Guns Of Icarus Online
Info => Feedback and Suggestions => Topic started by: RedRoach on November 21, 2014, 12:11:09 pm
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Lots of people have their own opinions on game mechanics and will defend them to the death, so I decided to see if we could find anything in arguments.
What ship is the most powerful? Yes, this includes what weapons it's using.
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This very much depends on the situation, but I'd say either a Metamidion or a Meta Junker. Hwacha Galleon is extremely strong as well. If I had to pick one though, it would be the Pyramidion. Tough, strong, and fast, it has strong offense and defense. It is capable of Sniping, Brawling, Disabling... whatever role you want, really. It does require some skill to fly at it's full potential, however.
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There is no such thing as "the most powerful ship." A ships effectiveness is determined by the pilot, its crew, its ally ship, what ships the enemy is flying and finally the map and the strategy behind what needs to be accomplished in order to win.
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hmmmmmm. I feel like that's almost an impossible question to answer. it depends on so much - and the biggest thing it's dependent upon is what your enemy's bring and what your ally's bring.
if you're talking strictly taking down a ship, gatling/mortar is probably best, and that's probably most effective on pyras and junkers. when you throw in the skill of the person on the mortar, it's easier to hit from a front gun than a side, so probably pyra.
but if the enemy's bringing long-range weapons, that metamidion may not be effective at all; they may get disabled or fall before they ever get in range.
for longer range, hades can tear up a ship as well. I've seen hades/artemis and double hades done on varying ships; I'm not sure which build is better.
but this is strictly speaking to bring ships down. not every match is a DM, and sometimes, speaking of "most powerful" is in disabling power, not power to kill.
there are so many answers to this, and none of them are wrong. different ship builds are used to counter other ship builds, different ship builds compliment each other well. and some players function better on a particular ship or build better than another.
aaaaaand this sort of variety is one of the things I love about this game <3
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The strongest ship is the one that is most well suited to the current situation.
I know it is not a specific answer but it is the most truthful answer I can give
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There is no such thing as "the most powerful ship." A ships effectiveness is determined by the pilot, its crew, its ally ship, what ships the enemy is flying and finally the map and the strategy behind what needs to be accomplished in order to win.
Indeed. If pilot knows what he is doing, he can even rock with full flamer mobula on dunes.
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I agree with Riggatto. Squids and spires even excel in some areas.
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There is no strongest ship, but there is "the easiest ship to use for making what you want possible"
Pyramideon imo is not just EASY but VERY EASY to use. This is what makes players that use to acomplish most what they do. There is no real punishing effect other than missing a ram which is not the enemies fault, but rather the pilot on the pyramideon.
The spire as viable ship it is, is not hard to use, its VERY HARD. I enjoy it immensly and its unique use does need punishing a bit. But it is too hard to be apealing for players or is so hard that its obviouse when the ships disadvantage becomes impossible.
The squid, as HARD as it is. Does need some kind of tuning. The only hard hitting weapon is Flamers if the enemy doesnt have chem, or Mines. But that makes the ship even harder. If anything a new welcoming number for the squid is fully welcomed.
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It's the munker duh.
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Its all crew and loadout relevant. Munkers can be either insanely OP or very weak depending on crew/pilot/etc. Also depending on counters and other loadouts. There is no one surefire #1. If you get into 1v1 analysis, it gets even more skewed.
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Mobula OP
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Agree with "no ship is the best or strongest". It really depends on a lot of different parameters. For example, pyra could struggle against galleon in some situations, while blenderfish could totally mess up that galleon and put it out of fight. But then in other match that pyra could destroy blenderfish with no trouble. There are so many possibilites.
But, pyramidion seems like it has the least amount of weak points. Plus it's easy to use and easy on crew, so that's why it's such a good all around ship and seems like it's very powerful. But I think most other ships have better power potential, when used correctly.
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I'm going to shift the focus a little bit. What's the most underused pilot tool so far in the patch? I'm not asking "What is the most useless", but maybe both answers are one and the same?
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Yesterday I saw sneaking up... with a bloody, fat-ass Galleon.
...damn...
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Mobula OP
^
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I'm going to shift the focus a little bit. What's the most underused pilot tool so far in the patch? I'm not asking "What is the most useless", but maybe both answers are one and the same?
Either Range Finder, or Tar. Yes, a lot of people do use Tar, but it's usually replaced with either hydro, vent, or chute.
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I'm going to shift the focus a little bit. What's the most underused pilot tool so far in the patch? I'm not asking "What is the most useless", but maybe both answers are one and the same?
Impact Bumpers. I haven't seen too many of these lately. I use to use them right before a ram to reduce recoil damage, but turns out it's better to pop moonshine right before impact to keep the ship straight.
Vent Chute. It's not underused, but it's not overused either. Most people use hydro instead. I guess better to go up than down.
Drogue Chute. Some experienced pilots take it to counter carronades, but it really takes out piloting from the game when a parachute just stops the ship.
Tar. Tar is and has been broken. Some might argue otherwise, but the truth is, you don't often see tar clouds anymore. Destroying your engine is probably not the preferred way to escape.
The Range Finder... For those of you who don't know, Range Finder is actually a pilot tool. For those of you who still don't know, Range Finder is a tool in the game. You never see Range Finder. In fact, its not even listed in the gameplay page.
You can check it right now: http://gunsoficarus.com/gameplay/classes/captain/ (http://gunsoficarus.com/gameplay/classes/captain/)
I think the typical tools are moonshine/kero - claw - hydro.
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Impact Bumpers. I haven't seen too many of these lately. I use to use them right before a ram to reduce recoil damage, but turns out it's better to pop moonshine right before impact to keep the ship straight.
I thought Impact Bumpers reduced ALL damage. Like, a 25% reduction. (Can't remember resistance off of top of my head.)
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nope impact, so rams, and some of the mines
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You know something isn't used when you forget it's existence. Impact Bumpers, definitely.
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nope impact, so rams, and some of the mines
Question time, would an increase in damage resistance TYPES cause the Impact Bumpers to be used more?
I'm already seeing someone telling me that Impact Bumpers with a full out 25% damage reduction being OP as hell, so note the word "Increase", and not "maximum".
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What TYPE damage resistance are we talking about? Because impact bumpers allready resist 25% of impact damage, which is a type. That is Terrain/ships and mines.
Combine drogue chute with impact bumpers and you have a ship that can survive pretty well versus carronade or lumberjack.
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You just gave me a build idea,
Drogue Impact Galleon full tank ship. As long as I can get all my allies coordinated, we would be pretty effective against every light ships (pyra, gold, junker, and squid).
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You just gave me a build idea,
Drogue Impact Galleon full tank ship. As long as I can get all my allies coordinated, we would be pretty effective against every light ships (pyra, gold, junker, and squid).
Any piercing/explosive combo could kill it just as easily.
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You just gave me a build idea,
Drogue Impact Galleon full tank ship. As long as I can get all my allies coordinated, we would be pretty effective against every light ships (pyra, gold, junker, and squid).
Any piercing/explosive combo could kill it just as easily.
Ya, but a Hwacha Galleon can disable most piercing/explosive build ships.
Anyways, impact bumpers could use a change, but I don't think it's a priority.
Tar definitely needs a better implementation.
Has anybody found a good use for Drogue Chute other than countering blend?
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Drogue chute can be used to steady a ship, this is particularly useful on a lumberfish. But it also works on other sniper ships.
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Has anybody found a good use for Drogue Chute other than countering blend?
Because I sometimes purposefully destroy my balloon to dodge downwards when I am on a Mobula, I can always catch myself with drouge chute.
But yes, its inital idea is to have it take longer for one to ground out against Carronades nd Lumberjacks, I would imagine.
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What TYPE damage resistance are we talking about?
Just a general increase, I'm letting people decide what they want the Impact Bumpers to have reduce damage for. I'm all for making it resist explosive and shatter. Not sure about fletchette (right spelling, right?), and fire and piercing should be able to punch through impact bumpers.
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If it decreases damage versus other type, it will be quite overpowered.
Impact on the other hand is Direct collision. It is super specific. And the only gun in the game that can be blocked by it slightly is mines.
Impact bumpers is to fight getting rammed, or forgive your own ram onto another ship. So usually, a impact bumper ship wins on a direct ram versus an impact bumperLESS ship.
But it can also be used to not recieve too much terrain damage.
Pyramideons and goldfish tend to use this. Pyras could also use this versus terrain to turn quicker. "tactical turning" as we usually call them when it happens.
Spires, galleons tend to use it in a defencive way, to not get too much terrain damage when falling down or getting rammed in general.
More people need to use this on a junker versus pyras. Junker has more than enough armor to sustain versus weapons, its the ram that takes out the junkers baloon that is the worry.
I would increase Impact bumpers IMPACT damage reduction by another 15%. Because we need more tools that make us want to choose these tools.
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Impact bumpers on a Junker would only waste a tool slot. Junkers simply don't benefit from them because a good Junker pilot DODGES any incoming rams. A Pyramidion coming in for a ram should be every Junker pilot's best-case scenario. Just kick on a little Kerosene and Phoenix claw and you're suddenly on the side of the Pyra with your kill guns ready to go.
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I use Drogue Chute.
Aggressively engage ANYONE with anti-balloon weapons, and Drogue gives you a longer window of throwing caution overboard as you float down instead of dropping like a rock.
I also use Impact Bumpers on a Junker sometimes.
Usually, yes, you want to be dodging the ram. But sometimes, NOT dodging can be beneficial, and sometimes, dodging then reversing thrust and counter-ramming with your bumpers on can throw an enemy's aim off because they've turned off their course-stabilising piloting tool after realising they didn't hit, and knocking them off-arc can be an unexpected approach. Simply ramming a ship back when they try to ram you catches most players off-guard when you're a Junker (why? Because you're a Junker! Junkers don't ram things!).
It isn't 100% guaranteed to work, but it does give you an edge simply because your enemy won't be expecting it.
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I think Junkers don't ram things, because it will leave them with only 1 front gun and a damaged balloon.
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I think Junkers don't ram things, because it will leave them with only 1 front gun and a damaged balloon.
And because they're slow + lightweight - the rams don't do much damage either.
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I don't usually pilot a Junker, but I've seen a few Junkers tap my ship to escape, although I think this usually means a dead balloon for them.
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Impact bumpers on a Junker would only waste a tool slot. Junkers simply don't benefit from them because a good Junker pilot DODGES any incoming rams. A Pyramidion coming in for a ram should be every Junker pilot's best-case scenario. Just kick on a little Kerosene and Phoenix claw and you're suddenly on the side of the Pyra with your kill guns ready to go.
Thats the thing, if you get rammed constantly, thats when i advise impact bumpers just to shield your baloon.
But good junker pilots shouldnt have to worry.
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I don't usually pilot a Junker, but I've seen a few Junkers tap my ship to escape, although I think this usually means a dead balloon for them.
So you're saying to pair the bumpers with drogue chute? :P
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I don't usually pilot a Junker, but I've seen a few Junkers tap my ship to escape, although I think this usually means a dead balloon for them.
So you're saying to pair the bumpers with drogue chute? :P
I wouldn't know. Not a great junker pilot. I've just seen a handful of Junkers tap my pyramidion with their balloon to knock us off gun arc.
But I know using altitude altering tools and balloon blocking is very effective on a junker because the pilot can mallet the balloon.
Herr Kommandant can repair his own balloons for once.
(Herr Kommandant because Junkers were Prussian nobles. Get the joke? Eh, it was a long shot.)
For even more obscure joke, let me apologize to the Herr Kommandant:
(http://cdn.hark.com/images/000/063/519/63519/original.jpg)
"I'm Only a Humble Sergeant, Herr Kommandant"
(I don't even know what this is referring to. I saw it somewhere in the web. In fact, does anybody know what this is referring to?)
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Herr Kommandant can repair his own balloons for once.
(Herr Kommandant because Junkers were Prussian nobles. Get the joke? Eh, it was a long shot.)
...my God. [triple facepalm, augmented with facewall]
Please. Please. https://www.youtube.com/watch?v=2dbR2JZmlWo (https://www.youtube.com/watch?v=2dbR2JZmlWo)
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I don't usually pilot a Junker, but I've seen a few Junkers tap my ship to escape, although I think this usually means a dead balloon for them.
So you're saying to pair the bumpers with drogue chute? :P
I wouldn't know. Not a great junker pilot. I've just seen a handful of Junkers tap my pyramidion with their balloon to knock us off gun arc.
But I know using altitude altering tools and balloon blocking is very effective on a junker because the pilot can mallet the balloon.
Herr Kommandant can repair his own balloons for once.
(Herr Kommandant because Junkers were Prussian nobles. Get the joke? Eh, it was a long shot.)
For even more obscure joke, let me apologize to the Herr Kommandant:
(http://cdn.hark.com/images/000/063/519/63519/original.jpg)
"I'm Only a Humble Sergeant, Herr Kommandant"
(I don't even know what this is referring to. I saw it somewhere in the web. In fact, does anybody know what this is referring to?)
First off, I got both jokes.
Secondly, the second joke is a reference to a show called Hogan's Heroes, and now that you know you should look it up and watch it. Because it's amazing.
Back on-topic though, while I sometimes do run a Junker with both impact bumpers and a drogue chute, for exactly this reason, not getting hit by rams is *usually* a better option. It is possible to use impact bumpers to minimise the damage taken by voluntarily taking a ram, or by actively ramming for yourself. Once you've rammed a target, if you do manage to pop your own balloon, you can pop the drogue chute while reversing direction, and either take pressure off your crew by repairing the balloon yourself, or by simply telling them "no rush on the balloon, chute's up" and let them leave it for a more opportune time.
The approach to take depends on whether you're in a CQC build or not, how high up you are, and the relative positions and the reaction of the enemy ship after the ram.
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I think Junkers don't ram things, because it will leave them with only 1 front gun and a damaged balloon.
They also end up in otherworldly places: http://youtu.be/Q3RcyYgiZ6k
That was from a competitive match last year sometime. Think against Cake too. We rammed their junker into the globe and our ship went to warp speed on the stream but like that for us.