Guns Of Icarus Online

Main => Gameplay => Topic started by: Skrimskraw on March 17, 2013, 08:46:08 pm

Title: The lumberjack
Post by: Skrimskraw on March 17, 2013, 08:46:08 pm
so I recently started playing with the lumberjack.
But the problem is, I don't know how it works other than it does flechette damage at range.

What i am asking is what ammo should you use, where to hit and which ships to use it on?

and can anyone give a detailed description on how it works excactly?

thanks :)
Title: Re: The lumberjack
Post by: N-Sunderland on March 17, 2013, 09:19:26 pm
The way the arming time works is basically...

The lumberjack has two damage types. Number 1 is 50 shatter damage. Number 2 is 300 flechette damage. When you shoot a lumberjack, it has an arming time of 0.8 seconds. If it hits before 0.8 seconds has passed, it'll only do the shatter damage. After 0.8 seconds, it'll do its flechette damage as well. This makes the lumberjack virtually useless if the target is right next to you, but incredibly powerful at range.

In terms of ammo, go lesmok at long range to reduce the drop, burst at mid-range to get a bigger clip and AoE with no damage penalty, and heavy (or incendiary) clip at short range. The reasoning behind using heavy is that it lowers the muzzle speed, so the lumberjack can reach its arming time at shorter ranges. You should always aim for the balloon, as it deals tremendous flechette damage. It works best on the long range broadside of a Galleon; using on a Goldfish or Spire is less conventional.

Hope that helps.
Title: Re: The lumberjack
Post by: Queso on March 17, 2013, 11:35:28 pm
I've had success with it on a goldfish. Certainly requires team play.
Title: Re: The lumberjack
Post by: N-Sunderland on March 17, 2013, 11:43:50 pm
I've had success with it on a goldfish. Certainly requires team play.

Yeah, it can work well, but it's risky. It's really effective on open maps like Dunes.
Title: Re: The lumberjack
Post by: Squash on March 18, 2013, 01:07:10 am
You know at short range the lumberjack isn't still useless, 50 shatter with 6 shots is still 300, that's enough to knock out a gun. I'm not saying it's a strategy, I'm just saying that gunners can still be pro-active inside that arming time.
Title: Re: The lumberjack
Post by: Lord Dick Tim on March 18, 2013, 01:34:43 am
If the gunner can adapt fast enough for the screwy way the arc changes with different ammo types.
I did some practice rounds in a sandbox to get use to hitting target with all applicable ammo types, its easy now I know how, but I'm sure the majority of players who don't actually practice won't be able to do it on the fly.
Title: Re: The lumberjack
Post by: RearAdmiralZill on March 18, 2013, 09:31:15 am
Sunderland pretty much hit it on the head with his description. Another option for short range engagement is heatsink. Yes itll lower the DPS, but you get more shots and it increases the turning of the gun, which at short range can only help especially on a lumberjack.

Lumberjacks on a galleon can be deadly if you know its firing arc as pilot. Its a rather small window. Ive used it on goldfish with pretty good results, but as everyone says it does require a level of teamwork. It is very good in a spire. The turning rate lets you aim it well, and with a howitzer up front you have a very good combination for long range harassment. This all depends on your gunner of course. It takes practice but is far from impossible.
Title: Re: The lumberjack
Post by: awkm on March 18, 2013, 11:32:03 am
In general, I want this gun to make it back into play.  Hwacha is getting more attention than it should since it's strategies are easier to pull off than Medium Flak now.  Although I think Medium Flak will be back once people get used to it.

I've made the Lumberjack a little easier to use as a hot fix a week or so ago.  If anyone else has any other suggestions let me know.
Title: Re: The lumberjack
Post by: RearAdmiralZill on March 18, 2013, 11:38:59 am
In general, I want this gun to make it back into play.  Hwacha is getting more attention than it should since it's strategies are easier to pull off than Medium Flak now.  Although I think Medium Flak will be back once people get used to it.

I've made the Lumberjack a little easier to use as a hot fix a week or so ago.  If anyone else has any other suggestions let me know.

I think the Lumberjack has been making a slow comeback, just because it does take a learning period to consistently make shots. I think the big thing is the arming time. I dont disagree with it at all, but a lot of players dont fully grasp it, or notice when they get too close to other boats. We vets know and can compensate, but ive seen too many new players (This is with flak too now) rush in and try to fire point blank. Idk how exactly to tell them apart from what we do now, unless you make the descriptions of arming time a different color or something to draw attention in the gui.
Title: Re: The lumberjack
Post by: awkm on March 18, 2013, 01:02:58 pm
Yes, this is a problem.  It's not an obvious thing.  The LJ has a subtle effect on its projectile that's not enough.  The Flak hasn't gotten the attention yet, unfortunately.  Something that we're working on is changing the explosion particle and sound effect on below arming vs. above arming distance.  Hopefully, via experimentation, new players will intuit the differences in range for these items.

Any other ideas for the types of effects that you might find useful are welcome.  One thing about sound there will be more than one projectile on screen.  Doing a ticking sound or timer won't work because of this, too many on screen means lots of ticking or whatever.  A subtle sound effect of the projectile whistling through the air might be interesting though.... hmmm.  Still tough to hear probably.  We don't want to deafen you lol.
Title: Re: The lumberjack
Post by: Pickle on March 18, 2013, 01:16:21 pm
If the shot splashes are being reviewed against the arming time, is it possible to add in at the same time some way of distinguishing which gun is hitting the target?  If your co-Gunner is firing a Whirlwind or Dragon Tongue you've no chance to see whether your shots with the flak/mortar/etc. are hitting amongst the splash-spam lighting up the enemy..
Title: Re: The lumberjack
Post by: -Muse- Cullen on March 18, 2013, 01:17:18 pm
One thing about sound there will be more than one projectile on screen.  Doing a ticking sound or timer won't work because of this, too many on screen means lots of ticking or whatever.  A subtle sound effect of the projectile whistling through the air might be interesting though.

How about, when the weapon arms, it creates a quick burst of hissing noise that dies down quickly as it gets farther away? So... something like

*Whump*

.8 seconds of waiting...

*PFFSSSSSSSSSSS...*

The sound wouldn't become deafening because of the distance it would be at by the time more shots activate, and its fizzing effect would work well with the sound. The initial PFF is staccato enough to be able to pick out in conjunction with its current visuals.
Title: Re: The lumberjack
Post by: Letus on March 18, 2013, 02:11:52 pm
Being someone who has loved the Lumberjack since it's release (and making one of those imfamous Lumberfish) I will say it is a highly communicative weapon since the arming rate.

I have read someone mention a good loadout, however I tend to go for Lesmok, Charged, and Incendiary.  Again, Lesmok for distance, Charged for medium, and Incindiary for up close; however, I also have charged for if they get too close for the Side mortars.

As a Pilot of a Lumberfish, half my job is to watch the damage indicators and relay the info to the Gunner, just in case they don't get it.  I also give them great praise (the first time I flew my Lumberfish in Ages, I had a Gunner who got us 5 kills in a 3 v 3 deathmatch...granted 3 of those were side mortars...) it's a tough gun to use, but I think it's the most fun, definitely when you can utilize it well.

Basically, as a Pilot, you have to know when to go from long, to close, to "dang they're too close" combat, and keep in touch with your Crew, let alone contact with your other captains.
As a gunner, you just have to get a feel for the rounds and the arming.  Again, I chose incendiary for closer range, but the drawback to that is that incendiary rounds drop immensely, so you have to aim higher.
Title: Re: The lumberjack
Post by: Pickle on March 18, 2013, 02:16:08 pm
I need to get some Lumberjack practice in, I have the 2 or 3 kills with Lumberjack achievement open on Gunner at the moment.  So if anyone's looking for a mortarman and will forgive a few misses until I get my eye in, drop me a shout in-game..
Title: Re: The lumberjack
Post by: awkm on March 18, 2013, 02:50:28 pm
How about, when the weapon arms, it creates a quick burst of hissing noise that dies down quickly as it gets farther away? So... something like

The problem is that the rate of fire or rather the time inbetween each bullet is very close to the arming time.  It'll be constantly hissing.  And it doesn't really make sense, it's not like the gun itself is remote triggering the projectile. 

Yeah tough issue to solve. I really do want to do something with sound though.... sound on the projectile is tough because the farther it goes the more quiet it gets :P
Title: Re: The lumberjack
Post by: HamsterIV on March 18, 2013, 03:12:15 pm
What about a metallic ping sound like the pin being pulled from a hand grenade when a Lumberjack projectile reaches arming time? That or a change in the projectile's particle trail after it has passed its arming time.
Title: Re: The lumberjack
Post by: RearAdmiralZill on March 18, 2013, 03:33:22 pm
I think something visual would be easier to figure out vs some kind of sound. In the thick of a fight, you have noise going off everywhere. At least with a visual representation both the gunner and pilot will notice it as they are the ones watching for hits and proper aim.

Perhaps a change in the tracer after arming?
Title: Re: The lumberjack
Post by: N-Sunderland on March 18, 2013, 04:15:37 pm
If the shot splashes are being reviewed against the arming time, is it possible to add in at the same time some way of distinguishing which gun is hitting the target?  If your co-Gunner is firing a Whirlwind or Dragon Tongue you've no chance to see whether your shots with the flak/mortar/etc. are hitting amongst the splash-spam lighting up the enemy..

When your crewmate hits, only the outline of the indicator is shown. When you hit, the inside of the indicator is white.
Title: Re: The lumberjack
Post by: Skrimskraw on March 18, 2013, 05:30:32 pm
thanks
Title: Re: The lumberjack
Post by: Captain Smollett on March 19, 2013, 01:18:25 am
How about if you hit when the arming time hasn't been reached yet, it makes a really pathetic impact noise, like a two wood blocks clapping together but if it hits with the arming time reached it goes BOOM!!!!!
Title: Re: The lumberjack
Post by: Lord Dick Tim on March 19, 2013, 02:03:05 am
What if weapons that hit that haven't armed yet had a different hit indicator.
could be as simple as a color change
Sure does attract the eye more.
Title: Re: The lumberjack
Post by: Letus on March 19, 2013, 05:11:59 am
What if weapons that hit that haven't armed yet had a different hit indicator.
could be as simple as a color change
Sure does attract the eye more.

This would be a good idea for the Typhoon if you ask me...or Lumberjack if you don't know what you're looking for.

I've been so used with a Lumberjack Hit giving two indicators though...that's what I look for when I pilot my Fish.  When a Lesmok gets a one indicator, time to switch to charged...when that gets a single indicator, it's time for incendiary....when that gets a single indicator...time to make them feel silly for getting too close with charged side mortars...
Title: Re: The lumberjack
Post by: awkm on March 19, 2013, 11:48:54 am
This would be a good idea for the Typhoon if you ask me...or Lumberjack if you don't know what you're looking for.

I've been so used with a Lumberjack Hit giving two indicators though...that's what I look for when I pilot my Fish.  When a Lesmok gets a one indicator, time to switch to charged...when that gets a single indicator, it's time for incendiary....when that gets a single indicator...time to make them feel silly for getting too close with charged side mortars...

Oh yeah, we definitely want to expand on hit indicators too.
Title: Re: The lumberjack
Post by: Lehran on March 20, 2013, 01:27:57 pm
I run a lumber spire and it's not that bad. Combined with a merc it is a deadly weapon. Now as far as the arming goes, if the feeling is not second nature by now you notice that as each lumberjack round fires, an orange aura surrounds the round. When the aura is gone it is fully armed. Hope that helps. 
Title: Re: The lumberjack
Post by: JaceBoojah on March 20, 2013, 02:06:44 pm
Hey everyone, I was working on my Lumberjack skills in sandbox and came up with this chart.

(http://i3.photobucket.com/albums/y71/jacemeadows/lumberjack.jpg)

Of course this is for a unmoving level target, but I think it can be helpful
Title: Re: The lumberjack
Post by: awkm on March 20, 2013, 02:19:05 pm
Holy shit that's one cool looking graph you got there.
Title: Re: The lumberjack
Post by: N-Sunderland on March 20, 2013, 03:57:36 pm
Nice graph, Jace!
Title: Re: The lumberjack
Post by: JaceBoojah on March 20, 2013, 04:05:40 pm
Thank you! too bad I cant figure out how to make curved lines on photoshop

Maybe I'll make a chart for heavy flak (even though it is much less needed).

I had a weird glitch while trying to make hits from over 2 map spaces.
the explosion would happen on my gun, with no damage.
Title: Re: The lumberjack
Post by: N-Sunderland on March 20, 2013, 04:29:19 pm
Thank you! too bad I cant figure out how to make curved lines on photoshop

Maybe I'll make a chart for heavy flak (even though it is much less needed).

I had a weird glitch while trying to make hits from over 2 map spaces.
the explosion would happen on my gun, with no damage.

Did the shot count? This could be the silly misfire thing that's plagued everybody all too many times.
Title: Re: The lumberjack
Post by: Shinkurex on March 20, 2013, 04:45:43 pm
Thank you! too bad I cant figure out how to make curved lines on photoshop

Maybe I'll make a chart for heavy flak (even though it is much less needed).

I had a weird glitch while trying to make hits from over 2 map spaces.
the explosion would happen on my gun, with no damage.

Did the shot count? This could be the silly misfire thing that's plagued everybody all too many times.

Ugh the ghost shot.... How I dislike thee
Title: Re: The lumberjack
Post by: JaceBoojah on March 20, 2013, 04:48:47 pm
Thank you! too bad I cant figure out how to make curved lines on photoshop

Maybe I'll make a chart for heavy flak (even though it is much less needed).

I had a weird glitch while trying to make hits from over 2 map spaces.
the explosion would happen on my gun, with no damage.

Did the shot count? This could be the silly misfire thing that's plagued everybody all too many times.

It did not count. It was like how heavy flak ends in an explosion if it hits nothing but air, but the animation and sound was on the end of the gun.

Here is a much more boring and less useful heavy flak with lesmok picture.  not worth making a full chart.

(http://i3.photobucket.com/albums/y71/jacemeadows/HF.jpg)
Title: Re: The lumberjack
Post by: N-Sunderland on March 20, 2013, 04:53:48 pm
So yeah, the gun misfired... I hate it when that happens. That's been a problem for a really long time.
Title: Re: The lumberjack
Post by: TheSovietKlondikeBar on May 16, 2013, 05:41:54 pm
I do have something to add as an idea.
What if you had a side panel on the lumberjack that consisted of gauges (that are consistent with how many shells each clip holds at once) and after you fire a projectile the gauge will light up and start moving a needle that counts down the seconds needed for the mortar to be armed, and then it will change color (like a red to a green). Since I know that there is an ability that increases clip (but am forgetting the name atm) you can have deactivated gauges (maybe cracked?) that become active when that type of round is implemented, and deactivated when its not.
Title: Re: The lumberjack
Post by: Keon on May 16, 2013, 06:46:10 pm
What's the X axis of that graph?