Guns Of Icarus Online

Main => Gameplay => Topic started by: Nidh on November 04, 2013, 04:36:14 pm

Title: What ship is good for me?
Post by: Nidh on November 04, 2013, 04:36:14 pm
There seems to be a divide among people that prefer brawling ships (and I'm generalizing), those that want powerful ships that can kill very quickly in a matter of seconds, and those that prefer a more reserved style of repositioning and slowly chipping away at their enemy.

I am of the group that finds joy in slowly chipping away at the enemy. I enjoy a prolonged fight because it feels much more rewarding imo if you have to work for each and every kill. I have fought against the other style because to me, insta-killing is not fun for anyone.

HOWEVER, I have come to the realization (forgive me if I'm preaching to the choir) that neither style is better than the other, and just because I find one way more fun doesn't mean everybody else does.

That being said, if the gat-mortar combo stays an insta-kill type of loadout, then I'm okay with that.

But for those of us who want to fly more "give-and-take" types of battles, which is the ship for us? What could our loadout be, and is it solid enough to be used competitively?

I'm asking because all this time I had been trying to fight Gat-Mortar because I felt it was too powerful for my taste, so I flew disabling ships because they don't feel overpowered in my opinion. But as we all know, a disabling ship hardly has the power to kill much of anything unless you're flying at a competitive level already.
Title: Re: What ship is good for me?
Post by: Imagine on November 04, 2013, 04:41:59 pm
Junker, probably. Double light gun sides, harder to hit hull, fast turning, makes for a lot of possibilites. You can put double mercs or double artemis on one side while have gat mortar on the other, or go unconventional with double banshee or double carronade... really anything you can think of.
Title: Re: What ship is good for me?
Post by: Nidh on November 04, 2013, 04:43:32 pm
Funny you would say junker, as that's probably my least flown ship haha

On a side note, and if the junker's really the ship I should be flying, then Muse please make a ship like the Junker that doesn't look so much like... well.. a Junker. Aesthetics are very important to me
Title: Re: What ship is good for me?
Post by: HamsterIV on November 04, 2013, 05:00:52 pm
If you are the death by 1000 cuts type of player, you should use a squid. If you are good enough you can dance around your opponent's gun arcs while chewing away at the target. If you like dramatic protracted encounters try putting two mine launchers on the squid. With mine launchers you or your opponent could disintegrate at any moment. It gets very tense and the entire ship celibates every hit.
Title: Re: What ship is good for me?
Post by: Serenum on November 04, 2013, 05:10:37 pm
Squid, not even the shadow of a doubt.
Hit and run, brawling, chasing, running away, diverisons... The Squid is a much deeper ship when it comes to strategy and tactics.
Title: Re: What ship is good for me?
Post by: Piemanlives on November 05, 2013, 12:41:15 am
Slightly off topic here but I fly a mine squid, fairly irritating in the right hands. Back on topic however, a decent squid pilot should be able to use it's three gun slots to full effect, it's rear gun can be used for all sorts of things, I've used light carronades on it before and that's a fairly able disable ship, sure you could also use Gat/Mort on it as well, circle them with the gat to remove armor then as you run away fire upon them with Mortar devastation from the rear gun. However using an artemis and a carronade is also viable, with the artemis you'll be able to break components and the carronade is good for locking them down and is ok when it comes to armor and perma hull damage. Also as stated above it's fairly effective as a diversion, running away, ambushing is also quite common through the use of cloud cover and its superior speed and maneuverability versus other ships. Using fire weapons is also great for pulling gungineers off guns maybe giving an allied ship the chance to disengage and repair, then again so are all shatter weapons, depending on the range you use em at.
Title: Re: What ship is good for me?
Post by: -Mad Maverick- on November 05, 2013, 03:53:44 am
you should just hang out with puppy fur you two i am sure will figure this all out
Title: Re: What ship is good for me?
Post by: Echoez on November 05, 2013, 06:35:23 am
After mostly abandoning the Goldfish, I've found that the Junker is pretty much one of the best choices. It's not fast, but it's very agile and the broadside style of play allows your to circle the enemy and get in their blindspots while firing at full power, equiped with some good disabling guns and good gunners you can work wonders.

My favorite loadout has come to be the Double Artemis and Hades side as well as a Carronade/Banshee side to accompany it.

Second most prominent ship is probably the Squid with a similar style of play (blinspots and circling) and disabling guns like carronades, artemises and banshees, even mines. You can even brawl with the new Gatling and be very effective, I'd try a Gat/Banshee combo.


As to why these two ships, I think it's fairly obvious, they are the most resistant to Gatling/Mortar style of plays, now with the reduced range of the Gatling, the enemy will have to get close to start causing harm, which in turn makes them play in your advantage field due to your better mobility in close combat.


EDIT: Also, Triple Artemis and Hwacha Spire, because you can never have enough rockets.
Title: Re: What ship is good for me?
Post by: HamsterIV on November 05, 2013, 12:07:16 pm
I have had crap luck with banshee on the Junker. I normally run Artemis front and left side for the long range trifecta and swap to 2x carronade right side when things get messy. I tried swapping the carronade for banshee and flame hoping to flame lock any ship that got too close, but found it wasn't enough to keep the enemy crew too busy to shoot us while we made a getaway. I miss the old gat mortar emergency side.
Title: Re: What ship is good for me?
Post by: Crafeksterty on November 06, 2013, 07:23:48 am
The mobula.  That ship can go so indepth that positioning and style change is neccesary.

for example, It can be a sniper and a brawler.

As a sniper youve got hefty dodging with mobulas up and down.
While brawling youve got 1 lightgun more firepower than the usual ships (junker, Pyra, Galleon etc)

Or you can specialise. Having the 3 middle guns focus on sniping or brawling. And have your outer guns be utility or situation weapons.


If you want specifically a devestating Chip build, use the Spire with a lumberjack along with 3 Artemis. Yeah, it is a lockdown heaven. Or hell...



I also suggest the squid. Actually, i recommend the squid. The squid if you build him, is either very killy, and a little disably. Or vice versa. Along with its speed and small shape, you can use the tar as its 4th disabling weapon to escape and or downright annoy other ships. Making the squid a best friend ship to the other ship beside the Goldfish being a better bestfriend ship. But the goldfish is a specific ship that focuses itself on being something specific. But it is still a better best friend ship than the squid due to squids lack of ability to ram properly and thus change the enemies aim and etc

EDIT: the squid is also fun to fly once you master the weapon rotations, and its size along with turning without pheonix claw.
Title: Re: What ship is good for me?
Post by: TimTim LaBaguette on November 06, 2013, 10:04:43 am
I'd recommend squid with carronade and flamer !
Title: Re: What ship is good for me?
Post by: Lord Dick Tim on November 08, 2013, 01:41:13 am
I think it kind of boils down to the way you outfit almost any ship and the way your ally is positioned.

Chipping away at a target usually requires an ally to run interference, breaking up the enemy charge or preventing them from running in close to you.
This is reverse for the above suggested Squid builds, where in you are the interference running around like a madman causing mayhem and destruction in your path then puttering away.

But I have a feeling your describing a need for longer, tactical engagements that require depth of thought and planning.  The kill might be quickly had, but the hunt lasts longer.  Whispering glimmers of an enemy target, the sound of distant drums fading in and out.  Punctuated by the rolling thunderous crack of guns reporting on the starboard side as a target drifts out into the open.

I'd recommend the Galleon or Junker, fitted with equal sides long range and disabling options.
Title: Re: What ship is good for me?
Post by: Squidslinger Gilder on November 16, 2013, 04:29:35 am
All this squid talk...for one that knows how the squid should truly handle, its just sickening.

I wouldn't even bother with the Squid till Muse finally fixes it. Just go Junker. Easiest ship to counter squids with is the junker because of the gun arcs. Attack Squids can't avoid them and disabler squids can't disable fast enough if a crew switches quickly. Squids only way to counter that is to go ultra disabler and then you leave all the killing up to your ally and if your opponents just focus him and ignore you, its pointless.

Also miner squids I never recommend outside of fooling around. You cannot control your engage ranges properly with them. The effectiveness of the mine combat ship relies 70% on the gunner and 30% on the pilot. Squid mining flips those ratios and you are then set on close range mining which puts your own ship at too great a risk. The risk for reward is just not worth it. Specially since the squid has crappy acceleration. If the squid was able to control it's speed better, then you'd have something. Its also slow compared to what it used to be. By the time you reach engagement range, against competitive teams, the squid would be torn up. Offensive mining is very tricky and requires ally support to take advantage of the chaos.

Junker provides the best flexibility all around. It is Muse finally getting tuning right.

When the squid is fixed and is returned to being a proper brawler ship, then yes learn squid. Not even constant buffing can help the squid where it needs it. Only balloon buffing restores a portion of it's glory. No I will not stop fighting this issue until Muse finally does something.
Title: Re: What ship is good for me?
Post by: Spud Nick on November 16, 2013, 06:24:41 am
The squid has always been a better disabling ship than a brawler. You can still brawl in the squid but it will be a lot harder to do so.
Title: Re: What ship is good for me?
Post by: Captain Smollett on November 18, 2013, 01:36:47 am
The squid has always been a better disabling ship than a brawler. You can still brawl in the squid but it will be a lot harder to do so.

My squid eats Junkers for breakfast; pretty sure Puppy Furs' makes a 6 course meal out of them.  Junker's are pretty vulnerable to disabling and the fight will often rest on gunnery skill.
Title: Re: What ship is good for me?
Post by: Nidh on November 19, 2013, 08:42:00 am
I have been running Artemis front, Gatling side Squid and I have to say this might be the ship i have been hoping to fly all along. Thanks for all the suggestions guys!
Title: Re: What ship is good for me?
Post by: Skrimskraw on November 19, 2013, 09:43:03 am
I have been running Artemis front, Gatling side Squid and I have to say this might be the ship i have been hoping to fly all along. Thanks for all the suggestions guys!

very very good vs spires and pyras.