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Messages - Alistair MacBain

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1
Gameplay / Re: Spotting Tactics?
« on: July 24, 2015, 06:14:52 am »
There is no spotting tactic besides the few occasions you actually dont spot to get into better position for an ambush. Atleast nothing I know about.
Having in mind how clouds work assigning spotting areas is actually a not so good idea as you know where the enemy can come from most times anyways.
The problem with clouds is that they are generated clinet side which results in slightly different clouds for everyone. And thats the reason for all the situations where one person cant see the ship at all and the other has a clear ship and spots it.

2
Guides / Re: Guns for Gunners
« on: July 08, 2015, 02:07:19 am »
Gat doesnt benefit from gunner. You dont get a armorbreak with one lesmok gat on most ships and you dont need it.
You get like 100m more range which isnt worth the increased amount of time you need to kill the armor.

Your gat mostly doesnt want to unload two clips for one armorbreak. buffed greased or buffed standard is all you need to do that.

3
Gameplay / Re: Flyable Icarus
« on: July 02, 2015, 10:59:46 am »
In the development there was the idea of different crew sizes for each ship but that didnt stay. They found 4 players to be a reasonable number to do most but not all stuff thats occuring on a ship.

4
different referees make mistakes constantly, from forgetting to time the matches, to keeping an eye on chat.

I am pretty sure you thought about me there ...

And as a former organizer myself. We thought about alot of different things aswell on how to handle timed out matches in the elimination phase. There just is NO fair way of handling this. You can always argue for the one or other thing and there will always be a situation where one is better than the other.
There is just no way of handling this thats fair for everyone.

5
Q&A / Re: Mine-laying Ships
« on: June 17, 2015, 07:24:56 am »
A Mine Squid can work. Thats not the issue. Its just pretty hard to make work of as youre much more likely to run in your own mines. A junker with its mainly sidewards guns is much less likely to hit his own mines.
In terms of pure firepower a mine junker beats a mine squid due to the trifecta potential. In terms of maneuverability the squid is obv the winner.

6
Guides / Re: Easy Galleon Guide
« on: June 10, 2015, 09:17:04 am »
I might just missed it but for the bottom engi and gunner/gungineer there is also the possibility to have the gunner/gungineer just as that when using the only hwacha side. Let him shoot both guns in cycles. Thats easy doable and even more with the changes to reload.
The second guy/engineer than is free to help repair all over the ship.
Idea behind this is to have more repair ability with a tiny downside. You aim to get the enemy disabled with the first hwacha volley anyway. After that is done the second is in theory just the finisher which is used once the gatling stripped the enemy hull. At that point the second hwacha is used for its explosive potential to get the kill on an enemy. And even with longer rotations one player can handle 2 hwachas. For the carro, hwacha side you obv need 2 people to maximize potential.

7
Gameplay / Re: Flak vs Artemis
« on: June 07, 2015, 07:28:01 am »
Gat flak is a standard but easy exploitable built.
You have a effective range of 350m. That sounds decent but why bother with that when a gat mortar has 400 and the mortar deals more dmg and has nearly the same maxrange.
Reason for this is the maxrange of 450m for the gat, 400m for the mortar, much more for the flak BUT an arming range (kind of a minimum range to deal full damage) of 150m with standard muzzle speed.
If you want a flak pair it with a hades. Same arming range but much higher overall range.
Gat Artemis works but isnt to effective imo.
You sacrifice alot from the potential a artemis could have by dealing permahull dmg at higher ranges.
A hades instead of the gat is extremely valuable if you have a competent gunner.

8
Q&A / Re: Chem Spray vs Extinguisher
« on: April 17, 2015, 09:40:49 am »
Ext for gunners? Beyond crap.
Bringing an extinguisher stops you from rebuilding or repairing a gun. Thats never good. You also weaken your ships ability to tank.
Fire tools or buff hammers arent for gunners. Simple as that.

9
The Lounge / Re: Most important Technique/Strategy in Guns of Icarus
« on: April 17, 2015, 09:39:22 am »
Mine everything.

10
The Lounge / Re: spanner-mallet
« on: March 27, 2015, 02:17:43 pm »
Speaking as a more powerful CA i can say mallet spanner is the way.

11
The Lounge / Re: Otto von Bismarck
« on: March 04, 2015, 02:27:14 pm »
Leuosi, Wundsalz, Praxedis, me ...
just to name a few.
There are some germans around. Were just not to clustered in one clan.

12
Gameplay / Re: Junker viability and builds
« on: January 31, 2015, 02:15:09 am »
A competent pyra pilto can kill any junker that isnt aware of balloon rams.
You dont need ljs or carronades to abuse the junkers balloon as an enemy.
A pyra ramming your balloon and staying on top of you will get you down.

13
Gameplay / Re: Junker viability and builds
« on: January 30, 2015, 03:10:04 pm »
You need to be able to pull that trifecta off when playing on a certain lvl.
If you simply outdps your enemy you dont have to bother with other things. I mean a trifecta will always outperform a bifecta. Thats why you cant outdps a mobula. 3 or even 4 guns are better than 2.
Sure there are other things but trifectas are SO valuable. You shouldnt even consider not using them.
And your perfect mallet cooldown path will fail immidatly when your enemy gets your armor down. Cause then your just a bid of dead metal in the air.
Have your main engi on front and he will be able to react to a armorkill and might get the rebuild If gunner or second engi are aware they would also get 2 on hull and are even saver.

14
Gameplay / Re: Junker viability and builds
« on: January 30, 2015, 02:05:22 pm »
One hit in a whole clip isnt much better sammy :P.

And yeah ... A junker is strong due to its trifecta. Not using a trifecta either at close or long to midrange renders you to a crappy pyra.

15
Gameplay / Re: Favorite Gun-Ammo Combination
« on: January 22, 2015, 04:41:53 am »
Lochnagar Heavy flak
And Lochnagar Mine :).

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