Guns Of Icarus Online

Main => The Classroom => Guides => Topic started by: Roderick Archer on March 26, 2013, 09:56:48 am

Title: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Roderick Archer on March 26, 2013, 09:56:48 am
(Pictures will come at some point, for now, I'll just have to explain it)

Quick! The Hull's taking a beating, the engines are out, and the gunner is screaming in your ear to help him get the forward guns up. What do you do?

Whoops, time's up. You took too long banging on the engines to notice that the balloon was in shambles and the ship just made an unscheduled landing into a mountainside.

Hi, I'm Roderick Archer and I'm Engineer and this happens more often than you think. When I first started playing Guns of Icarus Online, I realized that I couldn't keep everything in running order if I couldn't get to it quick enough. So I, like many Engineers, have started to use clever jumps and falls to get us to places a quickly as possible. And so, I write this guide to help those Engineers out who want to get to whatever parts on fire faster than you can say "Chemical Spray".

First and foremost, is first person perspective. The one thing you need to learn before starting is where your feet are. This isn't easy, especially when you're platforming from a first person perspective, but it is possible. Third Person is a little better if you can't exactly nail down where your feet are in first, but in the end, it all comes down to preference. The easiest way, to me at least, know where your feet are is to practice jumping onto things like railings and such in one jump. Once you can do this without fail, you're ready for the harder stuff.

Now, there are a few well known parkour spots that most Engineers should know, but others are tricky. Let's go over two of them; one simple and one a bit harder.

First is the Rail Jump on the Pyramidion, something most Engineers figure out on their own.

Any Engineer on the Pyramidion knows how much of a hassle it is when you're the only engineer on duty. So here's something you should remember next time you're on the forward gun deck repairing the balloon: You can jump over the railing and down on to the main deck in one jump and land right next to the hull. It's that simple. You've gone from balloon to hull in about a second, giving you more than enough to get on that damaged hull. And if you're good at chaining repairs, you can hit the balloon, jump down to the hull, hit that, run to the back engines and hit all three of them, passing by the side gun before getting back on the balloon.

Next is something I don't think many people knew they could do while on a Goldfish... I call it "The Underbelly"

Alright. Again, you're starting at the Balloon repair point. But now, you don't want to go to the Hull, you want to get to the lower engines. Looking over the side, you should be able to see the port (left) engine. Now, throw caution to the wind and jump. You should hopefully be landing on the support strut that connects the port engine to the ship. It's solid and so is the engine, so run across it and the engine before jumping over to the lower deck of the Goldfish. I've timed myself and I can get down to the engines from the balloon in about 2 seconds, when running down the stairs and to the engines is about 4-5 seconds.

And in Guns of Icarus, that extra 2-3 seconds can mean the difference between winning or ending up as someone's ornament on a mantlepiece.

Here's the final tip I have to offer... Experiment.

You'll never get anywhere if you don't give in and just try something new. Go ahead and jump off the side of a Galleon, hoping, praying that you'll land on something solid that isn't terra firma.

So good luck, fellow Engineers!
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: HamsterIV on March 26, 2013, 11:31:27 am
Excellent guide good Sir, I Salute you!

You can always tell if you have a good engineer aboard by his Parkour. The best are but a blur of healing effectiveness.

Here are a few of jumps you have missed:
Spire top deck to middle deck gun: Stand on the catwalk of the forward facing light gun left of the helm. Jump off the right side. You should land on the main gun (which you can walk on). Very good if you are gungineering and notice the main gun go down/ catch fire.

Spire Top engine to bottom engine/hull: Jump off either side of the top engine railing. You should land next to one of the turning engines. Effective if you are the main engineer fixing stuff after a fight when a new fight unexpectedly starts.

Spire Top Deck to bottom deck: There is a ladder to the port side of the ramp that leads to the top engine. (I did not know this the first few times I flew on a spire). The ladder goes strait to the bottom deck. Going down a good engineer does not use the rungs he or she leaps into the cage and thinks skinny thoughts until they hit bottom.

Galleon balloon to hull: Jump over the railing in front of the helm. It doesn't save much time but it impresses the captain. Also if you are feeling fancy you can run backward after hitting the balloon, jump over the rail going backward, then turn in midair to hit the hull as you land.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on March 26, 2013, 11:47:28 am
To get down from the balloon to the engines on the Goldfish, I prefer to jump off the right side, so that I can land next to an engine rather than on top, saving a bit of time. It's also easier to pull off.

Some other good ones:

-Squid: top engines to bottom engines. You can throw yourself over the rails right behind the main engines and land on the platforms below. Saves loads of time
-Squid: You can hit the right main engine and right turning engine in quick succession if you jump onto the rail next to the staircase, jump and hit the engine in mid-air, land on the walkway, and run to the turning engine.
Squid: You can get from the front gun to the right gun quickly by jumping onto the rail (with a bit of momentum), jumping over the gap onto the rail on the other side, and jumping to the gun.

There are others, I might mention them later.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Captain Smollett on March 26, 2013, 12:58:27 pm

-Squid: top engines to bottom engines. You can throw yourself over the rails right behind the main engines and land on the platforms below. Saves loads of time
-Squid: You can hit the right main engine and right turning engine in quick succession if you jump onto the rail next to the staircase, jump and hit the engine in mid-air, land on the walkway, and run to the turning engine.
Squid: You can get from the front gun to the right gun quickly by jumping onto the rail (with a bit of momentum), jumping over the gap onto the rail on the other side, and jumping to the

Whoa, I didn't even know the front gun to side gun squid jump. No wonder Sunderland is such an engineering ninja. Wonder what other ones I've been missing.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on March 26, 2013, 03:40:31 pm
-Squid: top engines to bottom engines. You can throw yourself over the rails right behind the main engines and land on the platforms below. Saves loads of time
-Squid: You can hit the right main engine and right turning engine in quick succession if you jump onto the rail next to the staircase, jump and hit the engine in mid-air, land on the walkway, and run to the turning engine.
Squid: You can get from the front gun to the right gun quickly by jumping onto the rail (with a bit of momentum), jumping over the gap onto the rail on the other side, and jumping to the gun.

Whoa, I didn't even know the front gun to side gun squid jump. No wonder Sunderland is such an engineering ninja. Wonder what other ones I've been missing.

Funny thing is, I actually figured out and started using that method while crewing on your ship. You aren't missing any particularly significant ones; the others that I know are fairly minor.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on March 26, 2013, 04:44:20 pm
Squid engine jump and the pyra hull jump are the ones I use most. The squid jump is really helpful when your captain is moonshining.

The other really major one is getting down to the lower side guns on a junker. Just jump off the side and land right on the gun and hit e. It saves a lot of time.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Coldcurse on March 27, 2013, 07:36:56 am
you can climb some of the ropes on a galleon, and actually getting in the balloon
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on April 13, 2013, 11:17:36 am
The Destructoid Flayed match yesterday was unbearably slow, so I used that time to work on some Squid parkour. As I stated earlier in the thread, it's really easy to hit the two right engines in quick succession by jumping off the rail before the staircase, but because of the balloon placement it's harder to do that on the left side. What I found:

-You can pull off a similar jump to the one achievable on the right side, but there's a much smaller angle in which you can do it, and even when you do there's a good chance you'll bump into the balloon and miss the thrust engine. Might require more practice, but still wouldn't be all that great.
-You can jump onto the balloon and then hit the thrust engine while jumping off, but this is pretty awkward and is questionably efficient.
-The best method I could find was a simple variation of the classic engine jump. Go up to the rear deck, but instead of going up to the engine, throw yourself off immediately and get it in mid-air. This keeps you from having to walk up, hit it, back up, and jump down.

I'll see how I can develop all that in the future.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on April 13, 2013, 09:08:31 pm
After what happened in Cogs today, I decided to play around with the Squid in Practice mode for a bit. After a few minutes trying different engine jumps, this is what I got:

-My above ideas for getting the left engines in quick succession should be ignored. I thought of something better. The best method is to jump onto the rail lining the walkway, and hit the thrust engine while jumping. I previously assumed that you wouldn't be able to get high enough, but it works.
-By combining that with the rail jump I use for the right side, I've figured out a streamlined repair circuit for the engines. Starting at the top of the hull staircase, I was able to do a circuit in 8 seconds. By comparison, a standard Squid repair circuit (think SpaceSebi-style) takes 11 seconds. I can probably get a bit more time out of it with practice, too.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on April 15, 2013, 11:18:10 am
What does a repair circuit repair?
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on April 15, 2013, 04:01:53 pm
What does a repair circuit repair?

Any set of components. For example, under sandstorm on a Pyra, I use a repair circuit by going hull-engines-lower left gun-hull-etc. You just run between the components in sequence. The above repair circuit is for engines, probably while using moonshine.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on April 18, 2013, 06:16:51 pm
So 11 seconds for the engines of a squid? I'll have to try it.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on April 18, 2013, 06:37:22 pm
11 seconds using the classic method. I can pull off just under 8 seconds with my method now.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Splorer on May 23, 2013, 12:31:23 am
I found this thread helpful when I first started playing Guns of Icarus, so I figured I'd contribute the tricks I've learned since then that aren't already mentioned.

---

Galleon

Balloon to Main Engine: Looking forward and standing slightly right of the balloon, jump backward over the rail, then move forward while falling. You'll land on a metal platform with the main engine on your right side. This is useful for forming an efficient circuit of the balloon, main engine, and hull.

Main Engine to Turning Engines: From the position you landed in the previous jump, walk forward until you hit a corner formed by a black support meeting the main engine. Strafe left slightly and fall off the edge. You're now on top of the port turning engine and can easily hop off onto the bottom deck. Don't use this jump just to get from the hull to the turning engines; it doesn't save time over the stairs.

Middle Deck to Aft Medium Guns: Hop off either side of the ship onto the top of an aft medium gun. Looking towards the ship, walk backward off the gun until you're falling. Wait until the screen just starts to dim, then mount the gun. If performed correctly the screen will appear dimmed while using the gun, and upon dismounting you will reappear by the hull instantly. You can sort of do this with the forward medium guns, but upon dismounting you have to wait for the full duration of the fall to reappear. You can also do this with the port light gun, but it's relatively useless. For convenience’s sake, I will use the phrase “fall mount” to refer to this technique in the future.

Goldfish

Balloon to Hull: Rather than going back down the stairs, walk forward from the balloon through the overhang and fall off the starboard edge behind the helm. Fairly obvious, but I didn't see it mentioned, and it saves a good second or two.

Fall Mount Light Guns: Choose a light gun. Facing it, slowly walk away from the ship's center. You shouldn't have to fall for your screen to dim. Once it is dim, mount the gun. This is useless due to the structure of the goldfish; you will reappear in inconvenient positions.

Medium Gun to Helm: You're on the medium gun, your captain just disconnected, you're about to crash into a mountain, and you're the last remaining person on your team. Well shit: you're having a bad game. Anyway, facing aft, jump onto the black fence on either side of you. Hop across the two armor plates and then onto the black support beam. From there you can mount the helm and prevent your crash into the oncoming mountain. Had you used the stairs, your ship would be a pile of rubble.

Junker

Different Hull Angle: Standing on the ramp that leads to the bottom deck, you can repair the hull from below. This isn't parkour, but since it is useful information for creating circuits I'm including it. I won't include the more commonly known angles, but I will include the ones that weren't intuitive to me at first.

Fall Mount Middle Deck Light Guns: Hop on top of either of the light guns. Face the center of the ship and walk backward off the gun. Mount the gun when the screen is dimmed. Once again, this is relatively useless. You can sort of fall mount the light guns on the bottom deck and the front light gun, but you have to wait the full fall duration to reappear.

Pyramidion

Hull to Main Engine: Facing aft, use the rail that's forward of the hull to jump onto it. Leap from the hull onto the main engine platform. Useless since you can hit the main engine from the bottom anyways, but I had to put something under pyramidion.

Spire

Fall Mount Medium Gun: Using the technique described in Hamster's post, get on top of the medium gun. Facing aft, walk backward until you fall off the gun. Mount the gun when your screen starts to dim. Arguably useless since you reappear at the helm (right in front of the pilot's face too :).) You can fall mount the port and starboard light guns using the technique described under junker. The fall mount for the port gun is potentially useful.

Top Deck Starboard Light Gun to Hull: Before you mount the gun, get on the aft side of it and stand on the silver metal plating that is adjacent to the black fence. When you dismount, facing aft walk forward and fall onto the spiraling black fence below you, then walk forward again. You should fall just next to the starboard turning engine. You can do it differently, I just find this is the most reliable way of not falling off the ship.

Squid

Different Hull Angle: You're the pilot, fleeing an enemy, when all of a sudden your hull armor disappears! You look over to see where your engineer is, but he disconnected and the god damned AI is repairing the port turning engine instead of fixing the armor. Deep breath. Dismount the helm, turn starboard and jump over the rail onto the slope. That's it! You can repair the hull through the bars here then get back to flying.

---

That's all I've got. As for my take on “Fall Mounting: Bug or Feature?”, I think it provides a minor buff to ships that don't see enough use, so there's no harm in letting it stay. I hope a few people learn something new from reading this, and contribute back to the thread when they find a new trick.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Infectedshroom on June 04, 2013, 03:24:53 pm
Not really a park hour kinda tip but I found this very useful when I was in the Spire. There's that ladder beside the hull so if you want to go straight to the balloon and to the hull that ladder is extremely useful and saves a lot of time.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Opal on June 10, 2013, 12:14:53 am
Surprised to see no mention of the 'top' deck to 'bottom' deck gun jump for the Junker in here--maybe it's too simple?  Though I do rarely see it done.

Both the railing and marks on the hull-deck on either the right or left side of the junker provide an easy frame of reference for the position of the lower deck guns.  By jumping over the railing where the second to last 'spike' sticks up (you know, the |--|--|--| on either side?) and holding back towards the ship, you can easily land on the gun or gundeck below, allowing you to slip onto the main engine or lower deck guns very quickly from the upper deck.  Once you're used to this, it's not hard to make the jump from different angles, as well.



Also, someone mentioned the rigging on the Galleon above--you can actually climb around in a lot of the rigging in a bunch of the ships.  With many it's of limited use, although I suppose there could be applications for pre-battle spotting positions (I know I love to climb in the rigging of the Junker for this myself.)  Almost tempted to start a thread about it, but I dunno if it'd be much use to anyone lol.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Enjix on June 16, 2013, 02:54:45 am
Just found a new jump tonight I haven't heard of.

On the pyra, you can jump over the railing as you approach the balloon from the ladder and hit the balloon in mid air before falling back onto the same platform as the helm.

Be sure to hug the left wall on the approach, else you will get stuck. It saves a second or so off of those rare main engi balloon repairs, but is fun nonetheless.

Also, falling off the ship is very, very easy, but once you get the right angle, it isn't too bad.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: dragonmere on June 16, 2013, 11:43:05 am
For the pyra-balloon repair jump... I tap through the corner of the rail, very easy. I then do a left strafe jump over the rail with a 180° while falling, to end up facing the hull.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Zenark on June 18, 2013, 03:49:56 pm
If you're on the front right gun of the Pyra, if you turn a 180 and run straight, passing the ladder, there is a little open area for you to fall. If you jump, you'll fall off the ship, but if you just run straight, you'll land on the hull.

You can also smack the Junkers hull from the bottom deck if you jump under the little lantern.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on June 18, 2013, 03:51:21 pm
You don't need to jump for the Junker one. You can just stand underneath it (around the top of the ramp).
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Zenark on June 18, 2013, 04:53:31 pm
You don't need to jump for the Junker one. You can just stand underneath it (around the top of the ramp).

Fff, good to know though!
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on June 22, 2013, 11:59:47 am
I don't know if it's been said before, but on a goldfish:

Jump onto the hull so you are standing on top of it (This takes practice)
Jump from the hull onto the cylinder thing next to it.
Look upward to where the hull is and jump. If you do it right you should glitch through the ceiling for a second and see the helm.
Press E on the helm to jump on. Pilot the ship from here
? ? ?
AAAAHHH HULL IS GOING DOWN HELP THE ENGINEERS ARE REPAIRING A GATLING GUN AND THE GUNNER IS FIRING AT YOUR FRIENDLY SQUID (BUT MISSING) AAAAAAAAAAAAAAAAAAHHHHHH
Press E to dismount helm.
Find yourself on lower deck.
Repair hull
Probably die, because let's face it, you are playing pilot and can't rebuild well.

In all honesty not useful, but it's a fun thing to do.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 10, 2013, 05:19:58 pm
I don't know if it's been said before, but on a goldfish:

Jump onto the hull so you are standing on top of it (This takes practice)
Jump from the hull onto the cylinder thing next to it.
Look upward to where the hull is and jump. If you do it right you should glitch through the ceiling for a second and see the helm.
Press E on the helm to jump on. Pilot the ship from here
? ? ?
AAAAHHH HULL IS GOING DOWN HELP THE ENGINEERS ARE REPAIRING A GATLING GUN AND THE GUNNER IS FIRING AT YOUR FRIENDLY SQUID (BUT MISSING) AAAAAAAAAAAAAAAAAAHHHHHH
Press E to dismount helm.
Find yourself on lower deck.
Repair hull
Probably die, because let's face it, you are playing pilot and can't rebuild well.

In all honesty not useful, but it's a fun thing to do.

I tested this in Sandbox today. Keon, you're amazing. You don't realize how much potential this has both for pilot-assisted rebuilds and recovering from falling off (as we've all done before).

To put it into perspective:

Getting from the lower deck (at the bottom of the slight slope that separates the front gun from the main deck) to the helm takes:

By normal means: 6 seconds
Using the classic climbing method: 4-5 seconds
Using this jump from underneath: 2-3 seconds
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: BigDave on July 10, 2013, 07:41:15 pm
Mobula parkour so far that I have found:


Number 7 is a hard to complete maneuver and even harder to replicate; if it were easily performed, it would be a reliable engine repair method, as it is faster than: repairing the main engine, jumping over to a turning engine, and then running allllllll the way back to the side ladder to run clear across the ship to the other turning engine. This method makes it possible to complete a full true repair circuit as you will not have to backtrack in order to reach every component of the ship.

Again it is very hard to do. Hopefully the other engineer will just be able to get the opposite side turning engine, but this could be useful in situations where you need 2 people gunning and you're giving chase to a ship.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 10, 2013, 07:59:10 pm
Another big one is jumping from the helm and mounting the front gun from underneath. It makes front gun use as the pilot completely viable.

I'm gonna have to check out #7. I spent a good while in Sandbox yesterday and I couldn't really get anything (apart from using Go AFK, but that's cheap), so I'll try to replicate it.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 10, 2013, 08:39:33 pm
Yup, it's definitely possible, but unreliable. I'll see if I can get it working on a regular basis.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: BigDave on July 10, 2013, 08:57:45 pm
Another big one is jumping from the helm and mounting the front gun from underneath. It makes front gun use as the pilot completely viable.

I'm gonna have to check out #7. I spent a good while in Sandbox yesterday and I couldn't really get anything (apart from using Go AFK, but that's cheap), so I'll try to replicate it.

Here is a set of pictures to help with number seven for those who haven't yet gotten it or want to try it out. And gunning from the helm is sweet!
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 10, 2013, 09:10:55 pm
Yeah, I pulled it off on multiple occasions, but it's hard to do consistently. Sometimes I'd get the jump on my first try, other times it would take a couple of minutes. It'll certainly be an interesting one to work on
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: James T. Kirk on July 10, 2013, 10:39:00 pm
...gunning from the helm is sweet!

Oh yea. Really emphasizes the Cannon of the Mobula's Glass Cannon possibilities.

If you put a Merc up top, a Merc on each lower deck, and Arts on the top deck, you can get a quad-fecta! (Top Merc, side Merc and both Arts.)

I think.

Figured this one out in the heat of battle, and I'm PRETTY sure I saw two rocket trails hitting that Pyri, but don't hold me to it.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 10, 2013, 11:01:58 pm
I'm hearing that the front gun jump on the Mobula is getting fixed. It kinda makes the ship too easy to run.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Captain Smollett on July 10, 2013, 11:12:46 pm
Right, forgot how easy it is to run that ship.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 10, 2013, 11:15:18 pm
Have you used the helm to front gun jump, Smollett?
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Captain Smollett on July 11, 2013, 03:04:42 am
Just in the sandbox. I'm merely commenting that the Mobula could use all the help it can get with crewing.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 11, 2013, 09:13:20 am
I also tried out another engine repair circuit method. If I get better at moving immediately after respawn (before you regain vision) then it'll save a bit of time.

-Run over to one side
-Throw yourself off the edge while hitting the turning engine
-After respawning, hit the main engine
-Run to the other side
-Throw yourself off the edge while hitting the third engine
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: naufrago on July 11, 2013, 02:40:39 pm
Problem with jumping off is that it's kind of random where you respawn up on the main deck. Thankfully, the Mobula is wide enough that spawning off the deck seems unlikely, but that randomness could make it hard to be consistent. On the other hand, jumping off is almost definitely faster than running back to the ladder.

Turns out that suicide really might be the answer =p
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 11, 2013, 02:42:45 pm
Yup, the semi-randomness was really making it tough to save much time.

I see a lot of potential in BigDave's strat, but it's held back by A. the collisions in the railing being annoying, and B. jumping up the big wall being inconsistent.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 14, 2013, 10:31:13 am
I learned something about Galleon engineering yesterday... I didn't see that coming.

Pinkamena Diane Pie (one of the best engineers out there, despite the silly MLP name) demonstrated how easily the bottom deck engi can get all three engines. If you stand on the little ledge lining the back of the ship, you can jump up and hit the main engine.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Captain Smollett on July 15, 2013, 03:21:01 am
Man I thought I was the only one that didn't know that!

Xemko showed me a few weeks ago.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 31, 2013, 01:20:04 pm
Found something that could be marginally useful in some situations with the Spire.

From the hull deck, it's possible to hit the main engine. Get a running start, jump onto the rear railing, jump as soon as you land on it, and hit the engine in mid-air. The big downside is that you'll fall off the ship, but it's still quicker than running all the way up. If the captain only wants one person on engines, I guess it could be helpful.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: James T. Kirk on July 31, 2013, 03:46:02 pm
You might as well just jump off the ship, go back to repair the main engine, and hop down to the bottom deck.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 31, 2013, 03:50:25 pm
I'd have to test to see which one is quicker.

Though really it's intended more for when you're already on the bottom deck anyways and you need to quickly hit the main engine... I'm sure there's a situation where that'd be needed.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Echoez on July 31, 2013, 04:27:00 pm
I'd have to test to see which one is quicker.

Though really it's intended more for when you're already on the bottom deck anyways and you need to quickly hit the main engine... I'm sure there's a situation where that'd be needed.

I'm quite certain that by the time you reach the point of engines being damaged severely, your hull be under heavy pressure already so I don't think that jumping of the ship is realy clever, but might help in other occasions x3
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on July 31, 2013, 05:16:00 pm
Yeah, as I said it might be useful in the occasional, rather weird situation. Maybe if your captain's kerosening and something's gone wrong with the top deck gungineer (not responding/loading in after DCing/etc.)
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on August 08, 2013, 07:01:02 pm
Also, if you remember the goldfish mount hull trick you can do the same using a spire by standing on the heavy gun. Much much less useful.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 12, 2013, 09:32:48 am
So in 1.3.1 the Mobula engine run has been made significantly easier. The rails by the engines now have proper collisions boxes, and the tall ledge at the back now has struts next to it that can be jumped on to get up. Getting all three in one go takes about 5-6 seconds.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on August 14, 2013, 01:40:30 am
In the immortal words of LordFunPants: "What shortcut?"

Huzzah!
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Dr Pantaleon on August 17, 2013, 02:56:01 pm
I'm not sure whether it has been mentioned before but I found a nice trick to work on the Junker balloon and Pyramidion main engine. You can repair both from below!

It's very useful for Junker pilots when they are sinking as they simply have to take a step back and look up.

On the Pyramidion it's especially handy when the pilot is using kerosene/Moonshine as a single engineer can keep all machines running with minimal effort.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on August 17, 2013, 11:07:02 pm
All of those are pretty well known. More things like that: You can repair junker hull from below. You can repair galleon main engine from below. You can repair and use front gun on mobula from helm below. (Or used to, I can't play the game since latest update, because I'm on a trip with a crappy netbook that can barely play Cave Story. So if Muse screwed it all up, I blame them.)
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 17, 2013, 11:26:44 pm
The Mobula jump is still in for the moment, but it's probably gonna be removed.

Other components that can be hit from below include the Mobula main engine, the Spire main engine (via suicide), the Squid's inner engines and the Galleon's main engine (and several guns).
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: James T. Kirk on August 17, 2013, 11:38:31 pm
... So if Muse screwed it all up, I blame them.

I'm sure Shinkurex is happy to hear that.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on August 18, 2013, 01:31:00 am
... So if Muse screwed it all up, I blame them.

I'm sure Shinkurex is happy to hear that.

WELL I BLAME SHINK FOR BEING HAPPY TO HEAR THAT! SO HAH!
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: sailKite on August 18, 2013, 02:05:47 am
In the vein of hit/mount from below: the Squid rear gun can be used in the same fashion.  ;D
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Piemanlives on August 18, 2013, 03:39:47 am
... So if Muse screwed it all up, I blame them.

I'm sure Shinkurex is happy to hear that.

WELL I BLAME SHINK FOR BEING HAPPY TO HEAR THAT! SO HAH!

I blame Shink for your blatant abuse of caps.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on August 18, 2013, 02:17:37 pm
I blame you for getting this off topic.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 18, 2013, 02:28:08 pm
Yeah guys, please keep this on topic.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on August 18, 2013, 02:46:26 pm
Sunderland mentioned the AFK button a while back. I think it might also be useful on some other ships. Will test when I return from my trip.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 18, 2013, 03:06:12 pm
It's pretty cheap, though. I really wish they'd just make it so that it put you back where you left off.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Captain Smollett on August 18, 2013, 04:09:21 pm
I think you should have to wait at least 10 seconds to return from being afk. 

Anyone that really needs to go afk is gone from a game for more than 10 seconds; and 10 seconds is way to long to trust an AI for anything.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 27, 2013, 02:15:33 pm
I decided to record a Spire parkour video last night. Keep in mind that this was around 12:30 AM and it was my first time using OBS, so the quality is pretty bad and I was being a bit too quiet...

http://www.youtube.com/watch?v=TFeGPfpYc08
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Captain Smollett on August 27, 2013, 07:54:09 pm
Awesome seeing you parkour from you pespective.

Now I want to see the Squid video!
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 27, 2013, 10:05:32 pm
http://www.youtube.com/watch?v=YLu2HEpm3Yc&feature=youtu.be

Bad quality and a couple of mistakes. But here it is for Squid anyways.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Dutch Vanya on August 28, 2013, 12:00:56 am
Just watched both videos, sunderland.  Thanks for making them i learned a couple useful tricks.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 28, 2013, 12:02:11 am
Thanks, good to hear that people are learning things from them :)
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 28, 2013, 12:40:34 am
Now, if anybody knows why the quality in those two videos is so awful and what I can do to fix it in future recordings, I'd be overjoyed. I'm in 1920x1080 with (nearly) max settings, I have a Radeon 5800, and I'm not asking OBS to downscale or anything. Anyone know what's going on there?
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Captain Smollett on August 28, 2013, 02:33:17 am
Man Sunder, that squid repair circuit is incredible.  Now I finally get to see first hand how the magical Sunder repair system works.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: LazyBoot on August 28, 2013, 11:23:59 am
Now, if anybody knows why the quality in those two videos is so awful and what I can do to fix it in future recordings, I'd be overjoyed. I'm in 1920x1080 with (nearly) max settings, I have a Radeon 5800, and I'm not asking OBS to downscale or anything. Anyone know what's going on there?
A quick look at the videos tells me that the issue is most likely with your bitrate setting. (As in: it's too low)
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 28, 2013, 11:38:09 am
Now, if anybody knows why the quality in those two videos is so awful and what I can do to fix it in future recordings, I'd be overjoyed. I'm in 1920x1080 with (nearly) max settings, I have a Radeon 5800, and I'm not asking OBS to downscale or anything. Anyone know what's going on there?
A quick look at the videos tells me that the issue is most likely with your bitrate setting. (As in: it's too low)

You're a hero. Thank you so much.

I'll be taking down my Squid and Spire videos once I do re-recordings with better quality.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on August 29, 2013, 12:05:15 pm
Goldfish video is up. A bit short, since there wasn't much to cover.

http://youtu.be/-2H6DKnSQ_E
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Alistair MacBain on August 29, 2013, 12:41:45 pm
Great shortcuts mate.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Keon on August 30, 2013, 08:31:27 pm
I want long-fall boots for my engie from portal. I think you'd need them.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Alistair MacBain on October 05, 2013, 05:14:01 pm
Not sure if it was mentioned and cant watch atm.
U can hit the mainengine of a Galleon from underneath if u stand on the railing botdeck. I mean that small thingy at the sides of the deck which prevents u from falling ^^.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: N-Sunderland on October 05, 2013, 07:01:44 pm
Yup, that one's been mentioned. So happy it wasn't removed like a couple of other "from underneath" tricks.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Kouhei Sakurai on October 11, 2014, 10:44:54 am
(I hope this isn't considered a necro...)

I've not been able to repair the Squid's hull from the port side. I've tried standing on top of the beam there but somehow I don't see the hull icon appearing. I've also tried moving around a little, but all I've succeeded in doing is falling off the ship. Has this been removed from the game already? Or have I missed the sweet spot?

(http://i.imgur.com/vrV65gc.jpg)

(http://i.imgur.com/2VUhlSF.jpg)
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Wundsalz on October 11, 2014, 11:26:21 am
I've not been able to repair the Squid's hull from the port side. I've tried standing on top of the beam there but somehow I don't see the hull icon appearing. I've also tried moving around a little, but all I've succeeded in doing is falling off the ship. Has this been removed from the game already? Or have I missed the sweet spot?
Unfortunately it has been removed from the game.
Title: Re: Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
Post by: Kouhei Sakurai on October 11, 2014, 11:30:16 am
Unfortunately it has been removed from the game.

Aw... I was crossing my fingers and hoping it was just me.

Thanks for the really quick reply =D