Guns Of Icarus Online

Main => The Classroom => Guides => Topic started by: N-Sunderland on July 10, 2013, 02:02:34 pm

Title: Guide Requests
Post by: N-Sunderland on July 10, 2013, 02:02:34 pm
I'd love to say that this is something I've planned for a while, but really it's more of an idea I came up with 20 seconds ago.

Anyways.

As a CA I want to do my best to help the community, and I've realized that while there are a lot of good guides out there, certain aspects of the game aren't being covered. In this thread, you can all make suggestions as to what type of guide you'd like to see in the future, and maybe a helpful community member will step up and write such a guide! I know that I'd certainly like to write something, but I just need a little bit of inspiration.

So, what topics would you guys like to see covered?
Title: Re: Guide Requests
Post by: HamsterIV on July 10, 2013, 02:54:45 pm
Joint ship maneuvers. Since I don't fly with a clan I don't do anything more complex than fly close to the other guy and make sure we get in gat range at the same time. I would like to see a guide written by a top level competitive player on how two ships can work in unison for the best result. I also wouldn't mind a more in depth discussion of ship rolls within a team. It may not be helpful for noobs, but we should show the mid level players of this community some love.
Title: Re: Guide Requests
Post by: N-Sunderland on July 10, 2013, 03:04:38 pm
I did cover a good deal of the ship roles in my engineer guide, but you're definitely right in pointing out that there isn't a guide that covers all of them. Definitely an interesting idea.

I'd also love to see a top-tier captain cover your first suggestion.
Title: Re: Guide Requests
Post by: Kyren on July 10, 2013, 03:18:17 pm
Ah, great idea :) That earns you another salute on your long list :P I was always wondering about the "missing" ship guides.. We've never had something for the Galleon or Junker. And the Galleon looks very interesting to new players because it's the heaviest ship around, but is still quite difficult to fly.
Title: Re: Guide Requests
Post by: HamsterIV on July 10, 2013, 04:19:02 pm
I wasn't referring to the player's roll on a ship, I was referring to the ship's roll in a team (ie disabler, brawler, hull stripper, long range support, finishing blow, scout, ect...).
Title: Re: Guide Requests
Post by: N-Sunderland on July 10, 2013, 04:20:24 pm
Oh, I see. That's definitely something that needs to be covered. I can't stand seeing people trying to use the Spire as a Pyramidion.
Title: Re: Guide Requests
Post by: Echoez on July 10, 2013, 06:23:55 pm
Oh, I see. That's definitely something that needs to be covered. I can't stand seeing people trying to use the Spire as a Pyramidion.

But it can be used as a Pyra :P

On a more serious note though, a guide that states ship roles would be useful, I could get down to making one, though in my opinion, the weapon loadouts you bring with you will decide your ship's role. Different ships work with different loadouts, I'm guessing what you want is a guide that explains the meta-loadout for each ship?
Title: Re: Guide Requests
Post by: Roemerryne on August 18, 2013, 05:52:25 pm
i need a guide to how to level up and how all that stuff works with unlocking outfits and stuff
 :D
Title: Re: Guide Requests
Post by: N-Sunderland on August 18, 2013, 06:04:18 pm
Levelling up is pretty simple: check the Progress tab in-game, and go to Logs. Levelling up happens based on achievements, and under Logs you'll find the different achievements you can get.
Title: Re: Guide Requests
Post by: Keon on August 18, 2013, 07:35:26 pm
When I get back, I'll write a guide for leveling up.
Title: Re: Guide Requests
Post by: Eukari on August 18, 2013, 07:52:21 pm
I wasn't referring to the player's roll on a ship, I was referring to the ship's roll in a team (ie disabler, brawler, hull stripper, long range support, finishing blow, scout, ect...).

This would be quite useful for people looking to step beyond the "Point guns at enemy, repeat" level of play.

I'd also like to see a guide to good ship pairings, as in "What goes good with a Junker?" or "What's the best ship for supporting a Mobula/Galleon?" or "What's a good 3v3 lineup, and what sort of guns should we all bring?" As a captain, I think it would be a great way to help improve intra-team cooperation to know what I can do to compliment my teammate(s) choice of ship.
Title: Re: Guide Requests
Post by: Echoez on August 18, 2013, 09:04:08 pm
I wasn't referring to the player's roll on a ship, I was referring to the ship's roll in a team (ie disabler, brawler, hull stripper, long range support, finishing blow, scout, ect...).

This would be quite useful for people looking to step beyond the "Point guns at enemy, repeat" level of play.

I'd also like to see a guide to good ship pairings, as in "What goes good with a Junker?" or "What's the best ship for supporting a Mobula/Galleon?" or "What's a good 3v3 lineup, and what sort of guns should we all bring?" As a captain, I think it would be a great way to help improve intra-team cooperation to know what I can do to compliment my teammate(s) choice of ship.

Ship roles heavily depent on the weapon loadout of the ship.

As for the Junker question I guess you are talking about 2v2. In which case, yet again, depents. This is something you will have to work out with your ally.

Both the Galleon and the Junker are defensive ships which rely on their broadside weapons for their main firepower and can't point them at the enemy while engaging or disengaging, they are both relatively slow, though the Galleon boasts a great max speed

Ships like the Pyramidion and the Goldfish are attack ships, having their guns at the front, they can close or increase engagement distance while their main firepower on the enemy, both are durable and fast ships.

The Spire and the Mobula, while behaving mostly like the Pyramidion and the Goldfish, are limited to support roles (mind you, that doesn't mean they can't kill) due to their fragile nature and generaly not above average top speed.

The Squid is unique in the sense that it doesn't realy have much firepower, but is an incredibly agile ship, made for harassing your enemy and provide intel on their position as a scouting ship.

YET, even the Goldfish can be classified as support, depending on its main gun, Junker can either be a supporting sniper or a full on brawl ship, the Galleon need a good tackler to keep enemies off of it cause of it's horrible manuverability. There's lots of complications to make a guide for that unless you simply want a guide of what is the most effective meta at the moment.
Title: Re: Guide Requests
Post by: snor-laxatives on November 22, 2013, 04:34:09 pm
A list that shows which guns rotate the most, I know the basic Idea, but it would be nice to have a list
Title: Re: Guide Requests
Post by: Alistair MacBain on November 22, 2013, 05:27:46 pm
You can view that ingame. Just click the button on the top left beneath the options and social. Its the second from the right. NExt to the one with the "?".
Highest arcs should be on banshee and artemis afaik.
Title: Re: Guide Requests
Post by: Erheller on November 22, 2013, 07:34:55 pm
I've added most of the gun arcs to my spreadsheet (I'm still missing the arcs for the lumberjack, flare gun, and mine launcher).

You can always find the latest versions on Dropbox or Google docs.

Dropbox (https://www.dropbox.com/sh/nren7iup46pn38f/Hq1BTC1AAs)
Google docs (https://drive.google.com/folderview?id=0B6mzwhxzgaIEVjRpQ3FOVXVEdzQ&usp=sharing)

Edit: It's on the bottom of the "Guns and Ammo" page. I'm going to see if I can change the layout when I have more time.

Also, direct link to the Dropbox spreadsheet:

clicky (https://www.dropbox.com/s/iz4yy9monkyss4h/GoI%20Spreadsheet%200.1.2.xlsx)
Title: Re: Guide Requests
Post by: snor-laxatives on November 23, 2013, 04:52:08 pm
Thanks guys!
Title: Re: Guide Requests
Post by: ramjamslam on November 27, 2013, 08:22:12 am
I have found people looking for a guide for the Capture Point game modes (KoTH and Crazy King), but I couldn't find any.  Just looking for a simple guide on how to capture points / blocking / moving between points in Crazy King.  I think it takes a bit of time for people to wrap their heads around why you would leave points early too.  Is there any good ones around that I am missing?