Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BufferOverflow

Pages: [1]
1
Guides / Re: Buffing 101
« on: February 27, 2013, 08:43:18 pm »
I see you put my info up there for me! Thank you!

2
World / Re: Favourite town?
« on: February 27, 2013, 05:49:46 pm »
I like Sarin. It reminds me of a small tribe that's starting to grow into something more. Maybe one day it can even out match those snobbie's in that big city of Anvala

3
Guides / Re: Buffing 101
« on: February 27, 2013, 05:38:52 pm »
Oh thanks man! Just copy and paste this line to the spot where it originally was.

[/color=red]Important note when Buffing:[/color]
Some parts of the ship take longer to Buff than others. Also, some parts of the ship stay Buffed for a smaller amount of time than others. Also, you can still Buff a part even if it is in a cool down state.

4
Guides / Re: Buffing 101
« on: February 27, 2013, 01:56:45 pm »
Ahh, good point. I would but my "Modifying Time" is up. I really sucks that you can't mod it after a certain number of minutes...

5
Guides / Buffing 101
« on: February 27, 2013, 11:31:47 am »
This is your 3rd game you have ever played in Guns of Icarus and your repairing a engine on a galleon as an engineer and you see that someone else walks up beside you and starts hitting it with a tool too. You hold down "x" and tell him that you have  the engine under control but he ignores you. You start to get irritated but then realize that he holding a tool that you have never used. You've only been using the default class and haven't had the time to look at any of the other tools that the game might have to offer. After the game you log out and click the "Role" button on the upper right of your screen. You scroll down to the tool layout out and see what other tools there are. Sure enough you see a hammer shaped white silhouette of the tool that the person was using.

You hover your mouse over the tool and your eyes catch the word "Buffing". Whats this? I'm going to try it out.

Buffing for the new player:
First thing I want to mention is that the Buff Tool doesn't actually repair anything. I have seen a lot of engineers not understanding why the hull's health wouldn't go back up and only a yellow line formed on the edge of the hull icon (They rage quit). The Buff Tool doesn't repair anything. The Buff Tool can be used on any part of the ship. Guns, Hull, Balloon, and Engines. When Buffed, each part becomes more, well I guess you could say "Buff" in different ways.

The Affects of Buffing:
Guns: When a gun is buffed, it becomes for power full and it's damage output is greater.
Hull: When the hull is buffed, it the hull's maximum health is increased.
Balloon: When the balloon is buffed, the balloon can move faster vertically (Up and Down.
Engines: When an engine is buffed, the engine will have more power and speed(Ship moved faster).

Important note on Engines:If you Buff a Engine on the right of your ship, because that engine has more power than the Engine on the left side of your ship, the ship will start to turn to the left and be off balance. The same situation would happen again if you only buffed the left side Engine except this time the ship would turn to the right. If you are going to only Buff one engine, make sure that the Engine you are buffing is the main Engine. Because the main Engine is mostly in between the left and right Engine, your ship won't go spinning out of control.

How to Start Using the Buff Tool:
To use the Buffing tool Effectively, you must first walk up to a part on your ship so you are in hitting distance of the part. Buffing has a similar mechanic as rebuilding because one hit from the Buff tool isn't enough to Buff that part of your ship, you have to keep clicking until the ship part is actually Buffed. Once you start clicking on the ship part, you will see that a yellow line will start to get longer and longer on the left hand side of you ship part icon. Once that yellow line has reached the top of the ship part icon, you will see that the line moves over to the right hand side of the ship part icon and the line on the right hand side becomes shorter and shorter. That part you have been hitting with the Buff tool is now Buffed until the yellow line depletes in length fully.

Important note when Buffing:
Some parts of the ship take longer to Buff than others. Also, some parts of the ship stay Buffed for a smaller amount of time than others. Also, you can still Buff a part even if it is in a cool down state.
Shortest time to Buff to the Longest time to Buff:
Engines, Guns, Balloon, Hull.

How to be an Effective Engineer with the Buffing tool:
The first thing that you want to make sure about before you go in game is that you have a Pipe Wrench as your secondary tool.

This way you can repair part faster than a Spanner and you can rebuild parts faster than a Mallet.
Like I mentioned before, once you Buff something it is only Buffed for the time that the yellow line is visible, so if you start Buffing and Buff a Gun, Balloon, or Hull, before even entering battle, it is a waste of a good Buff. The Engines however are okay to Buff if your captain wants you to because then you are able to approach your destination faster. The best way to use your Buff tool if you are not in battle would be to start Buffing but don't actually Buff the part you are Buffing. Instead, hit the part enough times so that in one hit, the part will be buffed. Do this for all the parts of the ship if you have time so that when you do enter battle all you have to do is tap each ship part one time and walla! You are ready and Buffed!

Thanks for reading my Buffing guide. If you have any other good idea's on Buffing please let me know.
Best of luck in the air!

-CrazyRihron 

6
Crap! Itz ze Russion Innazion!

7
Haha, thanks for that sniper setup, the Junkers kind of a hard one to get good setups on unless your doing a particular set up like the sniper rifle. I like the fact that you also put the entire crew.
I also know what you mean by other crew members can help repair too. I was just trying to focus in on the engineers though.
Thanks for posting, really like your idea and us engineers could always use a little extra help from the crew like you said xD
Best of Luck in the skies!
-CrazyRihron

8
Lol, sorry that I stole your idea :P Thanks for the salute though, I really appretiate it!
Thanks for the feed back!
-CrazyRihron

9
I would like to note a couple things before I start. I will cover how to engineer effectively with and without two engineers on a ship so don't worry if you’re the only engineer on a ship. Next, all of these setups are my own ideas and I'm sure other people have other ideas. Please know that I respect everyone’s opinion.

Welcome back Ladies and Gentlemen! We are back once again in the Guns of Icarus Online Lobby and you have made friends with the captain and he is online. Before you click on his name tag and press "Join Match", let’s make sure that we have the mallet and spanner selected. The mallet works best when trying to repair something. The spanner works best when trying to rebuild something.

The Spire:
Round one has started, the captain has chosen to fly a Spire and you have 2 engineers on your ship! A very good start. Like the Pyramidion, the hull and balloon are separated by some distance so it will be key that one person is on the hull while someone else is on the balloon.

Engineer 1 will be staying on the top deck and he will be in charge of the balloon, the two guns, and the main engine (located behind the steering wheel) but remember, some parts are more important than others! In this case you should repair the balloon first, the main engine second, and the guns third. If not taking too much damage at the moment and an enemy ship is in sights, it would be a good idea to stay on one of the guns and keep shooting until something is in fairly bad condition and needs to be repaired.

Engineer 2 will stay on the bottom deck with the hull and two engines for most of the time. The gunner will be in charge of repairing the main front gun unless it is on fire so that Engineer 2 does not have to waste any time which can make the huge difference of death or survival while taking heavy damage.

In the case where you only have 1 engineer on the ship, a gunner will be in charge of repairing the balloon and main engine while operating the two guns on the top deck while the engineer will be in charge of the hull and two main engines as usual. However, because the gunner may not always have the proper tools for fixing parts, if the engineer has some spare time, it would be ideal if the gunner had some help repairing the top deck. Most new players don't realize this but there is actually a ladder going straight down from the balloon to the hull. This is the fastest way to get from the hull to the balloon or vice versa.

The Goldfish:
The Captain congratulates you on your amazing engineering skills which have brought you victory! Good Game! No time to celebrate now though because another game is about to start and the captain has now changed the ship from the Spire to the Goldfish. The goldfish has a funny layout but you can still repair effectively.

Engineer 1 will be in charge of repairing the Hull, the two engines on the lower deck (located at the back) and operating while repairing the right gun (because it is closer to the hull) if a gunner is not already on it. Just remember though that while shooting at enemy ships is fun, you must always make sure that you don't ignore the need for your ship to be repaired.

Engineer 2 will be in charge of repairing the balloon, the main engine (located on the top deck) and operating while repairing the left gun (because it is closer to the balloon) unless a gunner is already operating the gun. I cannot stress enough the importance of not getting carried away at shooting the guns because once you realize that the ship is in critical condition and you have not been repairing the ship, it is most likely too late.

In the case that you are the only engineer on the ship:
The one engineer will be in charge of repairing the hull, two back engines, and operating while repairing the right gun. One gunner will have to be in charge of taking Engineer 2's role and he must repair the balloon, main engine, and operate while repair the left side gun. If the engineer can spare the time, and the gunner seems to be having a tuff time repairing things, it would be ideal if the engineer could help out the gunner a bit at repairing certain parts.

The Squid:
The Squid! An Engineer's Nightmare! (Quote from Guns of Icarus Online). The Squids hull is like tissue paper so as an engineer, you will constantly be having to be beating the Squid's hull with your tools.

Important: For the Squid I actually recommend to trade your Mallet in for a Monkey Wrench. Because the Squid's hull is so weak, it will usually only take one hit to fully repair the hull whether you hit it with a Mallet or a Monkey Wrench. The reason why I recommend the Monkey Wrench is because the cool down is much shorter than the mallet so you will be able to repair the hull again faster if it is taking more hits.

Engineer 1:
Engineer 1 will be in charge of the Hull and sometimes it might be a good idea to just repair a few engines if you are not taking any hits. If you do start taking hits, like I said before the Squid's hull is like tissue paper so Engineer 1 will literally just have to be standing right next to the hull and keep bashing it with his/her tools.

Engineer 2:
Engineer 2 while it may seem a little harsh is pretty much in charge of everything else except for the front gun (Unless it's on fire). Just remember that when in a heavy fire fight, repair the balloon before the engines and if you only have little time to repair the engines, repair the two engines closest to the balloon, you can fix up the other two engines when you have more time. Also, keep an eye out for the back gun and the gun to the right, it might also be a good idea to operate them if you have the time and your target can be hit.

In the case if you only have one engineer on a Squid:
The one engineer will have Engineer 1's role and must stay on the hull but also help out the gunner repair parts of the ship if not taking damage. The gunner will take Engineer 2's role and will usually be staying on the balloon.
Thanks for reading my 2 part guide!
Thanks for reading!
-CrazyRihron

PS: I'll be out with a buffing guide for the new players (and for anyone who wants to read it) in a few days.

10
Guides / Re: The Day After: Effects of Combat on Willing Combatants
« on: February 25, 2013, 07:31:15 pm »
Many tears! Thank you for posting! I would salute you if I knew how xD

11
Hey thanks man! It's really nice when you can share knowledge with other people and they appreciate it. I'm working on part 2 right now and it'll be ready in maybe a day or two.
Thanks for the feed back!

12
Haha, thanks. But your right too, attacking is also important. Without attacking your just kind of a punching ship xD

13
Sorry about that Galleon part your right. I was trying to express how important it was to keep an eye on the hull and balloon more than the guns to the new players. I see a lot of new comers ignoring the Hull and Balloon when they shouldn't be but I guess you shouldn't completely ingore the guns either. Sorry, that was my bad :p I'll change it. Thanks for the feed back though!

14
Guides / How to engineer efficiently on different types of ships (Part 1).
« on: February 24, 2013, 12:49:06 pm »
I would like to mention that these setups are my opinion and that other people may have different ideas. Please know that I also respect their opinion.
So let’s say that this is the scenario.
You are a new member and you like playing as the engineer. You already know what tool does what, and you know what parts of the ship are more important than others to fix (example: Hull before guns).
You are looking for a good captain in a lobby and you find one. You see that this captain has a crew of all high experienced players and you feel as if you aren’t good enough to join to join them. Nonsense! Even if you are a new member, you can still be a great engineer but, being a great engineer isn't just about being able to beat things with the proper tool. It is also about being efficient with your repairing based on what ship you are on.

The Pyramidion
So, for the first round, let’s say that the captain has chosen a Pyramidion and you have a mallet and wrench. Because the two most important parts of the ship (Hull and Balloon) have been separated by quiet some distance, while taking heavy damage you will not have enough time to go running back and forth from the hull to the balloon. In an ideal situation, you would have one engineer on the bottom deck of the ship and one engineer at the top of the ship (where the two front guns are). The engineer at the bottom section of the ship is responsible mostly for the hull and three engines. The engineer at the top of the ship is responsible for the balloon and the two front guns whether it is repairing the guns or putting out the guns fire. It would also be a good idea if the engineer at the top of the deck would be on the left front gun because then, the balloon would practically be right behind him/her.
In a situation where you only have one engineer, that one engineer would stay on the bottom deck while the two gunners up top would have to manage the balloon and guns.

The Junker
Now because of your great engineering skills on the first round your team has won the game. Now the captain decides to switch ships and you must now engineer on the Junker. Unlike the Pyramidion, one engineer can manage most of the ship by himself if it is necessary, but ideally, it would be much better if you would have two engineers taking care of the ship.
Here is one of the two setups I will show you for the Junker. In my opinion, both work pretty well.
Setup 1: (A bit more fire power than setup 2)
One engineer will be in charge of the hull, balloon, and the two upper engines. This may seem like a lot, but once you have gotten used to it, it can be accomplished fairly easily because of the fact that the Junker's Hull, Balloon, and two engines are fairly close together. Occasionally this engineer might want to shoot a few rounds from the two side guns on the upper deck at a ship if not taking too much heavy fire.
The second engineer will be either at the front gun if a gunner has not occupied it, or at one of the two guns on the lower deck next to the main engine. This engineer will be responsible for taking care of the front gun, the two side guns on the lower level, and the main engine that is located near the two side guns on the lower level. This engineer will also help shoot at enemy ships with gunner. In this case if an enemy ship is at either the left or right side of the Junker, it is a better idea for the gunner to stay on the lower deck and the second engineer to go to the top deck and shoot from one of the two side guns at the ship. This way, the second engineer will be a lot close to the Hull and Balloon so that in a pinch, the second engineer can also help the first engineer repair the more important parts of the ship.

Setup 2 (Bit more safer than setup 1)
This time, lest say you want to take a bit more of a safer approach. Engineer 1 and 2, for the most part will be on the upper deck. Engineer 1 will be in charge of repairing the hull, engine, and may he/she occasionally want to use the guns if the ship is in good condition. Engineer 2 will be in charge of maintaining the hull and the two side guns while when in a safe condition, checking in on the main engine located at the bottom deck but not staying there. This leaves the gunner to take care of his own equipment and he will also not have someone else firing at the same ship but this setup is sure to get you out of sticky situations as bit more easily than setup 1.

The Galleon
Alright! You won the second game also. The crew is starting to enjoy playing with you but your captain switches the ship again to the mighty Galleon! For the Galleon especially because it is such a massive ship, you will almost always need at least 2 engineers although like all other ships, it can manage with one if necessary.
Engineer 1 will be on the top deck of the Galleon and he will be in charge of everything on the top deck but he will be repairing something’s more than others. The main focus if you are on the top deck is to keep an eye out for the hull and balloon as usual. It would also be a good idea to check in on the main engine located on the top deck even in a heavy fire fight. Galleons are slow so if you don't have your main engine up, you’re sitting ducks! Although you may want to keep an eye on the Upper Deck guns, when taking heavy fire, focus on the more important parts of the ship. Engineer 2 will be on the bottom deck. Because one of the Galleons perks is having massive fire power, it is important to keep those guns online. Engineer 2 will be repairing the guns and the two engines at the back while if not taking too much damage shooting one of the big guns. It would be a good idea though to take one of the guns closest to the engines so that you can be as quick as possible if you need to tap those engines a few times.

Thanks for reading! I'll be out with part 2 shortly.

Pages: [1]