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Topics - Eukari

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The Lounge / Are you ready for some footbaaalll!?
« on: September 08, 2013, 04:19:13 pm »
Who's excited that it's football season? I'm excited! Are you excited?

Indianapolis fan here! The Colts looked a little wobbly today, but the Raiders were kind enough to throw the game away at the last second. Hopefully they'll smooth things out for next week.

I, unfortunately, only watched the first half of the Broncos/Ravens game on Thursday. That would be the half before Peyton Manning merged with the collective soul of all quarterbacks before him and became even more of a passing machine than usual.

Looking forward to all three of the later games tonight, especially to see how Bruce Arians does with his very own team. It's gonna be a good season, folks!

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Feedback and Suggestions / Game Type Idea: VIP
« on: September 07, 2013, 08:56:44 pm »
So, bored at work. Had an idea!

Right now we've only got two gametypes- deathmatch and king of the hill. This is an idea for a new gametype that wouldn't require radically changing anything- i.e., it should still play like Guns of Icarus Online. The game works as 2v2 or 3v3, but I think it'd be better in 3v3.

Basically, when the game starts one ship randomly gets selected as the "VIP." The VIP's ship is permanently spotted, and can't shake the spot by flying into clouds or whatnot. When the current VIP dies, the VIP status passes to the ship that got the killing blow. (based on who gets the "______ killed ______" credit in the newsfeed. In the event nobody gets the kill (like when the pilot rams the ship into something and blows it up), the new VIP is chosen randomly.

You can score points in two ways: every kill the VIP makes awards one point for their team, and every kill made to the VIP awards one point (in addition to passing the VIP to the killer).

The strategy for the VIP is to kill as many people as possible without dying, thus scoring points. The VIP's allies will attempt to keep them alive by engaging the enemy team- but must keep in mind that any kills they make don't award any points. For the non-VIP team, they must try and kill the VIP quickly while dodging both the VIP and its allies' fire.

High-level strategy could revolve around a certain ship on each team being the 'designated' VIP, loaded out to kill. 'Support' ships could be fitted to disable, giving the 'designated' VIP easy kills, and also to keep the enemy from killing the VIP and stealing it. Of course, if you get too specialized, you might quickly find yourself in a sub-optimal situation...

The biggest issue I foresee would be one team using the VIP to get a couple of kills, then just flying around while their teammates run interference. (though, I'm pretty sure the time limit in the game is crazy-long) Perhaps after a certain amount of time (a couple of minutes?), the VIP starts getting a debuff that makes them easier to kill? Nothing major, at first, but one that slowly lowers their max armor until (after a long time) they're just flying with hull.

Some ship-specific strategies:
  • Goldfish: Good support-ship with Heavy Carronade/Hwacha/Lumberjack. Not the best VIP due to its lack of killing power.
  • Junker: Good all-around ship, can load to kill and to disable. Frankly, the Junker would probably be a bit overpowered in this mode.
  • Squid: Harassment and hit-and-run tactics would serve best. Could get into blindspots and support, or swoop in to finish off as the VIP. Speed makes it easy to get out of sticky situations.
  • Galleon: Could be a decent VIP (everyone's coming for you anyway, so you'd not need to move much), or a support ship if the VIP draws them in. Speed would make it hard to chase anything down.
  • Pyramidion: Great at chasing down and killing things, good for stealing the VIP quickly. Keeping it, however...
  • Spire: Firepower makes it a good support ship; most people will be gunning for the VIP, not you. Pop a Lumberjack on there and shut them down! Too fragile to probably hold the VIP spot for very long.
  • Mobula: Like the Junker, it's many guns makes it flexible. A few Artemis slings to take out the engines, and some Gatling/Mortar to bring them down. However, it's large blindspot will make it more difficult to fight alone.

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General Discussion / Just For Fun: Sky Whalers
« on: September 07, 2013, 05:11:53 pm »
Ahoy, mateys! Do ye be tirin' o' tha reg'ler gamin' in Guns o' Icarus? Do ye be searchin' fer a excitin' new way ta play tha game? Then ye best be readin' further, as I speak ta ye o' tha greatest an' glorioust profession a sky-man or sky-woman1 can be- tha Sky Whaler!

Ta be playin' Sky Whalers, ye be needin' two teams- tha first be tha Sky Whalers themselves, tha secon' be their great n' noble prey...the Sky Whales. Ye can be playin' wit either four ships or six ships, but I be suggestin' to ye to bring as many swabbies as ye can.

Sky Whalers
Tha team what be tha colour o' tha sweetest wines
Tha Sky Whalers are tha hunters, a-searchin' and a-seekin' their prey through tha clouds o' Icarus. Tha Sky Whalers should fly tha lightest n' most graceful o' the crafts o' Icarus- tha Squid.2 When huntin' fer their quarry, tha Sky Whalers rely on two o' tha finest weapons in all o' tha skies: tha Harpoon n' tha Flamer. One's ta catch 'em with, tha others ta cook 'em. Have ye ever had fresh sky whale, me hearties? 'Tis a dish ta die fer.

Sky Whales
Tha team what be tha colour o' tha deepest seas
Now, ye may be thinkin', "But Cap'n, what can a mere whale do again' such fearsome foes!?" Well, fret yer pretty lil' heads not, me friends. For the Sky Whales o' Icarus are not yer av'rage aquatic mammals. Nay, tha Sky Whale be a truly troublesome beast, tha can kill any ship tha' approaches unwary. Tha Sky Whales be flyin' tha solid Junker, an be layin' out their ship in such a mann'r: four mine launchers on tha sides, to approx'mate tha beasts' habit o' flingin' barnacles at 'is foes; an' one light carronade shotgun on tha bow, 'cause tha beasts have been known ta spit their last meals in an attempt ta throw off pursuers.3

Tha mos' imp'rtant thing ta be rememberin', me friends, is nay ta bring any fire exting'shers or fancy-pancy chem'cal sprays. Thar be no water in tha air fer a Sky Whale to put themselves out with- 'tis just science.

One last thing me'lads 'n ladies; 'tis considered sportsmanlike, after a rousin' game o' Sky Whaling, ta switch sides- tha Sky Whalers takin' a turn at bein' whales, an' tha Sky Whales gettin' a chance to return tha favor. Rememb'r, we be all here ta be havin' a good time.

1Tha skies be a place o' equal employm'nt opportun'ty.
2I saw me a squid once, a'floatin' in tha sea, big eyes a'starin' at me ship.
3Tha sky whale diet cons'sts mostly o' metal shards, occas'naly on fire.


Editor's Note: I was playing in a lobby today that came up with the idea for a "sky whaling" game setup, where one team played the "whalers" who flew Squids and used harpoons and flamers, and one team was the "whales," who flew Junkers and used mines and a carronade. When we played it, no ship had more than two non-AI crew, so I'd be interested to see how it goes with full complements. Also, we hadn't banned extinguishers, making it very hard for the whalers to get kills. I'm a little worried that might make the whales too vulnerable, but Junkers are pretty tough. (and those carronades are deady!) Anyway, though I'd reproduce the idea here for others to try out and enjoy- it was a very fun match, though very slooooow.

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Q&A / Gunner with buff hammer?
« on: August 30, 2013, 09:59:46 pm »
Okay, I want to preface this with- like most things- the assertion that this should never be done without talking to your captain/crew first.

So, I had the crazy thought of maybe, as a gunner, bringing along a buff hammer as your one engineering tool. General consensus is that gunners should bring the pipe wrench/spanner so that they can maintain their gun(s), and help repair in a pinch. You would then have one of your engineers (the so-called "secondary" engineer) pack a buff hammer.

Has anyone tried mixing it up? Having the gunner bring the buffs and the two engineers roll with standard loadouts? I'm at work, so haven't tried it yet, but here's my gut reaction:

Pros
  • Gunner can keep own gun buffed pretty much constantly, increasing damage.
  • Long-standing buffs (hull, engine) can be primed before combat, when a gunner is otherwise inactive.
  • It frees up both engineers to bring the more versatile mallet/spanner combo, making the repair team more efficient.

Cons
  • Gunner must rely on engineer to keep gun up, which is questionable in heavy combat.
  • One less person who can make repairs- any repairs.

I'm sure someone will chime in on why this is an incredibly stupid idea, but I still totally want to try it now.

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The Docks / Wanted: Galleon pilot
« on: August 29, 2013, 08:36:26 pm »
So, the Galleon is pretty much my least-played ship. Even back when it was one of only four options, I still never spent a lot of time on it. In classic "the grass is always greener" fashion, this makes me very interested in getting aboard one and seeing what it has to offer. Unfortunately, the few times I have come across people willing to captain a Galleon the results have been ... mixed.

So, are there any folks out there who know their way around GoIO's biggest boat that would be interested in an eager crew member? I can both gun and engineer (thought I enjoy gunning more), and am looking forward to the experience. Cheers!

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Feedback and Suggestions / Vertical map idea
« on: August 24, 2013, 07:20:16 pm »
I have no idea if this is even possible, but what about a map where the most important axis is the vertical one? Instead of ships charging across the battlefield from long distances away, the main thing is moving up and down to reach your opponents.

I'm thinking an immense canyon with debris scattered across the bottom. It would still need to be wide enough across for weapons like the Mercury or Lumberjack to still be useful, but it would be taller than it was wide- a tall, thin space rather than a flattened cube.

Vertical positioning is already an important part of the game- no ship can hit an enemy that's directly above or below them, and attacking from above or below has advantages and disadvantages (whether you're gunning for the balloon or hull, for instance). I think it would be fascinating to see the strategies a mainly up-and-down conflict would create.

If anything, it would certainly get more use out of Hydrogen and the chute.

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Feedback and Suggestions / Toolkit Suggestions for Gunners
« on: August 22, 2013, 12:49:54 am »
Sooooo I'm not sure if this is the right place to put this, or whether it should go in the Gameplay forum under the latest Gunner Skills and Balance thread. Oh well!

I had a couple of ideas for Gunner-type tools that could be used to increase the desirability of the class for higher levels of play. Most ships that I've seen take exactly one Gunner, and are usually able to do without better than without a Pilot or Engineer. That's bad, since this is a game with three classes and we should be wanting to fly with all three classes. I didn't want to add any ammo types- most ships are loaded out with a specific type in mind, which is then brought by all the Engineers. By adding non-ammo abilities, you make Gunners more valuable since they can bring those and ammo of their choosing. So!

Reinforced Frame (a.k.a. padded seating)
The Reinforced Frame is an activated ability along the lines of a Pilot's Impact Bumpers- basically, it appears in the menu when you hop in a gun and, when active, reduces the damage that gun takes. You'll only fire normal rounds when using it, and it could also slow how fast you can move the gun, but that's the trade for increased gun survival. Hwachafish bearing down on you? Pop the Reinforced Frame so you'll be alive to counterattack. Mercury sniping all your guns on the approach? The Frame will keep them together long enough to get in his face.

Emergency Repair Kit (a.k.a. roll of duct tape)
Guns do less damaged when they're...damaged. When hit, you need an Engineer to fix your gun (or hop off and do it yourself) or your damage output gets gimped. But, what if you could slap some quick "repairs" on their and just keep firing at full damage? The Emergency Repair Kit means that, no matter how hurt your gun is, you'll still deal damage as if you were at full strength.

Coolant System (a.k.a. bucket of water)
For a Gunner, fire kinda sucks. You almost certainly won't have an extinguisher to take care of it, and that periodic damage will sap away at your precious DPS. How about if you could make your gun immune to fire damage? Basically, when the Coolant System is active your gun can't be set on fire. It won't remove fire after the fact- you need too're likely to face Flamethrowers.

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The Docks / Padding out the friends list
« on: August 20, 2013, 03:43:12 pm »
Heyo. Been playing the game for a while, and I've just about had it up to here with dealing with random parties. Yeah, it's a good way to make new friends and I totally have...but I'm sick of waiting in a lobby for 20 minutes so that I can fill out a PuG ship to take on the two-boat pre-made sitting across the color barrier.

In short, I want to be that pre-made.

So, who could use a moderately skilled and skillfully moderate gunner/pilot*/engineer? Shoot me a friend invite and let's take the skies by storm!

*Just a warning, getting on a ship I'm piloting is legally considered a suicide-pact.

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General Discussion / Favorite ship names?
« on: August 18, 2013, 05:41:49 pm »
Heyo. So, one of my absolute favorite bits of GoIO is that you get to name your airships. Combined with the custom loadouts, it gives such a feeling of ownership over the boat that you wouldn't get otherwise. One of the things I love when playing PuGs is to see what other people have named their vessels; some are funny, some awesome and some...not so great. I've always felt pretty proud of my ship-naming prowess; finding the right name for each boat is a fun challenge!

So, what do people like to name their ships? Do you have unique names for each one, or is it one-for-all? Do you change the name with a different build? (one for brawling, one for mining?) Please tell!

My (current) ship names:
  • Junker- Not For Hire
  • Goldfish- Southern Sun
  • Spire- Because It's There
  • Galleon- Journey To Babel
  • Squid- Retreat From Eden
  • Pyramidion- Rhamses II
  • Mobula- Stavromula Beta*
*"She's build like a steakhouse, but she handles like a bistro!"

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Q&A / Tips for beginner Engineer?
« on: August 14, 2013, 07:03:57 pm »
Heyo. I have a couple of questions for people with experience playing the engineer class. Some of it I'll puzzle out on my own eventually, but I would like to get other perspectives. As a side note, I played the game back in beta last year, but just got back into it recently. (I remember when the pyramidion was a new ship, for instance) I never really liked engie back then, but I've come to appreciate it more after playing with some helpful crews who gave me some pointers.

  • My base loadout has been Mallet/Spanner/Extinguisher. That seems to give the best range of options for a primary engie. Are there any other "good" loadouts to try?
  • What's the point of the spray? Is preventing fires useful enough to use it?
  • Is buffing worth the time? I was thinking of trying a Wrench/Buff/Extinguisher loadout and seeing how that worked.
  • What's a good general-purpose ammo to bring, for when I'm called upon to shoot things? I've mostly been bringing heavy ammo, but have thought about burst.

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