Guns Of Icarus Online

Community => Community Events => Topic started by: Naviaux on June 07, 2014, 05:26:18 pm

Title: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 07, 2014, 05:26:18 pm
(http://i.imgur.com/cQuN3Rq.png)

(http://i.imgur.com/9xvMk2y.png) (http://www.twitch.tv/naviaux)(http://i.imgur.com/r0HCSP7.png)(http://i.imgur.com/SyS6qAR.png) (http://challonge.com/tournaments/signup/14sVSQq3nF)
(http://i.imgur.com/rU88snX.png)
(http://i.imgur.com/CY5J8AG.png)
(http://i.imgur.com/UpnUpVe.png)
(http://i.imgur.com/YeomGiZ.png)
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Mezhu on June 07, 2014, 05:42:45 pm
Nice to see some new faces here, I hope all works out well.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 07, 2014, 06:03:10 pm
Nice to see some new faces here, I hope all works out well.
Thanks mate. Hoping to start running a bigger tournament (Round Robin and all that... Some type of prize maybe).
Though maybe I should learn to navigate a bit better before I do that.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Riggatto on June 08, 2014, 02:44:41 am
Only one mine launcher per ship? You make me sad
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 08, 2014, 03:24:52 am
Only one mine launcher per ship? You make me sad

We haven't seen any valid uses for having more than one of any types of those weapons. Anytime we've seen a build with anymore than one of the above weapons, it tends to fail miserably.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Alistair MacBain on June 08, 2014, 03:33:23 am
You havent flown on the same lvl. While i agree that barely and competetive ship utilizes several mine launchers they can be decently effective when getting in their optimal range and not been occupied.
But two flares is often used on the side of the pyra due to the ability to shoot them quickly and go back to the actual job of repairing.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Tropo on June 08, 2014, 04:03:48 am
prediction pyra mine/mortor from harpoon side and beacon flare rear with junker gatling/flak beacon front and harpoon mine on the side

i would love to be there but thats 3am i think... could you clarify  the times as edt, utc or gmt 0 ?

however i do have a rather large group and im sure we could put a team together
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Alucard Van Hellsing on June 08, 2014, 04:34:21 am
For everyone wondering "what time will it be in (XYZ) time zone" here are the time conversions for you.

UTC-9: 8:00
UTC-8: 9:00
UTC-7: 10:00
UTC-6: 11:00
UTC-5: 12:00(Noon)
UTC-4(EST): 13:00(1:00 PM)
UTC-3: 14:00(2:00 PM)
UTC-2: 15:00(3:00 PM)
UTC-1: 16:00(4:00 PM)
UTC: 17:00(5:00 PM)
UTC+1: 18:00(6:00 PM)
UTC+2: 19:00(7:00 PM)
UTC+3: 20:00(8:00 PM)
UTC+4: 21:00(9:00 PM)
Here is a link to a time zone map, so you can determine which one you are in, if you already do not know, and for further time zones: http://www.timeanddate.com/time/map/

I look forward to seeing everyone on the day of the tournament, and wish everyone entering luck in their matches.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Wundsalz on June 08, 2014, 05:18:21 am
Nice to see some new faces getting involved into event-organization.
Some remarks:
- sign up deadlines are missing
- what does "check in" mean? Show up with the whole team and idle in a lobby? Let someone contact the event organization that your team will be around? Anyway one hour seems to be a bit excessive. Some people have got tight schedules and can not show up until just before the event itself. Also having a scrim vs. another clan before an event to warm up is a common practice for many clans.
- Gun limitations: That's something that should be left to the clans, unless there are severe balance issues or glitches revolving around these guns. This is not the case for any of the restricted guns. As for your reasoning "Anytime we've seen a build with anymore than one of the above weapons, it tends to fail miserably." rest assured multiple minelaunchers and beacons on a ship have been used successfully in competitive encounters in the past!
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Tropo on June 08, 2014, 05:26:17 am
wundsalz this appears to be like spire tournament its got my full support for the limited weapons great idea for a fun tournament
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Wundsalz on June 08, 2014, 05:43:26 am
wundsalz this appears to be like spire tournament its got my full support for the limited weapons great idea for a fun tournament
Ah, is it a squid tournament this time? :D
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Tropo on June 08, 2014, 05:45:42 am
what about everyone take mobula's lol
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Celti on June 08, 2014, 12:53:37 pm
When would it start?
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 08, 2014, 12:55:19 pm
Nice to see some new faces getting involved into event-organization.
Some remarks:
- sign up deadlines are missing
- what does "check in" mean? Show up with the whole team and idle in a lobby? Let someone contact the event organization that your team will be around? Anyway one hour seems to be a bit excessive. Some people have got tight schedules and can not show up until just before the event itself. Also having a scrim vs. another clan before an event to warm up is a common practice for many clans.
- Gun limitations: That's something that should be left to the clans, unless there are severe balance issues or glitches revolving around these guns. This is not the case for any of the restricted guns. As for your reasoning "Anytime we've seen a build with anymore than one of the above weapons, it tends to fail miserably." rest assured multiple minelaunchers and beacons on a ship have been used successfully in competitive encounters in the past!

I'll keep all this in mind for the future, thank you!
As for the sign-up deadlines, it would be the day before the tournament actually happens (Friday 13th).
As for checking in, I would just like everyone to be ready for the tournament. Send me a message on Skype (strykdem) if you are prepared (the check-in time will between 12:00 - 12:50EST). This is really just to make sure there are as few wait times as possible when the tournament starts.
As for gun restrictions, from what you've all said, I'm going to lift the gun limitation.
I apologize for all the errors I have produced in the post (I've yet to get used to creating/hosting a tournament).

Again, I much appreciate all the help!

wundsalz this appears to be like spire tournament its got my full support for the limited weapons great idea for a fun tournament
Ah, is it a squid tournament this time? :D
what about everyone take mobula's lol
This wasn't supposed to be a single ship tournament, however feel free to use them if you'd like :D

Now, if only I could edit the main post... Hrm...
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Celti on June 08, 2014, 02:04:35 pm
When would it start?

Sorry, hadn't seen it on the post o.e but the thing is that July 14...is Monday
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 08, 2014, 02:29:10 pm
When would it start?

Sorry, hadn't seen it on the post o.e but the thing is that July 14...is Monday

OH... Oh... OOHHH... Uhm... Welp, I screwed that up... It's supposed to be June 14.... Thank you for pointing that out...
Well... I screwed that up... Now I really wish I could edit the op z_z
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Tropo on June 08, 2014, 05:52:31 pm
14 of june is too early for a team to practice weird ship builds i would have signed up if it was 2nd week of july any way good luck with it
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Alistair MacBain on June 08, 2014, 05:57:39 pm
ALso assume that you will miss several of the established clans when you do it on a saturday due to hephaestus being on the same day.

And even if we see new teams every now and then they arent as many as you need to fill a decent bracket.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 08, 2014, 06:30:38 pm
ALso assume that you will miss several of the established clans when you do it on a saturday due to hephaestus being on the same day.

And even if we see new teams every now and then they arent as many as you need to fill a decent bracket.

It's possible that I can talk to the other participating members whom are hosting the tournament to move it to then. I shall post an update momentarily.

Edit: Looks like everyone is okay with doing it on the date set (Monday, July 14th). The only problem I forsee is that it's on a Monday, and most people wouldn't be off work by 13:00EST.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Squidslinger Gilder on June 09, 2014, 05:17:38 pm
Only one mine launcher per ship? You make me sad

We haven't seen any valid uses for having more than one of any types of those weapons. Anytime we've seen a build with anymore than one of the above weapons, it tends to fail miserably.

Well that ends my interest right there.

Thats because you haven't been properly Munked. It takes an advanced pilot and crew to pull it off, which is hard to find. You're a newbie to the community so it makes sense that you haven't ran into it. But there is an entire theory and design behind Munker (2+ Mine) combat. Sadly with the netcode problems it has made it too risky to take. If you want to see it i'll show you some time. In proper use it empties lobbies within 1 match, ally counted as well. Another reason why I don't detail it in depth for the community.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 09, 2014, 07:42:43 pm
Well that ends my interest right there.

Thats because you haven't been properly Munked. It takes an advanced pilot and crew to pull it off, which is hard to find. You're a newbie to the community so it makes sense that you haven't ran into it. But there is an entire theory and design behind Munker (2+ Mine) combat. Sadly with the netcode problems it has made it too risky to take. If you want to see it i'll show you some time. In proper use it empties lobbies within 1 match, ally counted as well. Another reason why I don't detail it in depth for the community.

Well, if I could edit the main post, you would understand that this rule now only applies to the Javelins. And that the tournament would be on Monday July 14th, not Saturday July 14th.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Frogger on June 09, 2014, 08:01:40 pm
We haven't seen any valid uses for having more than one of any types of those weapons. Anytime we've seen a build with anymore than one of the above weapons, it tends to fail miserably.

Regarding the double flare, having two left side flares on a pyramidion was, and to a lesser degree still is, a viable competitive build. In this configuration, the rearmost flare serves the utility role of illuminating enemy ships obscured in clouds, while the frontmost flare is used offensively, since before 1.3.2 (IIRC) two flares would put twenty stacks of fire on an unchemsprayed component (they now add only 16). This is even more useful since the flare requires very little attention from the pyra's main engineer to operate. Now, since the buffing of the banshee and flamethrower, there a number of other good options, so it sees less use as compared to before. But it's still definitely a viable setup in certain circumstances, and indeed saw heavy use by Captain Smollett of the Paddling (Icarus's most successful team from March to November of 2013, and arguably the most successful of the Icarus competitive scene to date).

Regarding mine builds, I have yet to see one succeed at the highest levels of competitive play. It is, however, an undoubtedly effective and entertaining way to clear a pub lobby. The sudden violence of one's ship being disintegrated by multiple mine hits is certainly one of the most frustrating ways to die, and has no doubt contributed to many a new player ending their nascent airship career in utter despair, as Gilder rightly claims. However, more experienced opponents with a ranged component to their strategy can quite easily avoid this fate by simply flying backwards and refusing to engage at the mine ship's optimal range. Mine junkers are particularly vulnerable to this tactic due to the difficulty with which they control their engagement distance, which is absolutely critical in mine combat. It's also why the most effective mine ship that has yet been seen in competitive play is the Squid, which can both control its engagement distance while at the same time bring other tools to the fight instead of relying primarily on mines, which is a strategic mistake. On the whole, reliance on mines is a risky strategy, with many potential counters and a relatively limited number of contexts in which it can truly succeed vs. a prepared and thoughtful opponent. Its greatest appeal comes from the fun and satisfaction derived from its use, not from any real competitive advantage. (I should note, however, that this does change in CP maps, where they become much more viable due to increasingly claustrophobic engagements)
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 09, 2014, 10:11:12 pm
-Block of Text-

Thank you for the enlightenment! I have discussed this with the other members of the tournament, and they are okay with lifting the gun limitation on Flare Guns and Mine Launchers (though, limiting it to two may prove a good idea as well).
We are still going to limit the Javelin to one gun per ship, as (forgive my lack of ignorance once again) it doesn't seem like it would be very effective if you had two or more of them.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: GeoRmr on June 10, 2014, 06:43:01 am
Just because you personally can't see how something can be effective/don't think it will be effective, does that mean you should prevent other players from creating a strategy around it? None of the weapons are abusable to game breaking extent; I don't see any reason why you need to limit them at all.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Naviaux on June 10, 2014, 11:39:22 am
Just because you personally can't see how something can be effective/don't think it will be effective, does that mean you should prevent other players from creating a strategy around it? None of the weapons are abusable to game breaking extent; I don't see any reason why you need to limit them at all.

I never said that they couldn't be effective, I simply stated that I've never seen a build that had more than one of these guns work. Now, the Flare Guns I can understand now. They apply a lot more fire to things than a flamethrower does.
But we didn't restrict them because they are 'abusable,' we restricted them so we can create a more healthy tournament environment. Having a Junker with 5 Mine Launcher or even 5 Harpoons doesn't create a healthy environment, in-fact it creates a rather unpleasant feeling for their allies and possibly a hollow victory for their opponents.
Now, this being a tournament, I would hope peoples don't have this issue with their allies, not are they the people doing it.
I think what will happen is the Flare Guns and Mine Launchers shall be limited to two, where as the Harpoons shall be limited to one.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Deltajugg on June 11, 2014, 06:50:41 am
I'll let myself send you this link:
http://www.twitch.tv/therobanddanshow/c/4039587
Just a little piece of proof that if a player is willing to use something effectively in a set number, it can, and will, work well for them if played properly.

The amount of guns on the ship should be player's decision and player's decision only. If they feel like taking 5 mine/flare/poon, let them, it's their choice and their responsibility for taking this kind of build and not any other. If people sign up as a team they most likely know one another to the point where they can trust them with not taking anything they will consider stupid, they probably won't grab just any other person from the global chat that can take a unique ship layout they can't even use properly, so you don't have to worry about them taking anything that will cause "unpleasant feeling for their allies". That being said, as much as I doubt anyone will use 5 poon junker, I believe it is for the player to decide whether or not it's viable for him.
Title: Re: [Skyward Open] Two vs. Two Deathmatch | Community Tournament
Post by: Tropo on June 17, 2014, 12:42:31 am
i totally misunderstood these rules not sure if its the way i read them or the way there written

yeah would be a bad idea to not alow some one to take dual flares or dual mines because they are some of the best weapons and good combat to rushing pyramidions