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Messages - Ventidius

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1
General Discussion / Re: My issues with this game.
« on: August 11, 2013, 11:33:36 am »
In the past couple of days - I've been sworn at twice for informing a (different) crew that the top slot gets captains chat and the player should change role or place, while a player in captain role sits in slot 3 shouting "F:ck off I'm the captain!"

Perhaps some undue sarcasm on my part there. It's frustrating when meeting players unwilling to even consider feedback of any kind.

Still, I'd very much like to believe most problems can be solved with a bit of patience and a friendly chat :)
I see so many people rage about others in just as many different games without even having asked the guy why he is doing what he does.
I wish for Guns of Icarus to be different in that regard. And so far it has been, let's try and keep it that way!

2
General Discussion / Re: My issues with this game.
« on: August 11, 2013, 11:05:25 am »
You have Captains flying as gunner/Engineer instead of pilots.

Luckaly an easy solution is on hand: Press "X" and ask them why they do this and advise them not to.

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You have Engineers that don't know what the hell a Repair cool down timer is. So they'll sit there hitting stuff over and over again thinking they're actually helping.

Chances are that these are relatively new players, might I recommend you press "X" and teach them the most efficient way to do their "circuit"

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You have Pilots forgetting to press the '1' key so their abilities aren't running 24/7 "WHY DO THE ENGINES KEEP BREAKING!!" Ummm maybe because you're using moonshine constantly...

Perhaps a new player, have you tried pressing "X" and educate them on the use of their abilities?

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You have Engineers that think they're gunners and let the ship die because they were too busy shooting.

Sounds like tunnelvision. Maybe this is a good time to press "X" and warn them of components in need of repair.

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You have pilots that don't know where the guns are on the ship. (for example a galleon) They'll fly straight at the enemy instead of to it's side so it's weapons can actually fire at them.

Perhaps a lapse in judgement, tactical manouver or a rookies pilot's error. I assume you pressed "X" and asked him why he performed such a manouver?

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It's a cool game and all but it feels like the only way to have fun is with some friends while you're buzzed. Other wise It's just a headache to play with randoms. :/

Have you tried pressing "X" before the match starts and work out some tactics?

3
Q&A / Re: Beginning with the Galleon
« on: August 08, 2013, 08:47:15 pm »

I will have to strongly disagree with this statement.  Heavy Flaks DO have an arming time and lose half of their effectiveness at close range.  Furthermore with no heavy weapon below deck to strip armor it's likely that neither weapon will be able to make a kill when engaged in heavy combat since the top deck engineer will be too busy repairing to take the  7-11 seconds necessary to empty a chaingun clip.

Absolutely true, in my example that would hardly be an issue however as you would aim to stay in medium range, not get -that- close up. Point being it suffers way less from this as for example the lumberjack.
Probably should have gone into a bit more detail on that one.

Furthermore, I strongly believe the Galleon is more valuable supporting your allies in keeping the enemy tied up/locked down rather then 100% killing power.
In the end the guy asked what a good starter build would be, I think this will get him into the Galleon nicely: Being an effective teammate without too much fancy stuff. 

4
Q&A / Re: Other Options other than the tried and tested Gat/Flak
« on: August 08, 2013, 07:51:19 am »
An all heavy carronade Galleon on Canyons:

1: Park yourself in the fog between two mesa's.
2: Patience.
3: When no patience is available, send out bait-squid.
4: More patience or wait for baitsquid to return with new friends.
5: Explosions, mass screaming, wailing and general mayhem.*
6: Peer over the side to enjoy the view of downed ships getting aquinted with the ground. 


*(Manical laughter, barking of fancy commands to your guncrew and/or insults to your crumbling foes is highly recommended)

5
Q&A / Re: Beginning with the Galleon
« on: August 08, 2013, 06:46:10 am »
Generally flying a Galleon is more of a strategic game then a tactical one. Once you figure out the "sweet spot", lining up a broadside isnt that hard.

The actual challenge being: You need to be where the engagement will happen -before- it happens, you are too slow to fly reactively, you must dictate where the fight happens. All too often I see Galleons lagging behind the fight, being too slow to provide any meaningfull help. The Galleon is perhaps the ship where communication with the other captains is the most important.
Look at your map, look at where your team and your opponents are, tell your teammates where you are headed or ask where they will be and make sure you get there before the enemy does.

Failing that, due to respawns or the like: Remember you can take quite a pounding, do not be afraid to fly straight into a gunline if no other options are available. Provide a screen for your allies. You are a big juicy target, play the bulletsponge and let your allies get into the fight so they can do the damage and worry less about repairs.

Most important thing to remember: Although you bring impressive firepower, the Galleon is most valuable in a support role. Draw enemy fire, disable components with your manticore volleys, supress the enemy with any other weapon of choice, screen your allies and generally keep the enemy tied up so your allies can do the killing.


Bonus tip: Have your engineer buff the engines and bring kerosine or even moonshine. The Galleon may be slow, but it has rather good acceleration, combine the buff with the kerosine/moonshine and it can pull off quite an impressive short-distance-sprint. Use this to close the final distance when engaging.


EDIT: A word on weapons:

The Galleon is a very versatile ship and can be fitted to suit long sniping support, medium support or short range brawler roles.

You mention you wanted to brawl, the weapons you chose are an excellent fit: The manticore/carronade combo is absolutely lethal up close... You just need to get there.
Brawling in a Galleon is hard to do, you need to make absolutely sure you get the first volley: If your enemy is allowed to circle you with it's weapons still up (and remember, any other ship in the game can fly circles around you), you'd better prepare to go into panic mode.
If you do manage to land the first volley though, anything other then another Galleon is as good as toast.

I might recommend you try for a medium range support Galleon first. This lets you get a feel for the ship better, gives your engineers a little breathing room and still gets you close to the action.
Replace the carronades with heavy flak, retain the manticores and try and circle the fight counterclockwise. You should still get close enough for your manticores to be effective though.
Beauty of the heavy flak is that unlike the other heavy weapons, it does not lose effectiveness due to range (unless you are beyond max range offcourse), great for keeping up consistant damage in a wide variaty of situations.

The light turrets are up to personal preferrance, but I recommend a gatling on the middle deck for additional armor-stripping utility and a light carronade on the upper deck aft to pop the balloons of those pesky squids trying to get at you from behind.

Welcome to the I-luv-big-boats club and good luck!

6
Feedback and Suggestions / Re: Leaver penalty
« on: August 08, 2013, 06:03:29 am »
Could just make it so leaving mid-game means no progress toward achievements thus holding back levels if you do it consistently.

I mean, i'm as tired as anyone of people leaving mid-game, but it needs to reward staying over punishing leaving.

Pretty much this, no progress for you if you do not finish the map.

Would not punish you if you had to leave due to RL issue XYZ (you wouldnt care, more important matters etc).
Ragequitters would find themselves left behind in progress, so it might "encourage" them to stick around and actually finish the map.


That said though, I have a hard time understanding why you would want to leave if not pressed with other immediate concerns: Matches last on average ~15 mins or so, is it so hard to sit that one out? Or at least try to make something work? You spend more time looking for a new lobby regardless, might as well make the best of it.

7
General Discussion / Re: I played with X
« on: August 08, 2013, 04:18:27 am »
Must have had more luck then you.

Personally I feel it's a failure on my part if I cannot manage to make my crew work as at least something resembling a coherent unit.
Truth be told, randoms don't -always- gel nicely, but when they do, it's glorious! :D

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The Lounge / Re: GOIO youtube RAGE!
« on: August 08, 2013, 04:05:01 am »
"It's glorious, but it's not war..."  - French Marshal Pierre Bosquet

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General Discussion / Re: I played with X
« on: August 05, 2013, 09:44:09 am »
If you hadn't noticed, there's now a "Recent" tab in your Social menu that lists the names of people you've recently crewed with.  :)

I didn't actually, that's real helpfull, thank you. Since when did that got put in?

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General Discussion / Re: I played with X
« on: August 04, 2013, 06:19:30 am »
I just wish I could remember all the names of crews I play with.

I play the game real casualy, pop in for an hour or so a few days a week, I enjoy playing with randoms, see what folks I get to fly with now.
Mostly becouse for the better part I seem to get amazing crews, or at least people who manage to figure out how to work as a team after a few matches and start to do amazingly well.

Hard to describe the feeling of satisfaction when pulling off wins-that-should-not-be with the gunner that does not talk but somehow follows your target and does not miss a single shot, the OCD gungineer that seems to be able to teleport between the guns and engines and offcourse the main engineer who seemingly can peer into my mind and starts directing the other guys when things go tits-up and I REALLY need to focus on not parking us into that mountain for once.

Hats off to the playerbase, it's so rare to hop into an online game and not worry about peoples attitudes. Sure a few rotten apples here and there, but for the most part the folks I find are a real joy to play with.

So a big thank you to all you total strangers, for being awesome and for giving me enjoyable evenings on a regular basis.

11
The Lounge / Re: What did you name your ship and why?
« on: August 03, 2013, 05:45:40 pm »
Spire:
The Faulty Tower

I just love John Cleese.

Fawlty Towers is amazing.

I called my Goldfish "Duck Surprise" ;)

But what if I didnt like duck? Don't you serve anything other then duck?  :P




Quote from: Captain Smollett
I think we should find a CA to petition for Muse to increase the character cap on ship names.

But who could we find to take up our cause?

I recall there was a time where you could make the ship names as long as you wished. Did some real funky things to the lobby UI if I remember right.
People came up with some amusing things, like covering up their actual ship's classes, rather "creative" lines and whatnot. Got old fast though.





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General Discussion / Re: Is it just me or...
« on: August 03, 2013, 05:38:39 am »
Dunno if the Pyra is the easiest ship to fly, Goldfish seems to come easier to me in that regard. Usually fly a Galleon anyway.

Only time I hate flying against them is when in a 2v2 on Dunes and they both are running double field guns.
Don't know why, but the throttle on those things seem to be always stuck on "full reverse".

It's a valid tactic, it's just rageworthy ;)


Still think you can do some interesting things with the Pyra: Trying to pull off ever more creative ramming techniques never fails to amuse.

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The Lounge / Re: What did you name your ship and why?
« on: August 03, 2013, 05:08:37 am »
Galleon:
The Flying Dutchman
I'm Dutch, I'm flying, I'm a man, not that original, but I sure can justify it. Favourite ship hands down.


Junker:
The Battlebarge

It's a barge, it does battle.


Spire:
The Faulty Tower

I just love John Cleese.


Goldfish:
The Pequod

I just wish there was a heavy harpoon available to put in the front slot. Still waiting for an oppertunity to yell "From hells heart I stab at thee!!"


Pyramidion:
The Ram Rod

It rams things, it has cannons, back in the day cannons needed rods right? To ram balls? ...hurr...


Squid:
The Squidward

Creativity fail, when the only thing popping to your mind is a bad spongebob reference, you know you'll never fly the thing.


Mobula:
The Bombing Baguette

It has mortars, and I was hungry at the time.

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