually pretty nifty in it for long ranges (started using one on my spire).  Also it's probably not worth mentioning in a beginners guide but heavy clip in the carousel can be pretty powerful in the hands of a good gunner since you can one clip 8 stack weaponry.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Alistair MacBain on October 15, 2013, 12:57:20 pm
Didnt the new light flak had a spread of 1?
I mean i recognized a very little spread. So little you barely recognize it but still i think there was one ...
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Captain Smollett on October 15, 2013, 01:05:58 pm
Actually you're right, it has a spread of 1.

Edit - A spread of 1 is a slight jitter
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Echoez on October 15, 2013, 01:38:34 pm
Man I love guides! 

Echoez, tbh this one is so good I actually got excited to get on and play GOI like it was a brand new game, think this is your best on yet for sure.

Just a couple of quick corrections from the peanut gallery.  The new light flak has no spread and lesmok is actually pretty nifty in it for long ranges (started using one on my spire).  Also it's probably not worth mentioning in a beginners guide but heavy clip in the carousel can be pretty powerful in the hands of a good gunner since you can one clip 8 stack weaponry.

Haha thank you, it's good to know it has that effect even on some of the veteran players x3

As for Lesmok on the light Flak, yes it is indeed a very good ammo types to make very long range shots, I just thought I should keep it simple by suggesting 1 or 2 ammo types at most as to not confuse new players, they also don't know how exactly the arming range/timers work, so having something like Lesmok that actually increases the arming range might prove less beneficial than helpful, that's what went through my head anyway x3

I also doupt most new players would be able to 8-stack a gun with Heavy Banshee, even though it's a pretty neat combo, but very situational.

As for the Flak, yes it does have a very small cone of fire still c:
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Dutch Vanya on October 15, 2013, 10:44:16 pm
I think there should be a mention of using incendiary on the light carronade. It really wreaks havoc.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Spud Nick on October 15, 2013, 11:05:49 pm
I think that incendiary should be listed under every gun...
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Echoez on October 16, 2013, 11:11:43 am
As I said earlier, and as stated in title of the guide, it's meant for beginners as a way to make their experience on getting used to what ammo types to bring in order to be at least effective, so I kept it limited and mostly only mention 1 or 2 ammo types, letting the third one up to the player to be creative with.

This guide is mostly made so people in beginner matches don't end up bringing something silly like Burst Rounds on a Gatling gun thinking that it's actually good or something similar.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: geggis on October 17, 2013, 08:46:45 am
Yeah this is a great guide Echoez. I read the last one too but it's nice to get a refresh after the update! Regarding the Hades: is primary damage fire? I thought it was piercing with fire secondary, hence the 'arming' flame effect on the projectile and the lack of a fiery splash on impact at closer ranges.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Echoez on October 17, 2013, 09:59:17 am
Yeah this is a great guide Echoez. I read the last one too but it's nice to get a refresh after the update! Regarding the Hades: is primary damage fire? I thought it was piercing with fire secondary, hence the 'arming' flame effect on the projectile and the lack of a fiery splash on impact at closer ranges.

It's the primary damage type yeah, don't let the flaming effect misguide you, also fire stacks are applied for both the AoE and the primary damage type thelack of AoE fire ignitions is because the gun simply has no AoE if yo go too close due to the arming time. :3
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: N-Sunderland on October 17, 2013, 03:45:03 pm
Yeah, one should remember that ignition chance =/= fire damage.

Fun fact: the heavy flak has a higher ignition chance per shot than the banshee (not that that's relevant to how they work, the banshee is way better at lighting fires).
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Captain Smollett on October 17, 2013, 03:55:42 pm
I had to look that up Sunder.  Technically the heavy flak has a higher chance to stack fire on direct impact however banshee also has a chance to stack fire on aoe.

Pretty interesting though.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Fantoompje on October 22, 2013, 04:24:47 am
Helpful guide of excellent quality!
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Devinstater on October 30, 2013, 09:09:25 am
The Scylla Mortar does explosive damage. The tooltip in the game says the Lumberjack mortar does flechette damage? Is this correct?

Usually the heavy and light version of the same weapon type do the same type of damage, looking for some info on it.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: Echoez on October 30, 2013, 09:22:28 am
The Scylla Mortar does explosive damage. The tooltip in the game says the Lumberjack mortar does flechette damage? Is this correct?

Usually the heavy and light version of the same weapon type do the same type of damage, looking for some info on it.

Don't be missguided, both guns are classified as mortars but they work differently. The Scylla Double-Barrelled Mortar deals fully explosive damage while the Lumberjack Heavy Mortar deals Shatter - Flechette.


BUT!

This guide is once again outdated on some facts about the guns, for example I need to change the entire Gatling gun section to simply "Don't use till fixed" but I can't be arsed to at the moment. The damage types are still the same on all guns though, so no worries there.
Title: Re: Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
Post by: NoWuffo on October 30, 2013, 09:50:06 am
for example I need to change the entire Gatling gun section to simply "Don't use till fixed" but I can't be arsed to at the moment.

Beautifully said! Bravo!
(http://www.reactiongifs.us/wp-content/uploads/2013/08/picard_clapping.gif)