Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Kingsania on March 04, 2016, 01:04:01 pm

Title: Player-suggested tips
Post by: Kingsania on March 04, 2016, 01:04:01 pm
After reading Newbluud's topic about the lack of helpful tips, I did some searching around on the forums and on /r/GunsOfIcarus and just couldn't find a list of tips suggested by players. Rather surprising since this is an always relevant topic.  So, let's make one.

To make this somewhat organized, I'll be dividing up the list into sections. General, Captain, Crew, Pilot, Gunner, Engineer. I will not be adding fluff tips onto the list, we already have too many of those ingame.

When you submit your tip(s) please:
1. Check the list to see if it's not in here already
2. Put the section name first
3. Keep the tip as simple as possible


General:
Tips that apply to any player, anywhere.

1. In lobby, you can click the names of ships for their loadouts and the buttons to the right of every player to see their tools. This allows you to learn what to bring, and what to expect.
2. Pressing V brings up a selection of voice commands depending on if you're on the helm, guns, or walking around. Learning to use this quickly will often be more effective than attempting to type or speak clearly.

Captain:
Tips for creating ships, working with other captains, and managing crew.

1. When captaining, be a pilot as well. This will be only help you collaborate with your fellow captains.
2. Having more than one gunner on your ship gives you lots of ammunition choices, but there won't be enough guns to make use of all that ammo!
3. A gunner is not always needed on a ship. Some guns only need one ammunition type.
4. Check the damage types on weapons before you equip them. Having a ship only able to do one thing may be a handicap to your team.
5. Readying up first is not always a good thing. Most of the time, your enemy is planning and deciding loadouts carefully, while you are not doing your homework.
6. To the left of your crew's names are buttons that let you see what tools they're bringing and to suggest loadouts.

Crew:
Tips that apply regardless of being Engineer or Gunner

1. No matter how good a crew member you are, things will break and you will need the equipment to deal with that.
2. Engineers are capable of gunning and gunners are capable of helping with repairs outside of the guns.
3. It is better to take an undesirable loadout and suggest changes than it is to refuse and argue. A poorly equipped cooperative ship will always outperform a well equipped dysfunctional ship.

Pilot:
Tips for using the helm, such as pilot tools, steering and ramming.

1. When piloting, be the captain as well. This can only help you be more effective, in terms of working with fellow captains and working with your crew.
2. Know what pilot tools damage which components. If you bring three tools that damages the engines, you should see to it that you don't use all three frequently.
3. Aiming at an enemy ship and pressing B will lay crosshairs on it, visible to your crew.

Gunner:
Tips for players who're using the Gunner class and Gunner ammo types.

1. Burst ammunition only affects the AoE of weapons with an AoE stat to begin with.
2. More damage per shot does not necessarily mean more damage overall.
3. There is no ammunition that works well on every single gun. Check the ship your pilot is flying to see if you are bringing the right ammunition. Captains may suggest a loadout for you to use.

Engineer:
Tips for players who're using the Engineer class and Engineer tools.

1. Choosing buff hammer limits your ability to repair/rebuild/extinguish components.
2. Mallet is very strong at repairing undestroyed components, spanner is very strong at rebuilding destroyed components and the pipe wrench is average at both. When choosing three tools, think carefully about what you can contribute to the crew.
3. Not bringing a fire tool is often fatal. Many guns cause fires and some can stack a very large amount of fires very quickly.
Title: Re: Player-suggested tips
Post by: VomAct on March 05, 2016, 08:18:36 pm
My contribution, although I lumped pilot and captain together because they should NEVER be differentiated roles.

General Tips:

1. Voice Chat: If you have a microphone, use it!
2. In lobbies, X broadcasts to the whole lobby, C for your team
3. In matches, X broadcasts to your ship, C between captains on the same team

Captain/Pilot:

1. Stay with your ally as much as you can; most ships cannot survive alone
2. When you die and need to respawn, try to respawn as far from the enemy ships as possible to avoid ambush
3. Be careful when using hydrogen, the effect lasts after you deactivate it
4. You will get the most performance out of your ship by combining stamina and pilot tools
5. If you want your crew to do something, tell them

Engineer:

1. Start by carrying a Mallet, a Spanner, and a Fire Extinguisher
2. You will almost never need two fire tools
3. Both Mallet/Pipewrench and Spanner/Pipewrench are poor combinations

TIps on How to Get Buff
4. If you take a buff kit, most pilots get the most use out of buffed balloon and turning engines
5. Prebuffing means leaving something with one hit left until fully buffed
6. When you spawn in, buff and then prebuff the entire ship if you have time
7. Gun buffs don't last long, so wait until you are ready to shoot until topping off the buff

Gunner:
1. Know your ammo types, and why your captain wanted you to use them
2. Know what guns should be pointed at what parts
3. Use the right ammo for the range the enemy is at
4. Shoot guns at flying airships until they go boom
Title: Re: Player-suggested tips
Post by: Kamoba on March 06, 2016, 04:51:07 am
Gunner tip:
Most gunner loadouts benefit the following tools:
Pipe wrench, buff hammer and extinguisher.
Put gunner down, go engineer.

Jokes aside, I'll add some actual tips here later. :)
Title: Re: Player-suggested tips
Post by: Kingsania on March 06, 2016, 10:06:11 am
It seems that you can't edit your post after a period of time. While inconvenient, it's not a problem. I made an offline copy and will be editing that. I'll set up the updated list as another post in a few days, that being said..

My contribution, although I lumped pilot and captain together because they should NEVER be differentiated roles.

I completely agree. There have been a few matches I've seen a high level captain play as an engineer or even as a gunner! They almost always fail miserably but those matches helped me understand the difference between being a captain and being a pilot. I can understand their reasoning for this sort of thing though. In a 4v4 matches where everyone goes long range and settles in their spawns, I can see captains playing as a buffineer or gunner could be more useful on a spire or mobula than their counterparts occasionally turning for their shooters. Reality tends to prove otherwise. Nevertheless, people are still going to try it insisting that it's such a great idea. Which is why I basically said the same thing for pilot and captain as the first tips. It's doable to not be a pilot, but extremely ill-advised.

Quote
3. Both Mallet/Pipewrench and Spanner/Pipewrench are poor combinations

This sort of thing can't be overstated, I started this topic literally after a match where my fellow engineer brought all three tools!

Many great tips here, thank you very much!  :)
Title: Re: Player-suggested tips
Post by: Jamini on March 07, 2016, 11:32:59 am
Quote
3. It is better to take an undesirable loadout and suggest changes than it is to refuse and argue. A poorly equipped cooperative ship will always outperform a well equipped dysfunctional ship.

Wholeheartedly disagree. Certain loadouts simply will never work well in a pickup group. It is the responsibility of the crew and the captain to discuss loadouts and come to an agreement before the ship starts.

Quote
3. Both Mallet/Pipewrench and Spanner/Pipewrench are poor combinations

Spanner/Pipewrench is a meta combination for squids. Mallet is overkill for everything but the balloon on a squid. Mallet/Pipewrench is a poor combination however.
Title: Re: Player-suggested tips
Post by: BlackenedPies on March 07, 2016, 01:10:07 pm
Quote
3. It is better to take an undesirable loadout and suggest changes than it is to refuse and argue. A poorly equipped cooperative ship will always outperform a well equipped dysfunctional ship.

Wholeheartedly disagree. Certain loadouts simply will never work well in a pickup group. It is the responsibility of the crew and the captain to discuss loadouts and come to an agreement before the ship starts.

Quote
3. Both Mallet/Pipewrench and Spanner/Pipewrench are poor combinations

Spanner/Pipewrench is a meta combination for squids. Mallet is overkill for everything but the balloon on a squid. Mallet/Pipewrench is a poor combination however.

I think his point is that you shouldn't refuse a loadout. If you have a loadout suggestion then you can discuss, but you should never refuse a loadout. If you can't agree then you need to leave because you're creating unnecessary conflict

Spanner wrench was an idea for squids but it fell out of favor and was never meta. While mallet might be overkill for guns, it isn't for engines which have 50% more health than guns. A wrench repairs only 40% of a light engine while mallet repairs 83% at a 16% faster rate. It's absolutely essential on balloon and lets you fully repair engines at a more efficient rate which would otherwise remain damaged with a wrench
Title: Re: Player-suggested tips
Post by: Letus on March 07, 2016, 05:28:21 pm

Spanner wrench was an idea for squids but it fell out of favor and was never meta. While mallet might be overkill for guns, it isn't for engines which have 50% more health than guns. A wrench repairs only 40% of a light engine while mallet repairs 83% at a 16% faster rate. It's absolutely essential on balloon and lets you fully repair engines at a more efficient rate which would otherwise remain damaged with a wrench

Well with that note: you can maintain a hull with just Spanner on a Squid

Also
Engineers:  If it has a sliver of damage, don't mallet it.  Last thing you want is for you to mallet 2hp on a hull only to go into combat....and watch that hull die in that 8 second cool down...or suddenly burst into flames.

When against a hwatcha...pre-rebuild your broken guns / engines, then wait for the next hwatcha burst.  That way, you can pop those components back up and start shooting back while said gun is reloading.

Pilots:
Up and down are completely viable and logical evasive maneuvers.
Title: Re: Player-suggested tips
Post by: OverlordEgg on March 07, 2016, 06:21:24 pm
Pilot + Gunner:
Each grid on the map is 500m by 500m. Press M and plan based on the effective range of your guns.
Title: Re: Player-suggested tips
Post by: Daft Loon on March 07, 2016, 06:40:03 pm
Going full speed ahead at close range tends to put your enemies behind you.

Someone should see if they are willing to make this a sticky thread so it can accumulate ideas over the longer term.
Title: Re: Player-suggested tips
Post by: OverlordEgg on March 07, 2016, 06:59:22 pm
Someone should see if they are willing to make this a sticky thread so it can accumulate ideas over the longer term.

I am absolutely okay with this idea.
Title: Re: Player-suggested tips
Post by: Jamini on March 08, 2016, 11:05:51 am
Pilots: You keep some momentum after you are done accelerating. Only a few seconds of moonshine are really necessary to get forward momentum on some ships (Particularly galleons), and a few seconds of hydrogen and a touch of stamina can get you plenty of vertical lift.
Title: Re: Player-suggested tips
Post by: BlackenedPies on March 08, 2016, 11:12:07 am
Use pilot stamina to supplement tools you have or replace tools you don't have - not as a substitute for tools you have
Title: Re: Player-suggested tips
Post by: Jamini on March 08, 2016, 11:19:41 am
Use pilot stamina as a supplement to tools you have or a replacement for tools you don't have, but not as a substitute for tools you have

What if you don't want to use a tool that might break a component? You don't want to phoenix claw if it will cost you a turning engine, but stamina might give you just enough torque to get an arc.
Title: Re: Player-suggested tips
Post by: Kamoba on March 08, 2016, 11:23:21 am
Use pilot stamina as a supplement to tools you have or a replacement for tools you don't have, but not as a substitute for tools you have

What if you don't want to use a tool that might break a component? You don't want to phoenix claw if it will cost you a turning engine, but stamina might give you just enough torque to get an arc.
That's what he means as a supplement to the tools you have or replacement to ones you don't have (which could be situational based on damage/enemy weapons/crew availability.)

Put simply: Know how you want to use your stamina so you don't waste it. :)
Title: Re: Player-suggested tips
Post by: Jamini on March 08, 2016, 11:30:16 am
Might be better to say it more directly then. The way blackened put it is a bit confusing.
Title: Re: Player-suggested tips
Post by: Jamini on March 08, 2016, 11:32:16 am
Crew: "Mines do distinguish between friend and foe. Be careful where you shoot them!"
Title: Re: Player-suggested tips
Post by: BlackenedPies on March 08, 2016, 11:48:41 am
Quote from: Jamini
What if you don't want to use a tool that might break a component? You don't want to phoenix claw if it will cost you a turning engine, but stamina might give you just enough torque to get an arc.

Kero and claw deal so little damage with so much benefit that there's no reason not to use them. Spanner repairs twice as fast as kero deals damage and you can safely burn it 20 seconds before needing repairs - and you're still faster than if your engines were at full health without kero. If your engine is gonna break if you use a tool then stamina won't help. If one of your engines is almost dead but the other is fine and you have to turn then burn it out and use stamina. Otherwise with just stamina you turn slower and lose precious time and stamina.

But that's a worst case scenario if your engine will die immediately when you start burning and there's no engi available. Even just a couple seconds of claw on a heavily damaged engine will let you turn much faster and give time for the engi to repair. There's no reason to use stamina to replace a tool you have because the damage is low with high benefit. Stamina costs much more since you only have 4 seconds worth and it takes 12.3 seconds to recharge 1 second

The best tip for new pilots is to use your tools. Burn burn burn kero and claw constantly and never be afraid to pop a hydro
Title: Re: Player-suggested tips
Post by: Kingsania on March 08, 2016, 05:30:16 pm
Someone should see if they are willing to make this a sticky thread so it can accumulate ideas over the longer term.

I am absolutely okay with this idea.

This would certainly be helpful. Unfortunately, with there being no editing after a day or so, would defeat the purpose of making such a list. I'd like to be able to ask the mods to set the post to being editable/pinned to the front, but of the three moderators for this section, only one was active after 2016 and he hadn't been on since the beginning of February. Which is a shame.

Thanks for your tips, guys! I'll set up the updated list in a day or two.
Title: Re: Player-suggested tips
Post by: Newbluud on March 08, 2016, 09:13:17 pm
(just some randys because I'm shit tired. This might be parroting someone else but sorry not sorry)

Pilot:
- Your ship will turn to face a direction faster the slower it is moving horizontally. Lower your throttle or negate it altogether for faster and more precise turning.
- Every gun in the game will have its projectiles affected by the speed and direction of your ship. Moving frequently, erratically or quickly will result in less hits from your weaponry. Consider this especially with long-range set ups.
- When retreating, it is barely ever a good idea to turn your back to your enemy to flee. This will allow them to damage your engines making escape harder. Turning one-eighty also wastes precious time where you are likely to take damage. Instead, reverse away from your enemies allowing you to return fire and maintain consistent speed and maneuverability.

Gunner:
- Keep an eye on the direction and rotation of the ship you are on. It might be wise to hold fire until you have a steady platform to avoid wasting shots, as a ship's direction will throw you off target. Consider this especially with long-range weaponry.
Title: Re: Player-suggested tips
Post by: Solidusbucket on March 09, 2016, 01:17:36 am
PILOT
Tar damages your ship, your ally's ship and the enemy ship.

Quick swap hydrogen and chute vent. The benefits last for two seconds after deactivation.

Keep the crew informed of where the enemy is.

Assign components for each crew member to repair while in the lobby.

Stay within 750 meters of your ally ship unless you are scouting, flanking, or charging an enemy.

Most ships allow you to help with repairs. Some ships allow you to help shoot. Bring the appropriate tool and ammo.

Leave the spyglass and rangefinder to the crew.

Do not use tools if the component is about to break.

If a crewmate does not respond to your voice try typing. Some people do not have their volume up.

If the other team in the lobby is comprised of high level players ask for a ship swap to balance the match.

Silly builds can be fun for you but may be aggravating for the crew and your ally ship.

Understand what your engineers and gunners are capable of. This is best accomplished by experiencing it firsthand.

Clouds are great concealment unless they are flared. The enemy will see your silhouette if you are behind a flared cloud.


Title: Re: Player-suggested tips
Post by: C r o w on March 09, 2016, 03:38:21 am
Having your ship on fire is always bad, remember to always have a crewman with a fire suppression tool.

Different guns have different firing arcs, try to position your ship so that they overlap.

The more gun arcs overlap, the more guns will be able to shoot on a single target.

Many ships are killed everyday by a harsh world, don't bump too much around, or yours will too.

Terrain doesn't take sides, it can damage both you and your enemies.

Different guns shoot different shots, different shots have different traveling speed, try to anticipate enemy movements accordingly, especially at long range.

Being an engineer doesn't mean you can't shoot, being a gunner doesn't mean you can't help with repairs: adapt to the situation's needs.

Don't see a player that is still learning as a nuisance, rather see him as an unpolished gem.

Try to learn every gun, you will know how to behave if either you or the enemy have them.

Altitude doesn't always mean advantage, some ships may be still able to outperform and outmaneuver you.

Gravity is the most dangerous enemy of an airship, fight it by keeping your balloon alive.

In the Merchant's Guild, nothing is impossible, as long as you have the money.

Some guns can disable with particular ease enemy guns, if you have the chance, do it! Your engineers will be grateful.

Heatsink rounds are the gunner's fire extinguisher.

Flare guns are a support weapon, but they can also deal a moderate amount of fire damage to enemy ships.











Title: Re: Player-suggested tips
Post by: Atruejedi on March 09, 2016, 04:38:41 am
Someone should see if they are willing to make this a sticky thread so it can accumulate ideas over the longer term.

https://docs.google.com/spreadsheets/d/1a6i93Y7GcoapYwYm3Dshk7JW8j4mHstTi1VpRrS3jrA/edit#gid=0

Knock yourselves out :D

Let me know if you need me to edit anything.

Here, you can add tips and vote good, bad and what?.

I will also add a section for comments (although that may be a bad idea...)

If you're one of the loving people who despise me and wish to destroy the doc, I will not be making another.

This is PERFECT! Now I can correct these for grammar, spelling, and style! I'm super nit-picky and it must be PERFECT! Salute!

P.S. I just downloaded a copy JUST IN CASE...
Title: Re: Player-suggested tips
Post by: Atruejedi on March 09, 2016, 06:10:56 am
Some anonymous piece of shit already logged in while I was editing and deleted my comments and added random shit to the three feedback columns. It says "Atruejedi was here" so you know WHO GAVE FEEDBACK AND CURATED AND EDITED THE TIPS SO FAR. Holy shit, am I pissed. What the fuck? I'm backing it up as I go now... unbelievable. Seriously. Toxic assholes.
Title: Re: Player-suggested tips
Post by: The Mann on March 10, 2016, 01:52:12 am
After some aggressive curation and unfair sharing of the original doc. *cough*

I altered the spreadsheet so that people can only put their tips and rank them Pilot, Engineer, Gunner or All.

If you wish to discuss the tip, you can do so in the Discussions Spreadsheet which can be found at the bottom of the page.

Enjoy.

https://docs.google.com/spreadsheets/d/1a6i93Y7GcoapYwYm3Dshk7JW8j4mHstTi1VpRrS3jrA/edit?usp=sharing
Title: Re: Player-suggested tips
Post by: Atruejedi on March 10, 2016, 04:50:06 am
After some aggressive curation and unfair sharing of the original doc. *cough*

Hey, I spent two hours last night and two hours tonight going through these things. Wasn't that the point of the document? To add comments and edit the tool tips? To make them better for potential inclusion into the game? After being locked out of the document, I continued editing these tool tips for grammar, spelling, style, clarity, and length. I'm going to paste them here now. I think if you compare them to the originals, you'll see improvements. I'm pasting them here for more peer review. I have the document saved on my computer.

In the lobby, you can click the name of a ship to view its weapon loadout. Click the icon to the right of players' names to see their equipped tools. This allows you to learn what to bring and what to expect.
Pressing V brings up a selection of voice commands depending on if you're on the helm, guns, or walking around. Using this quickly will often be more effective than attempting to type or speak clearly.
Having more than one gunner on your ship gives you lots of ammunition choices, but the lack of repair tools often means there won't be enough operational guns to make use of all that ammo!
A gunner is not always needed on a ship. Some guns only need one ammunition type.
Most weapons cause two types of damage; check which types before you equip them on your ship. Piloting a "one trick pony" may be a handicap to yourself and your team.
Being the first captain to "ready up" is not necessarily a good thing. Your enemy is planning, scheming, and devising their strategy and loadouts carefully. Do your homework!
No matter how quick, skilled, or aware you are, ship components will break and you will need the appropriate equipment to deal with many different situations. Learn your tools!
Engineers are capable of firing the ship's weapons and gunners often need to help their crew mates keep the ship repaired and aloft. Know your role and prioritize your duties!
It is better to take an undesirable loadout and suggest changes than refuse a captain's orders. A poorly-equipped but cooperative ship will always outperform a well-equipped but dysfunctional ship.
Know which helm tools damage which components. If you bring three tools that damage the engines, you should see to it that you don't use all three frequently. Even the best engineer has limits!
As a pilot at the helm, you can aim at an enemy ship and press B (by default) to mark an enemy ship with a temporary crosshair visible to you and your crew.
Burst ammunition only affects the area of effect (AoE) of weapons which already have an AoE characteristic. So don't bother using burst ammunition with gatling guns!
More damage per shot does not necessarily mean more damage overall. Consider your weapon's clip size and reload speed.
There is no ammunition that works well on every single gun. Check your ships weapons loadout to see if you are bringing a viable ammunition. Captains may suggest a loadout for you to bring along.
Carrying the Dynabuff Industries Kit (commonly known as the buff kit) in your loadout will limit your ability to repair, rebuild, and extinguish components.
The mallet excels at repairing large amounts of damage to working components. The spanner excels at rebuilding destroyed components. The pipe wrench is average at both. Choose your tools carefully.
Failing to bring along a fire fighting tool can be catastrophic. Many weapons can ignite fires on your ship that will continue to inflict component damage until extinguished.
Utilizing voice chat is often quicker and more informative than trying to communicate through typing while in a match. If you have a microphone, use it!
Pressing X (by default) will broadcast your voice to everybody in the lobby and to your crew in a match.
Pressing C (by default) will broadcast your voice to your team in the lobby and, if you are your ship's captain, to your fellow team captains in a match.
Stay near your allied vessels if possible; most lone ships cannot survive for long when facing an enemy onslaught from multiple ships. Press M (by default) to examine the tactical situation on the map.
Be careful when utilizing hydrogen to vertically maneuver your ship; the effect on your balloon continues for a few seconds after you deactivate it!
You can push your ship to its physical limits by activating your pilot stamina (Left Shift by default) while using helm tools. Remember that stamina is limited; use it wisely!
If you want your crew members to do something, tell them.
The most basic tool set carried by an engineer consists of the rubber mallet, the spanner, and the fire extinguisher. These tools are nothing fancy, but they will keep you floating!
You will almost never need two fire tools.
Using a rubber mallet or a spanner in combination with a pipe wrench is generally ineffective. The mallet and spanner go very well together!
When your ship spawns, the Dynabuff Industries Kit should first be used on the ship's engines and balloon. Pilots value the extra speed and maneuverability provided by buffed balloons and engines
When asked to “prebuff” a component, purposely leave a component's buff meter nearly full but incomplete. Finish completely filling the buff meter later to activate the buff when it will be of use!
When your ship first spawns, use the Dynabuff Industries Kit on maneuvering components like the balloon and engines, then “prebuff” the entire ship if you have time before entering combat.
Weapons buffs only last for a few seconds; don't activate the buff until you're ready to fire!
Study the pros and cons of each ammunition type; if you don't understand which ammo type should be used in a certain gun, ask your captain and crew for advice and pass that knowledge to others players!
Large hit markers mean your shots are hitting the enemy and doing effective damage. Small hit markers mean your shots are hitting the enemy but are ineffective; aim elsewhere!
Many ammunition types alter the effective range of your weapons. Some ammo types allow you to hit targets which are farther away, while others shorten your range. Use the right ammo at the right range!
Each square on the map's grid has a length and width of 500 meters. Press M (by default) to examine the terrain and plan your strategy based on the range of your guns, available cover, and line of sight.
Your ship is affected by inertia when maneuvering. A taste of moonshine can thrust your ship forward and steady its course. A puff of hydrogen can rapidly send you into the clouds. Physics are important!
Use your pilot stamina at the helm to supplement the helm tools you've brought with you; stamina can intensify the effects of some tools, but it cannot produce all of their effects or replace them entirely.
Mines and tar barrels do not distinguish between friend and foe; they even damage your own ship and are the only sources of “friendly fire” in the game. Be careful with them, or you might cause a mutiny!
Your vessel will turn to the left and right faster if it is moving slowly. Lower your throttle or throw it into neutral to execute quick and precise maneuvers.
Weapon projectiles are affected by your ship's movement. Moving frequently or erratically will likely result in decreased weapon accuracy. This especially affects long-range weapons. Smooth sailing!
If you must retreat, think twice before turning around and flying away. Exposing your rear to enemy fire might result in engine damage. Consider throttling away in reverse with your weapons pointed at the enemy.
Keep the crew informed of the enemy's position by using voice communication, voice commands, text chat, or applying a captain's cross hair to an enemy vessel by targeting the ship and pressing B (by default).
Assign specific duties to each crew mate while preparing for battle in the lobby. All ship mates should know which components to repair, which guns to fire, and where on the ship they are stationed.
Most ships allow the pilot to help with repairs, and some ships even afford the captain the opportunity to man the guns! Bring an appropriate tool and ammunition type, even if you'll mostly be at the helm!
The crew's duty is to spot the enemy and the captain's job is to maneuver the ship into position. The spyglass and rangefinder should be carried by the crew; the captain needs all the helm tools he can muster!
Do not use helm tools if a damaged component is about to break; instead, deactivate the tool and allow your crew to make the necessary repairs.
If a crew mate does not respond to your voice, try typing. Some players do not pay attention to the game's audio.
If the other team in the lobby is comprised of high level players, ask for a ship swap to balance the match. A blowout victory for one team is a crushing defeat for the other and might break up the lobby.
A silly weapons loadout on your ship might be fun for you but is likely to aggravate your crew, allies, and even the enemy, who might have your ship on their team next round!
To become a great pilot, you must understand what your crew goes through every match and requires from you, their captain. This is best accomplished by gaining experience engineering and gunning.
Clouds, fog, and sandstorms provide concealment from other vessels unless a flare illuminates the area. Firing the flare gun might reveal the enemy's position, but they might see your silhouette as well!
Each weapon can aim vertically and horizontally to varying degrees and turns at a certain speed. Equip your ship with guns that have overlapping firing arcs to maximize your firepower.
Terrain doesn't take sides; colliding with a cliffside will damage your vessel, but smashing an enemy ship into a mountain will damage them as well. Know when to ram and when to exercise restraint!
Altitude doesn't always give your ship the advantage; some ships may still outmaneuver you and some weapons have difficulty aiming downward.
Gravity can be your ally or your enemy; popping an enemy balloon with the carronade or destroying it with flames can send their ship crashing to the earth, but know they will be doing the same to you!
Some weapons excel at damaging enemy guns and engines. Disabling an enemy means you can spend more time firing at the enemy and less time repairing. Your engineers will be grateful.
Heatsink ammunition can serve as a gunner's fire extinguisher to combat flames and prevent additional fires from affecting weapons loaded with these special rounds. Engineers will thank you!
Flare guns are a support weapon, but they also deal a moderate amount of fire damage to enemy ships.

Sorry it isn't pretty.
Title: Re: Player-suggested tips
Post by: Solidusbucket on March 10, 2016, 06:55:21 am
*skips all but his own contribution*

Looks nice. Great edits.
Title: Re: Player-suggested tips
Post by: C r o w on March 10, 2016, 06:58:23 am
*skips all but his own contribution*

Looks nice. Great edits.

I can relate
Title: Re: Player-suggested tips
Post by: Kamoba on March 10, 2016, 09:17:56 am
One I would change would be:
Some ships allow the pilot to help repair or shoot so the pilots loadout is important too.

Or something to that effrect, I say Some instead of most as new players often struggle with priorities and saying most ships could lead to them not piloting enough, that's all :)
Title: Re: Player-suggested tips
Post by: Newbluud on March 10, 2016, 12:24:30 pm
- Moonshine and Kerosine do more than increase the ship's speed and acceleration. They also make it harder to turn. Burning either of these tools while trying to change trajectory is not advised, however, this difficulty in turning can be used as your ship is rammed to prevent your guns being barged out of arc.
- Engaging a ship from an angle they cannot fire from is always favourable to risking damage and disadvantage by attacking without thinking.
- You do not have to zoom in with the spyglass to spot a ship. Simply place your crosshair on the enemy ship and left click.
- Spots are vital for exploiting an enemy's position and gun arcs. Prioritise spots on visible ships as often as possible.
Title: Re: Player-suggested tips
Post by: BlackenedPies on March 10, 2016, 12:27:06 pm
Spot before you shoot
Title: Re: Player-suggested tips
Post by: Solidusbucket on March 10, 2016, 01:04:54 pm
Spot before you shoot

eww. no. I hate this. Nothing bothers me more than the gunner on a goldfish spamming his left click to get a spot for 10 seconds after engagement range.
Title: Re: Player-suggested tips
Post by: BlackenedPies on March 10, 2016, 01:11:06 pm
? It takes less than a second to spot and it's the gunner's most important job. If you can spot them then you need to spot. Your default tool is the spyglass which should always be out unless you're using chem or buff. Besides rebuilding there's nothing more important for crew than spotting ships
Title: Re: Player-suggested tips
Post by: Newbluud on March 10, 2016, 01:12:06 pm
Spot before you shoot
+1
Title: Re: Player-suggested tips
Post by: Newbluud on March 10, 2016, 01:16:41 pm
Spot before you shoot

eww. no. I hate this. Nothing bothers me more than the gunner on a goldfish spamming his left click to get a spot for 10 seconds after engagement range.
There are very niche instances where this is necessary, i.e. when you get caught out and have to fire for self preservation. However, with proper planning and coordination, you should not be in that situation outside of pot luck. The most I can give in agreement is to empty the hwacha and immediately spot afterwards. But again, that is only in these rare circumstances.
Title: Re: Player-suggested tips
Post by: Solidusbucket on March 10, 2016, 01:32:18 pm
the game glitches all the time and doesn't allow spots. This is the instance im referring to.
Title: Re: Player-suggested tips
Post by: Kingsania on March 10, 2016, 01:49:36 pm
Thank you for your fantastic tips! I've made another topic so that Mann's spreadsheet can be found more easily and to get information specifically for ships. If you have more tips about players or ships, post them over there (https://gunsoficarus.com/community/forum/index.php/topic,7456.0.html) so we don't have two similar topics trending.
Title: Re: Player-suggested tips
Post by: Newbluud on March 10, 2016, 04:19:16 pm
the game glitches all the time and doesn't allow spots. This is the instance im referring to.
A maximum of three clicks. If that fails, shoot. But you shouldn't be charge engaging without a spot unless you're prepared to fight without all the information you need. I think this predominantly applies to hwacha, though, given how it is often needed instantly due to the high alpha damage and outrageous reload.