Description | (WIP) Pop, Loch, and drop 'em. My whole crew brought our shotties to the party, and homie don't play. Don't just give 'em both barrels: give 'em the whole damn distillery/brewery/arsenal. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
What makes this special? | The only weapons allowed are Heavy and Light Carronades and they are mounted exclusively on Spires. Besides that, this rule set is a stat geek's dream because of the ammunition choices, not to mention exciting for those who obsess over tactics and strategy involving target priorities. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tips and Strategies | Alright, let's nerd out. We'll begin with a lesson on the guns themselves and how the ammos available affect them. The following data comes from The Gun Range (https://gunsoficarus.com/community/forum/index.php/topic,7896.0.html), a "utility" I created to visually display the ranges and arcs of weapons on the in-game map. It even takes into account the effects granted by most ammos. Keep in mind, each square on the map is 500 meters. For clarity, I'm simply going to list the weapons and their ranges using the different ammos first, and then you, conscientious Chaoticâ„¢, can refer to it at your leisure. The "Max Range (mpsq)" column represents (in decimal form) how far across a single map square (mpsq) a gun can reach (when aligned with the X- or Y- axis). The list is in ascending order, organized first by range from shortest to longest, then damage from weakest to strongest. So: Heavy Carronade
Light Carronade
It's very important to note that maximum range does not mean effective range. Effective range is hard to compute at worst, subjective at best, because both Light and Heavy Carronades use a shotgun mechanic when firing, which spreads out pieces of buckshot (see the table above for numbers). The farther away the target is, the farther the buckshot will spread; the closer the target, the more pellets will hit the enemy. This makes Heavy Clip and Lochnager Shot very attractive for use in Carronades because they concentrate the buckshot in a more precise area, making the guns much more effective at long (near maximum) range. The reduced jitter of Heavy (-70%) and Loch (-60%) also allow specific components to be targeted at medium to short ranges. Lochnager will be a very popular choice for experienced and confident Gunners, while the cautious and doomsayers among us (me) will likely stick with Heavy Clip. Many other interesting choices are available, however. ...But Burst ammo is not one of them. It only truly benefits weapons that have Area of Effect (AoE) damage, and Carronades do not, so we've saved you the embarrassment of ignorantly bringing it by banning Burst. The general consensus among the community (and stated on the Wiki) is that Charged ammo is a great choice for the Heavy Carronade, but less so for the Light Carro. Greased ammo has the opposite situation; many players use it on the Light Carronade for the increased clip size and fire rate, but eschew it for the Heavy Carro because Greased reduces range and damage and doesn't increase the capacity of heavier gun's magazine. Depending on your role, either of these ammos are solid selections, but very vanilla. Incendiary is my personal favorite for both Light and Heavy Carronades, if I have the benefit of taking more than one ammo type. Incendiary ammo significantly reduces your range, but it gives each projectile a 20% chance to start a fire. For a Gatling gun, this means a single bullet has a 20% chance to start a fire. For a Carronade? Every blast from the Heavy Carro shoots 20 pellets and the Light Carro sends out 16 pellets. This means, per clip, a Heavy Carro with Incendiary will set eight stacks of fire and a Light Carro with Incendiary will set 13 stacks of fire. "Thirteen, Jedi? Learn to math! It should be 16." Nope. You forgot the 25% clip size reduction. And that, dear reader, is why we're only allowing Gunners to take this ammo. Otherwise, the fires would be out of control and close-range combat would be hell. We want to encourage (but not require) the captains to get down 'n' dirty. Dozens of fires on each ship would discourage that. Heatsink is also available and attractive to Gunners to prevent pesky flames from engulfing their guns. Plus, having three shots on a quick-swinging Heavy Carronade is freaking awesome for disabling the enemy at point-blank range. Bringing the final ammo we'll discuss, Lesmok, is not encouraged but also not forbidden. In a battle with short-range weapons, Lesmok could (could) make a difference. Typically nobody in their right mind would use Lesmok on a Carronade because, yes, while it increases the range, it also increases the spread... but the reason they never consider Lesmok Carro is because the enemy brings other weapons.. now that everybody has to use Carronades, there might be a small niche Lesmok can fit into... especially if an entire fleet brings Lesmok. A Lesmok Spire team victory is my ultimate fantasy, but I'm not getting my hopes up. Still, imaginging those glorious crews focusing fire fleet-wide to disable each enemy balloon one-by-one is intoxicating... anybody courageous enough to try it? I didn't think so. Cowards. Now that we've gotten that out of the way, let's talk about what you should aim for. Recall that every gun in the game does two types of damage, and every type of damage is effective against one type of component. Carros do flachette damage, which is effective against balloons, and shatter damage, which is effective against guns and engines. Many players forget that! Carronades do not do piercing damage to strip the armor and do not do explosive damage to destroy the hull. Disabling an enemy is going to be easy... destroying him will be more difficult. Ideally, during the initial skirmish, your Heavy Carronade will target the enemy balloon to drag their crew away from their guns and ease your approach. Once your Light Carronades are in range, target prioritization becomes interesting: do you focus on the balloon to keep the enemy under pressure and at least one engineer busy? Do you knock out their guns so they can't return fire? Do you target their engines so they can't maneuver or escape? When should your crew switch their focus to slowly stripping the armor with hundreds of pellets? Another important question is when to start shooting. I may regret this, but whenever we play Boomstick I will be taking the Rangefinder (if I'm not the pilot!). Getting that initial disable on the enemy Spire's front gun or balloon could determine the course of the entire battle. Directing your crew when to shoot and advising what ammo to use could really give a ship and therefore a team the edge necessary to squeeze out a victory. Better get to memorizing those numbers! When the battle does unfold, pilots are going to have a rough time keeping aloft, but it won't be too awful. Drogue Chute is required so pilots can stall their inexorable descent toward the ground below. Hydrogen can be utilized when the balloon is rebuilt to gain some quick altitude, but be careful: Carronades are terrible at shooting downward, so don't rocket too high! The third helm tool (pilot's choice) can be anything, but I expect Kerosene, Phoenix Claw, and Tar Barrel to be popular, with a smattering of Moonshine and Impact Bumpers and only fools with Chute Vent. If the pilot has time and the armor is holding, it could benefit the ship to have the captain mount the slot 1 or 2 Light Carronade while the engineers are likely busy with repairs or split between decks firing guns, leaving a top slot weapon free. Now that you've read my book, I hope you understand why this rule set is a dream come true for Guns of Icarus geeks. If you want to be a nerd like me, go check out the Guns of Icarus Wiki (http://gunsoficarusonline.wikia.com/wiki/Guns_of_Icarus_Online_Wikia)! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Appropriate Map Modes | Death Match, King of the Hill | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ships Allowed/Required | Spire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ships Prohibited | Galleon, Goldfish, Junker, Mobula, Pyramidion, Squid | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Weapons Allowed/Required | Heavy Carronade and Light Carronade | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Weapons Prohibited | All except the above | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Classes Allowed/Required | Standard Chaos Rules: 1 Pilot, 1 Gunner, 2 Engineers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Classes Prohibited | N/A | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Pilot Tools Allowed/Required | Hydrogen, Drogue Chute (the third helm tool is the pilot's choice) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Pilot Tools Prohibited | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Repair Tools Allowed/Required | All | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Repair Tools Prohibited | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ammunition Types Allowed/Required | All ammo types allowed, but Incendiary can only be taken by the Gunner | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ammunition Types Prohibited | Only the Gunner can take Incendiary; Burst ammo is banned (because it does not grant Carronades Area of Effect damage and is therefore fairly useless) |