Guns Of Icarus Online

Main => The Classroom => Q&A => Topic started by: Lord Dick Tim on February 23, 2013, 01:02:15 am

Title: The Tip Jar, a collection of community tips
Post by: Lord Dick Tim on February 23, 2013, 01:02:15 am
Hello fellow Icarians, collected below will be the various tips, pointers and witty sayings provided by captains, crews and sharp tongue or minded observers.

Post updated 3/12/2013

The Tips

1.  If you want to turn faster, go in reverse!  A sudden reduction in speed will greatly improve your turning velocity!
2.  Get up to top speed faster by using a short blast of moonshine! 
3.  Stop suddenly by throwing the engine in full reverse and blasting a touch of moonshine then put the throttle in nuetral.
4.  If you need to change horizontal fields rapidly up and down, dont use chute vents and hydrogen immediately after each other.  It takes a few seconds for one to cancel out the momemtum of the other.

5.  Always wack a component with the mallet before using a fire extinguisher! 
6.  If your an engineer, take out that spy glass and spot some ships! 
7. When captaining dont bring a spyglass, fill that third spot with something to improve your tacticle advantages at the helm.
8.  The Mercury Field guns primary purpose is to knock out enemy ship components.  Aim for the engines of escaping ships, or the guns of approaching ones

9.   Left click on the name of a ship in the match lobby, this will show you a detailed layout of its fitting.
10.  Use the terrain to hide in!  Some ships can get very low to the ground and can use hills or wreckage as shields as they approach an enemy.

More Tips!   The following where submitted by forum users in this thread.

11.  Before you ever captain in a live game learn the other two rolls and learn them well.
12.  Some captains suffer from tunnel vision, if you spot something let your captain know verbally.
13. If you just spawned and your ally is getting double teamed on the other side of the map don't rush blindly to his aid. Sometime it is better to let your ally die to reestablish the formation, than to feed the other team a steady stream of 1v2 fights.

14.  Pick the squishiest ship on the other team and gang up on it with your team mate, forcing the other team into a steady stream of 2v1 engagements is a fast path to 5-0 victories.

15.   If you take cover in the clouds immediately change your direction and altitude when the enemy team looses spot. A good gunner will predict where you went and try to blind fire you.

16.  If you are hiding in clouds to repair tell your gunners not to shoot. A good gunner on the other team could track the path of you bullets back to the source.

17.  If an enemy ship takes cover in the clouds, and you have a large clip weapon (like a Manticore or Whirlwind) spray the clouds around where you last saw the target with bullets. The hit confirmation box will show where the target is to the other gunners on your ship.

18.  When piloting only rarely leave the helm. Even if your Balloon is down you can still pilot the ship to a safer spot and give your crew more time to repair.

19.  Know your limitations of your ship. This goes double for Squid pilots I see charging to the front of a Goldfish.
20.  Know when to run. Most maps offer some sort of cover to escape and give your crew a breather.
21.   For Engies. Know all the jumps to get around a ship. The quicker you can get to a component the higher your chances for survival.
22.   Use uninspiring ship names to throw off the other team (We Will Die, We Will Lose, We Will Blow Up). Over confidence can kill! =)
23.    If your pilot tells you to get on a particular gun, get on that gun and that gun only.
24.   Don't use lochnagar unless you've got a really powerful gun with a small clip, like the flak or the merc. Even then, I'd recommend charged instead.

25.  Your ships momentum is transferred to your bullets if you want your gunners shots to go where they aim them, have as little perpendicular movement to the bullet's path as possible.

26.  Never park a squid in the open.
27.  Your ship is not a fighter plane. It has multiple throttle positions for a reason.
28.  Make sure you have some idea of what your guns do. Dont charge face first into an enemy with a weapon that has an arming time.
Title: Re: The Tip Jar, a collection of community tips
Post by: Ccrack on February 23, 2013, 02:18:07 am
read the manual before playing the game

if the highlighted icon on the top right of the screen looks like a bullet, DONT join my crew
Title: Re: The Tip Jar, a collection of community tips
Post by: Kyren on February 23, 2013, 04:44:49 am
Don't blindly rush into clouds if you know your enemy is in there. You've got an idea where he is, but he likely has no idea where you are while in the clouds - Just wait for them to appear again and give them a nice surprise.

Title: Re: The Tip Jar, a collection of community tips
Post by: Pickle on February 23, 2013, 05:27:40 am
Don't use Quick Join, ever.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on February 23, 2013, 08:22:00 am
Don't use Quick Join, ever.

And if you really want to use it for some reason, please do not go captain. Or gunner, for that matter. Your best bet is to go engineer. Even better would be to forget the Quick Join button's existence.
Title: Re: The Tip Jar, a collection of community tips
Post by: Pickle on February 23, 2013, 09:28:44 am
Never get onboard a 'ship -

- when the Captain isn't a Pilot

- if there's more than one Pilot

- if it looks like there isn't going to be an engineer and you don't plan on playing one

- as a buffing Engineer/Gunner/Pilot without checking with the Captain that that's ok

- when the 'ship has the default name

- when the match start countdown timer has already started

- without sanity checking the weapons loadout

- mid-game without checking the match roster to be sure that you're role will not unbalance the crew
Title: Re: The Tip Jar, a collection of community tips
Post by: SeaMichelle on February 23, 2013, 10:35:37 am
Engineering Tips:

- Most important components are the hull and the balloon.
- Second priority is the main (or solitary) engines, then the turning (dual) engines.
- Of least importance are the guns. They can afford to remain broken in a heavy fight.
- During a heavy fight, stay glued to the hull and/or balloon. If the ship isn't being attacked, you can work on everything else.
- Listen to your captain and fix whichever components he/she wants to have fixed.
- If you're the only engineer (or the most capable engineer) on your ship, stay off the guns and make sure your ship stays afloat.
- If there's another engineer on the ship that's already fixing the hull or balloon, focus on any other busted components, primarily the engines.
Title: Re: The Tip Jar, a collection of community tips
Post by: Jazzza on February 23, 2013, 10:45:45 am
Crew tips:
Title: Re: The Tip Jar, a collection of community tips
Post by: MattyK on February 23, 2013, 12:22:16 pm
Title: Re: The Tip Jar, a collection of community tips
Post by: Spud Nick on February 23, 2013, 12:39:39 pm
Don't let your competitive nature get the best of you and remember that we all play games to have fun.
Title: Re: The Tip Jar, a collection of community tips
Post by: Furrymessiah on February 23, 2013, 06:13:03 pm
Don't let your competitive nature get the best of you and remember that we all play games to have fun.

(http://cdn.lastangryfan.com/wp-content/uploads/citizen-kane-clapping.gif)
Title: Re: The Tip Jar, a collection of community tips
Post by: The Churrosaur on February 24, 2013, 03:23:24 pm
Don't let your competitive nature get the best of you and remember that we all play games to have fun.

Well said.

Also, if possible, attempt to convey language barriers BEFORE the match starts, nothing worse than getting hopping mad at a rebellious crewmate only to realize they simply dont speak English.
Title: Re: The Tip Jar, a collection of community tips
Post by: Lord Dick Tim on February 24, 2013, 11:51:58 pm
You get a salute for that one churrosaur.  Its a simple thing and can prevent a lot of grief.
Title: Re: The Tip Jar, a collection of community tips
Post by: Andriej on February 25, 2013, 10:39:53 am
- Plug-in your mic.
- Join Game.
- Press "C".
- Sing "The Flight of the Valkyries".
- Grab Salutes!
Title: Re: The Tip Jar, a collection of community tips
Post by: RearAdmiralZill on February 25, 2013, 10:54:39 am
- Your ship is not a fighter plane. It has multiple throttle positions for a reason.
- Make sure you have some idea of what your guns do. Dont charge face first into an enemy with a weapon that has an arming time.
- Unlike most games, teamwork is required to play effectively. If you dont like that, we appreciate your monetary donation to GOIO.
- Dont get offended by advice given to you by other players (unless they are talking out of their tail end...).
- Not all captains yell at their crew and call them useless gasbags, so dont lose heart.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on February 26, 2013, 12:39:02 pm
-Some captains suffer from tunnel vision, if you spot something let your captain know verbally.
-If you just spawned and your ally is getting double teamed on the other side of the map don't rush blindly to his aid. Sometime it is better to let your ally die to reestablish the formation, than to feed the other team a steady stream of 1v2 fights.
-Pick the squishiest ship on the other team and gang up on it with your team mate, forcing the other team into a steady stream of 2v1 engagements is a fast path to 5-0 victories.
-If you take cover in the clouds immediately change your direction and altitude when the enemy team looses spot. A good gunner will predict where you went and try to blind fire you.
-If you are hiding in clouds to repair tell your gunners not to shoot. A good gunner on the other team could track the path of you bullets back to the source.
-If an enemy ship takes cover in the clouds, and you have a large clip weapon (like a Manticore or Whirlwind) spray the clouds around where you last saw the target with bullets. The hit confirmation box will show where the target is to the other gunners on your ship.
Title: Re: The Tip Jar, a collection of community tips
Post by: ATeddyBear on February 26, 2013, 03:32:09 pm
- When piloting only rarely leave the helm. Even if your Balloon is down you can still pilot the ship to a safer spot and give your crew more time to repair.
- Know your limitations of your ship. This goes double for Squid pilots I see charging to the front of a Goldfish.
- Know when to run. Most maps offer some sort of cover to escape and give your crew a breather.
- For Engies. Know all the jumps to get around a ship. The quicker you can get to a component the higher your chances for survival.
- Use uninspiring ship names to throw off the other team (We Will Die, We Will Lose, We Will Blow Up). Over confidence can kill! =)
Title: Re: The Tip Jar, a collection of community tips
Post by: Van Der Basya on February 26, 2013, 06:53:50 pm
- Use uninspiring ship names to throw off the other team (We Will Die, We Will Lose, We Will Blow Up). Over confidence can kill! =)

Well, I hardly disagree with it... He that has an ill name is half hanged.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on February 26, 2013, 08:23:39 pm
Never start trying to fill in other's roles. If you're a gunner, don't go all the way up to another deck to repair the hull. Stay away from the hull. Only repair anything if you're asked to, or if you're far away from enemies. If you're an engineer, don't get on to the heavy guns (except on the Galleon, but that's another matter). You'll probably have a light side gun assigned to you. Also, if you're the secondary engineer on the Pyra, for example, never help the main engineer until asked. You're making a much more important contribution to the team by staying on your gun. Also, buffing is a minimal priority. If you're on a Galleon and a ship is sitting in your broadside, don't go buffing the engines. That's just silly.

Oh yeah, and don't take lesmok for the field gun. I'm not sure where people get that weird idea.
Title: Re: The Tip Jar, a collection of community tips
Post by: Pickle on February 27, 2013, 02:39:55 am
Use your "friend" tags wisely, periodically look through the Social tab and decide "Do I remember this player?" "Are they still an active player?" "Do I enjoy playing with this player?" - keep your friends list up-to-date and use it, when there's a player online who you enjoy playing with go join them in a match.  Crews that play together regularly will work better.  It doesn't have to be a fixed crew of four, but even having just one crew member you know on a 'ship can make a difference.

(I've just culled out my Social tab, removing about 2/3rds of the names - half of those hadn't logged in for 30+ days, the other half I couldn't remember who they were)
Title: Re: The Tip Jar, a collection of community tips
Post by: RearAdmiralZill on February 27, 2013, 10:17:02 am
Use your "friend" tags wisely, periodically look through the Social tab and decide "Do I remember this player?" "Are they still an active player?" "Do I enjoy playing with this player?" - keep your friends list up-to-date and use it, when there's a player online who you enjoy playing with go join them in a match.  Crews that play together regularly will work better.  It doesn't have to be a fixed crew of four, but even having just one crew member you know on a 'ship can make a difference.

(I've just culled out my Social tab, removing about 2/3rds of the names - half of those hadn't logged in for 30+ days, the other half I couldn't remember who they were)

The only reason I dont do this is the newsletters they send out each update. Ive had old friends come back and all of them said "Yea I got a newsletter about an update and it brought me back." Old friends make great matches.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on February 27, 2013, 11:24:26 am
Crews that play together regularly will work better.  It doesn't have to be a fixed crew of four, but even having just one crew member you know on a 'ship can make a difference.
I don't necessarily agree with culling my friends tab; but the difference between a ship of three bots/insubordinate players, and a ship with one player who follows instructions plus two bots/insubordinate players is immense. If that one player already knows the captain's style and can do what is needed without orders, the captain can spend more time whipping the rest of the crew into shape.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on February 28, 2013, 09:41:21 pm
Know which parts of the ship to hit with your gun. Don't start shooting the balloon with a gatling, that's just stupid. For the same reason, you should avoid shooting at the hull with a carronade (thought that's a bit less stupid).

If your pilot tells you to get on a particular gun, get on that gun and that gun only. I've had too many people on Pyras who decide to get on the rear left gun and sit there for the entire match.

Don't use lochnagar unless you've got a really powerful gun with a small clip, like the flak or the merc. Even then, I'd recommend charged instead.

The ships have colours on them. Look at those colours wisely.

Don't start shooting at an enemy until  it's in range. Seriously. What are you possibly going to manage with your mortar when the ship is on the other side of the map?
Title: Re: The Tip Jar, a collection of community tips
Post by: Lord Dick Tim on March 01, 2013, 04:39:24 am
Title: Re: The Tip Jar, a collection of community tips
Post by: Jazzza on March 01, 2013, 10:16:01 am
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on March 05, 2013, 03:19:20 pm
Your ships momentum is transferred to your bullets if you want your gunners shots to go where they aim them, have as little perpendicular movement to the bullet's path as possible.
This means line the target for your forward guns with the bowsprit, and come to a full stop when using the side guns.
A good gunner can compensate for lateral bullet trajectories. Be aware of your gunner's skill when flying.
Title: Re: The Tip Jar, a collection of community tips
Post by: Pickle on March 05, 2013, 04:27:11 pm
Your ships momentum is transferred to your bullets if you want your gunners shots to go where they aim them, have as little perpendicular movement to the bullet's path as possible.
This means line the target for your forward guns with the bowsprit, and come to a full stop when using the side guns.
A good gunner can compensate for lateral bullet trajectories. Be aware of your gunner's skill when flying.

And be aware how little idea the gunner may have of the movements of the ship he's on.  He will be compensating the sights relative to the target and may not notice bearing changes of is own ship.  This is particularly true with long-range guns like the Mercury.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on March 05, 2013, 05:25:54 pm
Your ships momentum is transferred to your bullets if you want your gunners shots to go where they aim them, have as little perpendicular movement to the bullet's path as possible.
This means line the target for your forward guns with the bowsprit, and come to a full stop when using the side guns.
A good gunner can compensate for lateral bullet trajectories. Be aware of your gunner's skill when flying.

And be aware how little idea the gunner may have of the movements of the ship he's on.  He will be compensating the sights relative to the target and may not notice bearing changes of is own ship.  This is particularly true with long-range guns like the Mercury.

This so much.  You can't really use your crosshairs to aim on a side gun when you're moving so fast, I simply cannot snipe components off of a side Mercury on a full speed Squid.  Either park it or quit bitching about me not hitting their engines.
Title: Re: The Tip Jar, a collection of community tips
Post by: RearAdmiralZill on March 05, 2013, 06:17:19 pm
This so much.  You can't really use your crosshairs to aim on a side gun when you're moving so fast, I simply cannot snipe components off of a side Mercury on a full speed Squid.  Either park it or quit bitching about me not hitting their engines.

- Never park a squid in the open.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on March 05, 2013, 06:36:04 pm
This so much.  You can't really use your crosshairs to aim on a side gun when you're moving so fast, I simply cannot snipe components off of a side Mercury on a full speed Squid.  Either park it or quit bitching about me not hitting their engines.

- Never park a squid in the open.

If you're at mercury range and you're wanting to snipe either it parks or I'm going to miss three out of four shots.  I don't 360 noscope.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on March 05, 2013, 06:40:53 pm
If you're at mercury range and you're wanting to snipe either it parks or I'm going to miss three out of four shots.  I don't 360 noscope.

Side merc doesn't work too well on the Squid. It's a close range harasser, so it's usually better to put a flamer there.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on March 05, 2013, 06:45:44 pm
If you're at mercury range and you're wanting to snipe either it parks or I'm going to miss three out of four shots.  I don't 360 noscope.

Side merc doesn't work too well on the Squid. It's a close range harasser, so it's usually better to put a flamer there.

It's what I usually see working, but I see quite a few ships with mercuries on their sides and an expectation that I should be anything near effective while at full speed.  Is it the default loadout or something?
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on March 05, 2013, 08:30:11 pm
It's what I usually see working, but I see quite a few ships with mercuries on their sides and an expectation that I should be anything near effective while at full speed.  Is it the default loadout or something?

I'm not sure, but I wouldn't be surprised if it was. New players put weird things on their ships anyways (I still remember my really weird Pyra layouts when I started out).

It's really annoying when your captain expects you to hit while the ship is moving erratically, especially when you're sniping. That's another reason why the merc is bad on the Squid, where you have to stay put to land hits, but excellent on, say, the Galleon.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on March 06, 2013, 01:11:27 am
It's really annoying when your captain expects you to hit while the ship is moving erratically, especially when you're sniping. That's another reason why the merc is bad on the Squid, where you have to stay put to land hits, but excellent on, say, the Galleon.

It is the mark of a new captain that they create a difficult environment for their gunners. It is why you see the best gunners trying to fly with the best captains. Which brings me to another quick tip:

Before you ever captain in a live game learn the other two rolls and learn them well. Just like in life people will respect your management skill more if you can do the job of the people you are managing.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on March 12, 2013, 04:19:18 pm
Salute! Lord Dick Tim, for incorporating thread tips into the OP.
Title: Re: The Tip Jar, a collection of community tips
Post by: Lord Dick Tim on March 13, 2013, 12:12:29 am
I definitely cherry-picked through the thread, but I think I got a lot of the core good ones.
Title: Re: The Tip Jar, a collection of community tips
Post by: Keon on April 02, 2013, 06:09:18 pm
Don't be afraid to get on a gun as an engineer!

All gunners should take an engineering tool capable of repairing/rebuilding!

Remember, there is no boarding.

You will never win a 2v1.
Title: Re: The Tip Jar, a collection of community tips
Post by: RearAdmiralZill on April 03, 2013, 12:46:41 am
Quote
You will never win a 2v1.

Now dont go crushing hopes and dreams. Its possible.
Title: Re: The Tip Jar, a collection of community tips
Post by: Captain Smollett on April 03, 2013, 03:21:33 am
Man it feels good to come out of a 2v1 with 2 kills. It's not a situation you should willingly go into but sometimes when life gives you lemons...
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on April 03, 2013, 07:26:50 am
Man it feels good to come out of a 2v1 with 2 kills. It's not a situation you should willingly go into but sometimes when life gives you lemons...

Make life take the lemons back! Get mad! I don't want your damn lemons, what the hell am I supposed to do with them? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man who 's going to burn your house down! With the lemons. I'm going to get my engineers to invent a combustible lemon that burns your house down!

-Cave Johnson
Title: Re: The Tip Jar, a collection of community tips
Post by: Keon on April 03, 2013, 09:53:09 am
Quote
You will never win a 2v1.

Now dont go crushing hopes and dreams. Its possible.

Never expect it. Going in to a 2v1 should be assumed suicide and then you can be happy if you don't.
Title: Re: The Tip Jar, a collection of community tips
Post by: RearAdmiralZill on April 03, 2013, 10:18:28 am
Quote
You will never win a 2v1.

Now dont go crushing hopes and dreams. Its possible.

Never expect it. Going in to a 2v1 should be assumed suicide and then you can be happy if you don't.

Well I took is as "Oh if youre in a 2v1, youre going to just combust regardless." Rushing into a 2v1 is never ideal and should be avoided, but you can win/survive those engagements. That was my mistake then.
Title: Re: The Tip Jar, a collection of community tips
Post by: Pickle on April 03, 2013, 10:19:45 am
However.. surviving (rather than winning) in a 3v1 on Flayed Hills or Refinery is something to be commended.  It's amazing the number of times the opposition can be distracted from capping by just one stubborn Junker that refuses to die.
Title: Re: The Tip Jar, a collection of community tips
Post by: Sammy B. T. on April 04, 2013, 01:23:57 am
Concerning the outnumbered thing thing, knowing the limits of your ship  and coordination with your teammate can net great results. Concentrated fire is rightfully common. However a Junker with three engis in full repair mode can be a stubborn enough beast to allow for an excellent distraction. Sometimes a 2 v 1 isn't just about escaping, but simply living long enough for your team to take advantage.

Concerning communication, as pilot spend some time talking to crew. On many ships (Junker and Pyra come to mind) battle stations are important and everyone has a job. Don't assume the importance of the job is self evident. I have found that after explaining the importance of the chain gun in armor destruction, suddenly my chain gunners are a bit more accurate and focused on the hull. Don't just say what to do, say why to do it.

Recognize success and shortcomings. Just don't be a Dick, unless of course it is followed by Tim and you are of noble heritage.
Title: Re: The Tip Jar, a collection of community tips
Post by: Papa Paradox on April 04, 2013, 02:25:32 am
RTFM
Title: Re: The Tip Jar, a collection of community tips
Post by: JaceBoojah on April 04, 2013, 04:22:33 am
My tip for pros:

After you have your crew communications skills down FLY SQUIDS

Think about Goku training in 100x gravity.

The harder you make things for yourself the better you will become.

(http://cdn.static.ovimg.com/episode/378350.jpg)
Title: Re: The Tip Jar, a collection of community tips
Post by: Qwerty Kun on April 04, 2013, 06:25:21 am
Best.
Advice.
Ever.
Title: Re: The Tip Jar, a collection of community tips
Post by: Keon on April 04, 2013, 10:35:12 am
I sure hope Goku doesn't get this game, though. I'm pretty sure a Kamehameha could kill through voice chat.
Title: Re: The Tip Jar, a collection of community tips
Post by: Keon on April 04, 2013, 10:38:28 am
Gunner-Captain communication is important. Saying "Turn left so I can hit him" is good, it lets your captain know exactly where he needs to be, which is crucial when using the mercury.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on April 04, 2013, 06:01:10 pm
When shit hits the fan, make light of the situation.  I win more games with cock jokes and vulgar metaphors and similes than I do by actual competence.

Man it feels good to come out of a 2v1 with 2 kills. It's not a situation you should willingly go into but sometimes when life gives you lemons...

Make life take the lemons back! Get mad! I don't want your damn lemons, what the hell am I supposed to do with them? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man who 's going to burn your house down! With the lemons. I'm going to get my engineers to invent a combustible lemon that burns your house down!

-Cave Johnson

I love you.

RTFM

Actually the fucking manual is pretty fucking useless.  Really wordy, doesn't communicate the game mechanics all that well, you can't refer to it while playing youhavetomemorizethewholedamnthingaheadoftimeWHYYYYYYYYY, not a good replacement for a proper tutorial which I believe is already being worked on.  I kind of compare any shitty tutorial with Portal, game design in general has progressed past boring tutorials and manuals.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on April 04, 2013, 06:13:34 pm
Manual tells new players the importance of listening to pilot/captain, the difference between repair and rebuild, and how to spot. That is all I need a new player to know before they join my ship.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on April 04, 2013, 06:24:56 pm
Manual tells new players the importance of listening to pilot/captain, the difference between repair and rebuild, and how to spot. That is all I need a new player to know before they join my ship.

It also hides that among a lot of not-as-useful information.  The tools, for example, can be completely be replaced by a link to the Roles screen, preferably with an overlay telling you how to switch stuff out.  The tools already explain how they work, and moreover they're always kept up to date.  No need to worry about an outdated manual.

Of course, a game like this that relies on a rather lengthy manual is doing something wrong.  The REAL tutorial as of right now is other players, the explanations we give during the heat of battle are some of the most concise and useful stuff there is.  Seriously, just record someone that's known for quickly training newbies while he's quickly training newbies, edit it for readability, and present that as the new manual.  Ideally that tutorial will come out with Adventure Mode and will put you through a fun little mission to explain all the bits and baubles in detail without boring you to death.
Title: Re: The Tip Jar, a collection of community tips
Post by: Keon on April 04, 2013, 06:36:20 pm
Ask others for help! Best tip out there.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on April 04, 2013, 06:48:34 pm
Back in my day we had proper manuals. My fist boxed video game was about he battle of Brittan, it came with a 150 page manual that had a description for what each dial on the flight sim was. It had pages dedicated to multi step air to air manuvers. It also had a summarized history of the first half of World War 2, major air battles, and the bios of famous aces.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on April 04, 2013, 06:53:29 pm
And you walked ten miles to school in the snow uphill both ways.
Title: Re: The Tip Jar, a collection of community tips
Post by: JaceBoojah on April 04, 2013, 11:19:37 pm
If you jump around on the rope next to the front gun on a Goldfish you can stand on top of the front.

You can see everything from up there!

Its great for....Spotting.

(http://i3.photobucket.com/albums/y71/jacemeadows/View.jpg)
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on April 04, 2013, 11:22:21 pm
If you jump around on the rope next to the front gun on a Goldfish you can stand on top of the front.

You can see everything from up there!

Its great for....Spotting.

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

XD

I prefer the roof myself. Gives a full 360° view and quick access to the entire ship.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on April 07, 2013, 10:09:15 pm
A few common misconceptions:

-Being an engineer doesn't mean that you never have to shoot. In fact, if you're a gungineer, you'll spend most of the game shooting.
-The balloon isn't the most important target on the enemy ship. Most guns are weak against it. Target the hull unless you're using a carronade, lumberjack, or maybe a flamer.
-Hitting a component during its cooldown doesn't do anything at all.
-Ramming isn't a dumb, brainless type of manoeuvre. A good ram actually takes a lot of skill to pull off.
Title: Re: The Tip Jar, a collection of community tips
Post by: Coldcurse on April 10, 2013, 03:59:09 am
a couple of tips:

Tip 1: speak clearly.
if people cant understand you, they wont listen.

Tip 2: try different roles.
if your sticking with one role and your bad at it, such as pilotting, people will start to dislike you.
try out different roles to get more experience in playing the game.

Tip 3: DONT !@#$!@ CURSE AT YOUR CAPTAIN
he will grab you and throw you off the ship.

Tip 4: use the spyglass to spot the enemy
not for erotic uses, unfortunatly.

Tip 5: Last words
when you are going to die, dont say f**k. try to yell QUACK QUACK! or POTATOES!. it keeps up the team spirit.
Title: Re: The Tip Jar, a collection of community tips
Post by: Morblitz on April 10, 2013, 05:53:46 am

when you are going to die, dont say f**k. try to yell QUACK QUACK! or POTATOES!. it keeps up the team spirit.

Sorry dude you got it backwards. It's for when you obliterate your foe in a fiery blaze of awesomeness. You are right about it keeping team spirits high, though.
Title: Re: The Tip Jar, a collection of community tips
Post by: Coldcurse on April 10, 2013, 06:17:15 am

when you are going to die, dont say f**k. try to yell QUACK QUACK! or POTATOES!. it keeps up the team spirit.

Sorry dude you got it backwards. It's for when you obliterate your foe in a fiery blaze of awesomeness. You are right about it keeping team spirits high, though.

nobody is immortal
Title: Re: The Tip Jar, a collection of community tips
Post by: Shinkurex on April 10, 2013, 06:17:56 am

when you are going to die, dont say f**k. try to yell QUACK QUACK! or POTATOES!. it keeps up the team spirit.

Sorry dude you got it backwards. It's for when you obliterate your foe in a fiery blaze of awesomeness. You are right about it keeping team spirits high, though.

Also, who yells Potatoes? Bacon is where it's at....
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on April 10, 2013, 06:27:33 am
It's all in the timing and tone.  A good "FUUUUUUUUUUUUUUUUUUCK" or "DIIIIIIIIIIIIIIIIIIICKS" or "BABEE TEEEEEEEEEEEEEETH" can keep morale up when you'd otherwise get quiet and frustrated.  It's when you say nothing when you die that things start to go horribly wrong.
Title: Re: The Tip Jar, a collection of community tips
Post by: Phoebe on April 10, 2013, 10:42:35 am

1.  If you bought Guns of Icarus Online and you're spending your first 2 ranks in some role;- show some respect to higher ranked people who obviously have more experience.  Don't assume you understand how everything works;- because you do not.  Listen to what they have to say.  You only get good at a game when you accept that you're not when you first start out.

2.  Don't be juvenile, obnoxious and don't lash out at people aggressively.  This is a game where you won't get far and won't enjoy yourself if you can't build a friendslist of competent players that like to co-operate.  You might think it's constructive to complain about everything and everyone and blame all the crew members on your ship for whatever happens until rank 5; but then you realize you're still on your own;- assume everyone sucks and then quit the game;- while you were the problem all along.

3. If you're a Pilot; listen to your gunner. Don't be stubborn.  Yes;- you are the captain of your own ship;- but you can't magically make a gunner do what you want if it's not possible in the style of your flying.  A lot of gunners are very vocal on what they need to take a ship down you are trying to kill;- listen to them.  It will make you a better Pilot.


4.  When you place a Scylla mortar on the right top deck of a Pyramidion;- you have to make sure you don't continuesly have the enemy target on the left side of your ship at medium-close range;- and follow their movement with left turns.   The scylla mortar needs a pretty strong arc to hit; and it will just keep hitting the pointy bit of your own ship.  Make sure;- when an enemy target is moving to the left;- that you oversteer far to the left; so the scylla can aim right of the center along with the gat.

5. If you are piloting a Lumberjack;- and the enemy ship is in your face;  just drop down to the ground.  This increases the Z distance between you and the other ship without actually gaining X or Y distance;- and a Lumberjack can hit like 80 degrees up.





Title: Re: The Tip Jar, a collection of community tips
Post by: Captain Smollett on April 10, 2013, 11:21:32 am
It's all in the timing and tone.  A good "FUUUUUUUUUUUUUUUUUUCK" or "DIIIIIIIIIIIIIIIIIIICKS" or "BABEE TEEEEEEEEEEEEEETH" can keep morale up when you'd otherwise get quiet and frustrated.  It's when you say nothing when you die that things start to go horribly wrong.

Ok it's final.  I need to crew on Helmic's ship.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on April 13, 2013, 11:59:56 am
Tip: Read this (http://gunsoficarus.com/community/forumarchive/discussion/896/frogger039s-engineering-guide) guide from the old forum. It's still almost entirely relevant, and does a great job at covering every aspect of engineering.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on April 16, 2013, 04:17:54 pm
If your balloon is under attack don't use Helium or Chute vent to get out of your enemy's fire arc. The balloon damage and decrease in vertical drag will only kill you faster. Call for help and try to get at least one gun on target. Most Carronade ships will break off an attack once their hull armor is breached.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on April 16, 2013, 05:15:14 pm
If your balloon is under attack don't use Helium or Chute vent to get out of your enemy's fire arc. The balloon damage and decrease in vertical drag will only kill you faster. Call for help and try to get at least one gun on target. Most Carronade ships will break off an attack once their hull armor is breached.

And if you have a buff hammer, get it on that balloon ASAP.  It's like both hydrogen and a chute vent put together, except it doesn't sacrifice any HP.  Incredibly useful for fighting carronades.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on April 17, 2013, 01:07:54 pm
If you are an engineer rebuilding a component, switch from spanner to mallet for the last hit or two while the component is still red. It is important to make the first hit post rebuild a mallet hit, since it will ensure the component is as repaired as possible. On some laggey servers you will have no idea what the component state is and making the first hit post rebuild a spanner hit may result in the component breaking again if you are under fire.

This also applies for crew double teaming rebuilds, either switch to mallet or stop assisting when the rebuild is almost done.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on April 17, 2013, 03:50:34 pm
That works well when you're starting out, but it's better later on to work on simply timing the last spanner hit and first mallet hit well instead.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on April 18, 2013, 12:33:32 pm
Actually, I find it easier to make the last hit a mallet hit - takes the same amount of time, but guarantees a mallet repair in the event of lag.  Gotta be able to eyeball that rebuild state, though.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on April 18, 2013, 11:26:28 pm
Use flare guns to your advantage. Spotting through clouds isn't the only thing they can do. They also put a 15(?)-stack of fire on whatever they hit. That's huge. Combined with their ridiculous arc, they can actually be used as pretty deadly weapons. An otherwise useless side gun (e.g. either side gun on the Spire, rear left gun on close range Pyra) can be transformed into an extra front gun, pretty much. If you target the balloon, then it'll start dying pretty quickly, which'll distract an enemy engineer who would otherwise be firing back. Of course, this can only be pulled off when the main engineer has time to jump on the gun, or when a gunner/gungineer is waiting for a reload. This makes it a deadly combo with a hwacha on a Spire.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on April 18, 2013, 11:44:01 pm
Fifteen stacks?  What the silly fuck?  I'll have to try that out then.
Title: Re: The Tip Jar, a collection of community tips
Post by: -Muse- Cullen on April 19, 2013, 01:36:22 am
Fifteen stacks?
Yessir. Earlier today, I flew a pyramidion with two flares on the front. As stupid as it sounds, the constant fire stacks were debilitating to the enemy. Clever use of the side guns and ramming, in conjunction to the flares, netted us the win.

The only reason we won, though, was because the enemy probably had Chemical spray instead of a fire extinguisher. The extinguisher would have completely negated the problem. The chemical spray took too long to put out the fires, and the DoT destroyed systems. 
Title: Re: The Tip Jar, a collection of community tips
Post by: Captain Smollett on April 19, 2013, 02:22:52 am
That leads me to another good tip. When you're opponent is attacking you with weapons that cause significant fire stacks, chem spray your components before they are set on fire.
Title: Re: The Tip Jar, a collection of community tips
Post by: Machiavelliest on April 19, 2013, 03:04:17 am
Never extinguish before a repair shot, though.
Title: Re: The Tip Jar, a collection of community tips
Post by: Pickle on April 19, 2013, 04:15:05 am
Ramming is a valid tactic.

(for all the newbie PUCs that start getting all excited and assume it's just because I don't know what I'm doing*)





*It's true that I may not always know what I'm doing, I am ramming deliberately.
Title: Re: The Tip Jar, a collection of community tips
Post by: Keon on April 19, 2013, 09:47:57 am
Ramming is not the only tactic.

Only ram when an enemy has no armor around their hull, or has very very low permahull. With a ram, the goal is to come out on top. That means you need to deal permahull damage to them.
Title: Re: The Tip Jar, a collection of community tips
Post by: RearAdmiralZill on April 19, 2013, 10:07:58 am
Ramming can also be used to save an ally via throwing the enemy's arc off. A well placed angle-ram can swivel them off target, making them miss shots or completely lose arc on them.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on May 07, 2013, 01:51:03 pm
If you as a pilot find yourself in a bad situation like a 2v1 and need to run away, run towards the blind side of the enemy ships first. If you turn away and accelerate it will take you longer to get to full speed than your opponents who just have to accelerate. Where as if you accelerate past them, they will need to turn then accelerate, which will give you a good lead.
Title: Re: The Tip Jar, a collection of community tips
Post by: Machiavelliest on May 08, 2013, 04:41:18 am
If you as a pilot find yourself in a bad situation like a 2v1 and need to run away, run towards the blind side of the enemy ships first. If you turn away and accelerate it will take you longer to get to full speed than your opponents who just have to accelerate. Where as if you accelerate past them, they will need to turn then accelerate, which will give you a good lead.
Turning does not impose longitudinal drag in GoI like it does in real life.  You will reach your maximum linear speed at the same time.

If you're talking about increasing range, it's more about turn circles than anything.
Title: Re: The Tip Jar, a collection of community tips
Post by: Kyren on May 08, 2013, 07:46:30 am
If your balloon is under attack don't use Helium or Chute vent to get out of your enemy's fire arc. The balloon damage and decrease in vertical drag will only kill you faster. Call for help and try to get at least one gun on target. Most Carronade ships will break off an attack once their hull armor is breached.

And if you have a buff hammer, get it on that balloon ASAP.  It's like both hydrogen and a chute vent put together, except it doesn't sacrifice any HP.  Incredibly useful for fighting carronades.

Tough choice. If you're fighting a Carronade Squid, your balloon doesn't go down all that fast. If your engineers can get your balloon up to about half of it's health, you MIGHT be able to raise above the enemy ship using Hydrogen and quickly position yourself over their balloon to give you some time for repairs and counterfire. That requires your ship to be fast though, probably with Kerosene or Moonshine. If you're fighting a Heavy Carronade, this gets even more difficult, but if you know that the enemy Captain doesn't have Hydrogen and isn't expecting any such maneuver, it might work as well.

I wouldn't straight forget about the use of Hydrogen when fighting carronades, it might just throw your enemy off balance to have your ship raising out of a sudden again. If the enemy crew has a competent gunner and captain though, you won't even get a chance for such maneuvers :/ Also, if you're going to do that, check about having two people with spanners at the balloon, because you might easily pop it again when raising.
Title: Re: The Tip Jar, a collection of community tips
Post by: Helmic on May 09, 2013, 04:15:21 pm
If no one else is calling targets, call targets.  Even if your teammates aren't saying anything, you can still take control of the situation.  Even if you think you suck, your leadership is better than no leadership.  You can get away with just telling your allies to group up and taking out the weakest/nearest target.  If someone isn't listening, call them out and make sure to tell them to press C to use captain chat or K to use team chat, you'd be surprised how often that'll get them talking.
Title: Re: The Tip Jar, a collection of community tips
Post by: Lord Dick Tim on May 09, 2013, 07:22:48 pm
I've got several posts in this thread to read through and cherry pick for the first page.  Especially that tid-bit Helmic, thats key.
Title: Re: The Tip Jar, a collection of community tips
Post by: Machiavelliest on May 21, 2013, 10:17:08 pm
Occasionally look down at the ship if there's a cloud deck below or around you.  Your crew may be trying to tell you something via chat, and the white text can't be seen against clouds.

Don't get offended if someone tells you the hull is down and you're already working on it.  It's better to announce it than to just assume everyone else saw it.
Title: Re: The Tip Jar, a collection of community tips
Post by: Cheesy Crackers on May 30, 2013, 09:00:45 am
Manual tells new players the importance of listening to pilot/captain, the difference between repair and rebuild, and how to spot. That is all I need a new player to know before they join my ship.
woah woah woah... there's a manual? when did that happen?
Title: Re: The Tip Jar, a collection of community tips
Post by: Cheesy Crackers on May 30, 2013, 09:02:02 am
Ramming is a valid tactic.

(for all the newbie PUCs that start getting all excited and assume it's just because I don't know what I'm doing*)





*It's true that I may not always know what I'm doing, I am ramming deliberately.
Ramming is also a good way to just have random fun with your friends (even though it means mostly dying)
Title: Re: The Tip Jar, a collection of community tips
Post by: Coldcurse on May 31, 2013, 03:27:58 am
harpoons are usefull, dont underestimate them.
Title: Re: The Tip Jar, a collection of community tips
Post by: Squidslinger Gilder on May 31, 2013, 06:49:40 am
Never buff balloons...

Buff me once, get a warning...buff we twice, you're asked to leave...buff me 3x, I throw you off by giving you a living hell of a repair job over and over.
Title: Re: The Tip Jar, a collection of community tips
Post by: Shinkurex on May 31, 2013, 06:53:58 am
Never buff balloons...

Buff me once, get a warning...buff we twice, you're asked to leave...buff me 3x, I throw you off by giving you a living hell of a repair job over and over.

Eh.. On my boat it's warn me when you do... if you dont warn me, then the 3 strike method is valid :P
Title: Re: The Tip Jar, a collection of community tips
Post by: RearAdmiralZill on May 31, 2013, 07:51:04 am
If you are just starting out, get to rank 2 in all classes/roles before committing to getting lvl 3 in one, thus getting locked out of beginner matches "early." It broadens your perspective on all the classes, and doesn't potentially thrust you into the wild unknown.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on June 30, 2013, 01:51:55 pm
When in doubt, go engineer (unless you're in the captain's slot, in which case you should definitely be a pilot).

When your captain doesn't ask for any particular engineer tools, don't bring a buff hammer. Go mallet-spanner-extinguisher/chem.

If you don't see the guns that your captain is referring to, look for a ladder (I've solved many problems on my Pyra by saying "there's a ladder right here, near the helm").
Title: Re: The Tip Jar, a collection of community tips
Post by: Puggerugger on June 30, 2013, 05:29:37 pm
Shatter damage hurts engines and guns, pierce damage hurts armour, explosive hurts permahull and flechette hurts balloons. Fire is good against everything except permahull. Always buff the hull, never buff the balloon.

When playing engie/gunner always bring a spyglass as helm skills are of no use to you. Mark targets when you see them, even in a fight. Take any break in the action you can be it a repair cool down or your gun reloading, this helps everybody, even hull engineers. It especially helps your allies who want to get behind your enemy to surprise them and save your ass.

When using a manticore, unless the target goes out of your arc, don't let go of the trigger.

And remember, never enter a 2v1, unless its a 2v1 in your favor.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on June 30, 2013, 05:36:35 pm
Fire is good against everything except permahull.

That's not exactly correct. Fire damage is excellent against permahull (1.3, barely lower than explosive), and terrible against guns and engines (0.25).

Always buff the hull, never buff the balloon.

Or rather, never buff it unless asked. Some captains like using balloon buffs to rapidly rise or drop.
Title: Re: The Tip Jar, a collection of community tips
Post by: Keon on August 21, 2013, 11:54:24 pm
I want my balloon always buffed.
Title: Re: The Tip Jar, a collection of community tips
Post by: Shinkurex on August 22, 2013, 12:55:00 am
I want my balloon always buffed.

Same
Title: Re: The Tip Jar, a collection of community tips
Post by: QKO on August 22, 2013, 06:28:38 pm
I don't know if anyone posted these already:

-Don't fire explosive weapons until the armor is stripped. This little bit of patience will get your crew kills much quicker than when you're stuck reloading when your chaingunner just brought down the hull armor.
-When setting up ships, restrict yourself to just 1 explosive gun in attacking position. So on the Mobula, this would be two chainguns and one flak/mortar rather than one chaingun and two flak/mortar, the explosive weapons do extremely high damage when the hull is down, so it's much more important to get the hull down.
-Opponents see your flares and see your ship through clouds you flare, so don't use it when trying to go across a cloud you don't see behind.
-When chasing or having an advantage try to match the speed of your target to prevent you overshooting him.
-When fleeing or having an disadvantage, you can try to force an overshoot, by going right by him; even as a squid.
-When a team deathmatch starts, always fly towards your teammate before taking any further action. Do not under any circumstances charge the opponent head on without support.
-When fleeing, do not herd your opponents to your teammates, unless they explicitly tell you that you can do so. When you herd opponents towards your teammate, your teammate can come under fire, forcing him to drop whatever he was doing, making him even less capable of helping you.
-In CP, do not chase that goldfish/squid that is speeding away from the capture point.
-Always, and I really mean ALWAYS, talk with your crew before readying up.
-Always tell your captain what you are planning to do/doing.
-Always obey the captain's orders; this is imperative, because when you listen it is his fault when things go wrong rather than yours, that means the captain has less variables to deal with and he can learn from his mistakes a lot faster.
-When captains give repair commands, usually the closest engineer to the to be repaired object gets the job. If that engineer is overworked(is firing weapons or has to repair too many things) he needs to inform his crew so that the captain can either shift priorities or assign another engineer to the job.
-If a target is in firing range, first ask your captain if that is your current target; good captains will give explicit orders on who to fire on, it's imperative that you listen to that.
-Report any failures to comply to order to your captain. That means if your gun is reloading,  your gun is out of arc or your gun is out of range you inform your captain so he can take the appropriate decision.
-Understand that while this is just a game, you wouldn't see anyone throwing the ball to the opponents in a basketball game either. Cooperation is imperative for your team to succeed and for you to play and enjoy the game to its fullest.

Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on August 23, 2013, 12:27:48 pm
A corollary to "-When fleeing, do not herd your opponents to your teammates, unless they explicitly tell you that you can do so. When you herd opponents towards your teammate, your teammate can come under fire, forcing him to drop whatever he was doing, making him even less capable of helping you."

If you see your teammate under fire and running tell him where you are in relation to him (compass direction and altitude). A captain under fire has a lot to worry about and may not check the map for the best direction to escape to.
Title: Re: The Tip Jar, a collection of community tips
Post by: Captain Smollett on August 23, 2013, 12:35:11 pm
I don't know, if I'm in a situation where running actually makes sense, then I always herd them to a teammate.  I tell my teammate to set up shop and let the enemy run into a gun line, now they either have to keep shooting me or shoot at my ally.  If they keep shooting me I won't make my turn until my ally has closer range fire against the enemy than they have to me if they switch targets then I'll turn sooner and get a nice 2v2 going.

Actually this is my favorite tactic when I run squid with an allied Galleon.  Agro the enemy a bit then scamper off like I'm wounded and lead them into a gun line.
Title: Re: The Tip Jar, a collection of community tips
Post by: QKO on August 23, 2013, 01:26:42 pm
I don't know, if I'm in a situation where running actually makes sense, then I always herd them to a teammate.  I tell my teammate to set up shop and let the enemy run into a gun line, now they either have to keep shooting me or shoot at my ally.  If they keep shooting me I won't make my turn until my ally has closer range fire against the enemy than they have to me if they switch targets then I'll turn sooner and get a nice 2v2 going.

Actually this is my favorite tactic when I run squid with an allied Galleon.  Agro the enemy a bit then scamper off like I'm wounded and lead them into a gun line.
Good Galleon captains will explicitly tell you that you should herd the opponents past them :P My case is specifically referring to the situations where a squid is drawing fire to a friendly something like a pyramidion or junker while those ships are in the process of killing a target. If these ships get interrupted, that target will live and the ships are stuck doing defensive moves. Ships like Galleons on the contrary can use some entertainment.
Title: Re: The Tip Jar, a collection of community tips
Post by: Alistair MacBain on August 23, 2013, 01:59:55 pm
For such moves u need to understand what ship u have and ur ally has. Draw someone in the firing line of a spire/galleon/mob is a great thing as that are mostly stationary ships who want to kill the enemy on long to modranges. The other ships are mostly brawlers or close to midrange ships which want to get their enemy from their blindspot to get them killed.
So as a goldy/squid its a good move to get the enemy into the fire of a spire/mob or galleon as the enemy may understand to not directly engage the enemy but may fall to ur bait when u offer him sth looking as an easy kill.
Title: Re: The Tip Jar, a collection of community tips
Post by: Captain Smollett on August 23, 2013, 05:14:53 pm
Nah, lead every enemy to my pyramdion or Junker. I want them all.
Title: Re: The Tip Jar, a collection of community tips
Post by: Sane Alex on September 10, 2013, 04:05:47 pm
Some pilots I've flown with need to think a bit more about basics than strategies. I found some easy-to-remember rules to help them with that.

Basic Flying Rules:

1. Try to stay in the middle of the air.

2. Do not go near the edges of it.

3. The edges of the air can be recognized by the appearance of ground, buildings, sea, trees and interstellar space. It is much more difficult to fly there.
Title: Re: The Tip Jar, a collection of community tips
Post by: HamsterIV on September 18, 2013, 01:51:30 pm
Here is a trick for determining if a ship is friendly or not. All friendly ship show up as triangles on the GUI compass as do all marked enemy ships. So if you see a ship that is not marked (does not have a white box), but does show up as a triangle on your compass that ship is friendly. If that ship does not show up on your compass it is hostile. Obviously if it has a white box and show up on your compass it is hostile.

This trick doesn't always work if you are trying to pick out a hostile in an unmarked muti ship melee as which ship lines up with which compass marker isn't always clear. However when a single airship unexpectedly pops out of the clouds a quick glance at the compass will tell you if there are any friendly ships in that direction.

Condensed version:
If you are not sure if a ship without a white box is friendly or not, look at the compass. If there is a triangle ship marker in the ship's direction, it is friendly.
Title: Re: The Tip Jar, a collection of community tips
Post by: Dresdom on January 14, 2014, 02:17:47 pm
NECROMANCY!!

I really think this thread shouldn't go into oblivion. And I REALLY really think Muse should put all those tips, along with excerpts from the manual, into the loading map and waiting to deploy screens, specially in novice games.
Title: Re: The Tip Jar, a collection of community tips
Post by: Coldcurse on January 15, 2014, 02:19:00 am
Don't always rely on teammates, sometimes you have new guys who don't listen to what you ask.
Title: Re: The Tip Jar, a collection of community tips
Post by: Coldcurse on January 16, 2014, 05:05:29 am
always look around you, there might be another enemy close.
Title: Re: The Tip Jar, a collection of community tips
Post by: Wundsalz on January 26, 2014, 06:43:46 pm
5.  Always wack a component with the mallet before using a fire extinguisher! 
This statement is outdated (though it still contains some truth - in combat situations its usually a good idea to rather repair burning components than to extinguish them as the damage dealt by fires tends to be relatively low compared to damage dealt by weapons pointing at your ship).
Title: Re: The Tip Jar, a collection of community tips
Post by: Tropo on January 26, 2014, 09:51:54 pm
i still see people turning the arse to the enemy when leaving the battle
also if engines are down use balleon to get away from enemy
Title: Re: The Tip Jar, a collection of community tips
Post by: Jereven on January 27, 2014, 12:56:58 am
Patience Wins Matches.  I've never seen a team win that had people spamming "Ready up!" (Sadly, this includes when I'm on the other ship of the same team.)

Advice anyone on these forums knows, but I frequently have to share in lobbies.
Title: Re: The Tip Jar, a collection of community tips
Post by: Ariden on January 28, 2014, 08:43:20 pm
I don't know if these have already been said, but here are my recommendations (how I pilot normally):

Always know the capacities of your ships before charging into battle. Sometimes it is better to be sneaky than to face the enemy head on, depending on your ship.

My recommended standard captain load-outs are: Phoenix claw to boost turn, Moonshine/Kerosine to boost speed, and Hydrogen/Drogue chute to alternate altitude.

Even on the Spire (the fastest turning ship) Phoenix claw is extremely helpful.

I recommend that you put mine launchers on the back of your ships which allow guns there, the Galleon and Squid. This makes running away easier as it is distracting for the enemy.

If you are a squid and you are battling a Pyramidion, Mobula or Galleon, ALWAYS get behind them. Do not use this tactic when battling a Spire, however, because they turn quickly and have their gun on you while you are still flying around them.

If your ally dies and you are stuck in a 2v1, concentrate mostly on repairs and try to standby while your ally comes back. Your ally then can provide a distraction while you fix your ship.

And yes, patience and planning are essential - never underestimate them!
Title: Re: The Tip Jar, a collection of community tips
Post by: Nosgard SilverClaw on February 03, 2014, 12:53:06 pm
Don't join a ship as a gunner that already has a gunner patiently waiting in the lobby, unless you have the express permission of the ships captain. We gunners should at least try to be curteous to one another. :)
Title: Re: The Tip Jar, a collection of community tips
Post by: Wundsalz on February 04, 2014, 03:03:47 pm
As a captain, ask your engineer(s) to get ready on the hull and/or balloon a couple of seconds before you ram an enemy. this ensures that your most vital components get maintained right after the impact.
Title: Re: The Tip Jar, a collection of community tips
Post by: N-Sunderland on February 04, 2014, 03:55:49 pm
@Ariden: Chute Vent is the one that lets you descend quicker, not Drogue Chute. Also the Spire isn't the fastest turning ship. The Squid is.
Title: Re: The Tip Jar, a collection of community tips
Post by: Cootersneeze on March 20, 2014, 04:01:28 pm
Make sure you choose your class before you join a game that's already happening. You don't wanna be a second steerer on ANY ship.
Title: Re: The Tip Jar, a collection of community tips
Post by: GeoRmr on March 21, 2014, 11:33:28 am
Copilot is best tactic.
Title: Re: The Tip Jar, a collection of community tips
Post by: Dutch Vanya on March 21, 2014, 06:50:10 pm
Copilot is best tactic.

Shush geo, you guys probably confuse all the new players with your madness.
Title: Re: The Tip Jar, a collection of community tips
Post by: Schwerbelastung on April 07, 2014, 08:37:33 pm
I'm surprised this hasn't been brought up before. It might seem basic, but it's really important.

When you enter a lobby or a game, let the captain/rest of the crew know that you can communicate with them or at least listen to them/read their messages. A simple "hi" in voice or text will often reassure the captain/crew that you're likely not "dead weight", especially if you are low level. Also, confirming someone else's request / a captain's order doesn't take long. You literally only have to press "L, O, K, <enter>".

Pllease learn to do this. It will be for the best.

You can use in-game crew voice (X) to talk. As a captain, you can also use captain's chat which only works between captains of the same team (C), to communicate.

J, K, and L are for match/team/crew text chat. There is no crew voice button for lobbies. In the lobby, everyone can use C to talk only to their own team.
Title: Re: The Tip Jar, a collection of community tips
Post by: vyew on April 08, 2014, 01:49:17 pm
Make sure you set your class in the lobby browser (before clicking on any matches!!!) by clicking on the icons in the upper right corner of the screen. Sometimes the match will start immediately after you join, sometimes the system will glitch out and won't let you change class before dumping you into the match in progress. Don't be that 3rd gunner/4th pilot ;)

If the above happens to you, you can change class by quitting the match, changing your class, and finding the match again in the match browser (NOT THE RESUME BUTTON). If you just want to change your loadout, you can use the resume button.


Did you see that ship's map ion/compass icon turn yellow? Yellow represents "last known position", and it happens because the ship went into a cloud or just died .#TheMoreYouKnow

It is pointless calling for everyone to ready up, because no one cares ;)

Support your teammate! Don't be afraid to play aggressive to save your teammate's bum, but also don't rush into a meat grinder situation where you arrive just as your teammate dies. Also, don't be afraid to run, but know if/when the enemy ship is going to catch up to you anyway-you might as well turn around and try to fight them off before making good on your escape.

Press V, see signal chooser, mind blown. Use it if you have no mic and are a slow typer.

Play on the beginner ships before moving on to the hard ones. The hard ships are hard not just because they're hard to fly, but because it's hard for the engineers to keep it alive. You will be stomped if you fly the Spire on your first flight ;)

If you're the captain, if you're not going to talk or type, at least use the V signals to indicate which guns to use.

As the captain, you can press B(?) to put some extra crosshairs on any ship for your crew to see.

Do you hate Paritan and Canyon Ambush because you keep hitting walls? SLOW DOWN.