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Topics - Kyren

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1
Community Guide / 28th August Update & Report
« on: August 28, 2013, 08:23:57 am »
    Ahoy!

    The 28th of August has been my personal deadline for the guide, and while I haven't kept my promise of being done with it yet there are still some hours to go for me today :P To clarify, I will largely be quitting GoIO for the next 3-4 months due to personal reasons, and while I will still be able to work on GoIO related things (for at least 2-3 hours a day I reckon, starting with the 6th of September), I won't be able to manage the same amount of work. That's why I've been pumping out guides these days. It was my aim to get the skeleton of the guide largely done until the 28th, and I think we've come very close to it. This will allow us or me or anyone who feels up to it to just update and add to the base now, which is a much less timetaking process. Jus to clarify, we are not done yet. But we're quite close.

    Our loosely tied team consists currently of James T. Kirk as proofreader and corrector, Echoez for weaponry, ClassyTitan for guide graphics, N-Sunderland for everything engineering related,  and myself for putting it all together and writing everything up I have some knowledge of.

    People that are further advising me/us in the creation of the guide, or people that have helped it along are: Queso, Fluitaire, RainerZuFall, GearsW, TimTimLaBaguette, Cullen, Keyvias, Bubbles, Clara Skyborne, Wazulu, Lord Dick Tim, Skrimskraw, HamsterIV, Captain Smollett,  DMaximus, Pickle,  Piemanlives, timmymonsta, Prof. Giles Percy, Gilder Unfettered, Keon, Shinkurex, Swallow, QKQ, Calico Jack, Tropo, YoloSwagJesus, Sprayer

    The names are not listed in any particular order, but in the order I remembered them or found them on the guide related topics / PMs now. If I forgot someone, please tell me!

    Closing the old Progress and Workload Distribution thread, I'm listing the table of contents of the Google Doc I'm using to work on the guide:

Text & Pictures written and/or available
Double checked and finished (this includes having been released to the Public for Feedback - that means all of you.)

The document will be released for public feedback when we've made sure it looks somewhat proper and has a base for constructive criticisim. If I released it now, you'd all be giving me advice on how to improve my english grammar, and while I'd be very grateful for that, we wouldn't be looking for that :P If anyone really wants to have a look and can't wait some more time, or wants to add content to a part or help out with writing - shoot me a PM, and you'll be more than welcome aboard.

Content status: We've got nearly everything in and detailed we want. Only Maps and Achievements don't have any or little detail yet.
Layout: Nothing has been done here yet, other than a Guns of Icarus picture in the Header of the Google doc.


  • Guns of Icarus Online
    • Developers
    • Community
    • Features
  • How to get started
    • Requirements
    • Buying the Game...
    • ...and creating an Account
Your first look at GoIO - The Main Screen - Overview
  • 1. Options
  • 2. Social
  • 3. Progress
  • 4. Ship
  • 5. Character
  • 6. Store
  • 7. Notifications
  • 8. Ariadne Zeals Aeronautical Handbook
  • 9. FAQ
  • 11. Party
  • 12. Quick Join
  • 13. Matches
  • 14. Form Crew
  • 16. Tutorials
  • 17. Exit Game
  • 18. The Chatbox
  • 19. Player Count and Credits
  • Quickstart Step 1: Choosing a role and it’s loadout
  • Quickstart Step 2: Choosing your loadout
  • Quickstart Step 3 /4: Playing the tutorials / Joining a match
  • Step 3: Play the Engineer Tutorial!
  • Step 4: Ask in the chat for a match or join one in the match list!

Gameplay Details

  • Role: Gunner
    • Gunner: Selecting your Loadout
    • Gunners Loadout: Ammunition
      • Heavy Clip
      • Incendiary Rounds
      • Lesmok Rounds
      • Heatsink Clip
      • Lochnagar Shot
      • Burst Rounds
      • Charged Rounds
      • Greased Rounds
    • Gunnery Tips Collection


Role: Engineer
  • Selecting your Engineers Loadout
  • Engineer Basics: Why, when and how to repair
    • Repairing
    • Rebuilding
    • Extinguishing
    • Buffing
  • Engineering: Repair priorities
  • Engineers Loadout: Repair Tools
    • Shifting Spanner
    • Rubber Mallet
    • Pipe Wrench
    • Fire Extinguisher
    • DynaBuff Industries Kit
    • Chemical Spray
    • Engineering Tips

Role: Pilot
  • Pilot: Selecting your Loadout
  • Pilot: Selecting and outfitting your Ship
  • Pilot: How to fly
  • Pilot: How to use Pilot tools effectively
  • Pilot’s Loadout: Pilot tools
    • Hydrogen
    • Chute Vent
    • Kerosene
    • Moonshine
    • Phoenix Claw
    • Spyglass
    • Impact Bumpers
    • Tar Barrel
    • Drogue Chute
[/list]
[/list]

Ships: Basics
  • Ships: Parts & Components
    • Helm
    • Guns
    • Hull Armor & Hull Health
    • Engines
  • Ships: Overview
    • The Goldfish in detail
    • The Spire in detail
    • The Junker in detail
    • The Galleon in detail
    • The Pyramidion in detail
    • The Mobula in detail
    • The Squid in detail

Weaponry
  • Weaponry: Basics
  • Weaponry in Detail
    • Weaponry: Armor Piercing
      • Whirlwind Light Gatling Gun
      • Mercury Light Field Gun
    • Weaponry: Explosive Finishers
      • Scylla Double Barrel Mortar
      • Echidna Light Flak
      • Typhoon Heavy Flak Cannon
    • Weaponry: Disablers
      • Artemis Rocket Launcher
      • Manticore Heavy Hwacha
      • Barking Dog Light Carronade
      • Heavy Double Carronade
      • Lumberjack Heavy Mortar
    • Weaponry: Utility
      • Banshee Light Rocket Carousel
      • Beacon Light Flare Gun
      • Phobos Mine Launcher
      • Dragon Tongue Light Flamethrower
[/list]

Sections that have not been touched/created yet:
Achievements
Maps
Lore
Jargon

Texts and guides that will provide contents for sections or be sections of their own, or parts of the guide that are in other places as of now:
Hamsters Piloting Guide by HamsterIV
Gunnery for dummies v1.3 - A beginner's guide to the common weaponry by Echoez
Parkour Content by N-Sunderland
Clans by N-Sunderland

2
Guides / Aboard a Pyramidion
« on: August 25, 2013, 01:52:53 pm »
First: Thanks to Skrimskraw, Tropo, YoloSwagJesus ,Calico Jack, ClassyTitan and RainerZufall who've assisted in the creation of this guide!

Ahoy!

You came here because you want to be the vanguard in battle. The first ship to make contact, to blow everything away that comes in too close. You want the scorched framework of the enemy ship to shatter against your helm, as you ram straight trough the enemy ship. You also want to idly chit-chat with the main engineer on the lower deck while you turn your long-range portside to the enemy on the other side of the map, that actually expected you to come bullrushing.

Ship Stats and Resilience



Ship Health:    650
Hull Health:    800
Baloon Health: 1200
Acceleration: 0.9 m/s²
Radial Acceleration:    4.2 deg/s²
Vertical Acceleration: 1.6 m/s²
Max Speed: 30.0 m/s
Max Turn Speed: 10.5 deg/s
Max Vertical Speed: 10.5 m/s
Mass: 300,000 kg
Hull Profile: 352 m²
Balloon Profile: 459 m²



Speed
At first glance you'd expect a ship as the Pyramidion - high firepower, well balanced with tough armor and health to be slow. But it isn't - the Goldfish and naturally the Squid are faster, but not by much. Kerosene and Moonshine help you overcome any speed problems, especially when you want to ram the enemy.


Hull
About two clips of a Gatling take the Pyramidions hull armor down, but having a dedicated engineer on the lower deck most of the time and
it's guns firing back at the enemy make it seem much tougher than that. Due the big hitbox of the Pyramidions hull, shots that were directed at the
balloon or front guns tend to go astray for the hull. Don't despair once your hull armor is down though - the high hull health of the ship
allows it to take some hits.

Balloon
The Pyramidions balloon  located conveniently behind a light weapon hardpoint, it can be repaired
when the gun next to it is reloading. It'll likely soak damage that would be directed at taking your front guns out, and unless
someone tries to take out your front guns with a carronade it'll do a very good job at that due to the damage reduction.

Engines
The engines on the Pyramidion are rather simple to repair - All very close to each other on the aft of the ship, you can reach the
side/turning Engines comfortably from the back of the lower deck, and from this position you can also reach up and repair the main engine. However, they're relatively easy to hit for the enemy gunners, and having an engine down will further slow the Pyramidion's turning. All in all, they're a prime target if your Pyramidion is under attack.

Guns
The Pyramidion heavily relies on it's frontguns, you'll constantly have them manned with the gunner and one engineer. Choosing which gun
goes next to the balloon might be tricky, for whoever mans this gun might have to repair the balloon at times. The gun on the right will
have better chances to be firing constantly, so you'll want to put the more important one there. On the lower deck, at portside, you've
got 2 guns as well - one opposite to the hull, and the other one next to the main engine on a slightly elevated position. They're spaced
farther apart then the two front guns, but still allow firing on the same target. Commonly they're used for long range or utility
weapons. (such as the Mine Launcher, or the Beacon Light Flare Gun).

Examples on Loadouts


While you can classify some ships as rather defensive, not fit to engage in close combat or bullrushes - offense is the Pyramidions
prime purpose. Of course long range weapons work just as good on it's front as close range weapons do, but I'd dare say that you miss
out on the Pyramidions capabilities entirely by doing that. A Pyramidion is supposed to be the vanguard in a match, taking and doing the bulk of damage. Choosing your front weapons carefully is key here - Make sure you have weaponry up front that work well in conjunction.

To have an example for a fairly well working loadout, here's one that Tropo and YoloSwagJesus helped me come up with:

Front left: Scylla Double Barrel Mortar
Front right:Whirlwind Light Gatling Gun
Lower Portside: Beacon Light Flare Gun
Upper Portside: Artemis Light Rocket Launcher

This is straightforward and simple - you'll especially see the loadout for the front guns a lot. Focused solely on the front weapons, this
build aims to get in effective range for Mortar and Gatling and unleash their fire at the enemy ships hull. The portside weapons are
solely for utility purposes, and for giving the main engineer something to do while keeping the hull in check. The Flare Gun and the
Rocket Launcher are mid to long range, as opposed to the top weaponry which is rather close range.




Let's have a look at the individual gun positions in more detail:



FrontOn the right we've got a Whirlwind Light Gatling Gun. Why on the right? Because this gun is supposed to be constantly firing,
keeping the enemy ships hull armor down or taking out specific guns when you're close enough. This will mean constant pressure for one of
the engineers on the other ship, and give the Pyramidion the option to ram - remember, ramming does the most damage if the hull armor is
down. On the left, next to the balloon is the Mortar. The Mortar comes into play when the hull armor is down on the enemy ship, to quickly
destroy any remaining Hull Health with it's explosive damage. However, the large clip allows it to also effectively damage other parts of the enemy ship. Behind the
Mortar is the balloon, so whoever is manning this weapon should take care of it - best an engineer.

Lower PortsideHere we have a utility weapon.which adds 10 firestacks to any component it hits and illuminates an area to flash out hidden ships even if it misses. It'll find more use on maps that have a lot of clouds on them, but once your gunner learns how to hit the enemy balloon with it, you're going to love it.

Upper PortsideThe Artemis light rocket launcher is our long range utility here - it reliably takes 2 shots to take down a component and shoots in a quite straight and predictable line. Together with the Beacon Flare Gun this serves to give enemy ships on long range a suitable welcome, disabling their guns or engines before the Pyramidion approaches.


The common point with this loadout are the front weapons. You'll find those or a similar setup on most Pyramidions, the portside weapons are highly varying - they can be used for utility guns, such as with our loadout above, but also for close range defense with light carronades and flamers. Putting the same guns again would be redundant though.


Engineering on a Pyramidion

Engineering on a Pyramidion is a straightfoward job - one engineer will be the "Gungineer", firing one gun while doing minor repairs and the main engineer will be down on the lower deck, taking care of the hull and engines and ocassionally firing the portside guns. If the ship is under heavy fire, it's not unusual for the main engineer to ask the engineer from the top deck to come down and help while the captain brings the ship in a better position. This will greatly reduce firepower though, so the top deck engineer should always announce when he's leaving his gun for anything else than balloon or gun repairs. Top deck engineers should also get used to the thought of jumping from the top deck straight to the hull - don't even think about using the ladder ;)


Buffing with the Pyramidion can be a bit tricky, because as the main engineer you won't bring a buffing kit, and as the gungineer on the top deck you won't always be able to get to the lower deck for keeping components buffed - However, the buff on the hull lasts fairly long and adds to the offensive capabilities of the Pyramidion a lot. Considering that the balloon is also right behind the top engineer, keeping this one buffed will greatly enhance the Pyramidions maneuvering.

That's where you jump off the top deck to help repairs on the lower Deck!

And that's from where you can comfortably repair the Main Engine and the turning engines together!

Gunning on a Pyramidion

Gunnery is as well, a quite straightforward task on the Pyramidion. Especially if you're the front gunner, your captain will know exactly where the guns are pointing and usually turn the ship in the right direction without a lot of input needed from you on your gun. You will have one engineer next to you, making sure at least one gun is always able to fire but of course it's great if you can take care of your own gun.


The side guns will usually be manned by the main engineer if necessary, depending on what guns they are the captain might call you and the second engineer down to work with them for a short while though. This is usual if the Pyramidion has a close range front and a long range side, or defensive weaponry on the side when assaulted there. While your captain nearly has full visibility for the front, this is not the case for the portside - make sure to give your captain directions if you're working from here!




Captaining on a Pyramidion

The Pyramidion doesn't give you the feeling of very smooth flying - more like a charging bull. With very slow acceleration and a high top speed, a charging bull isn't the worst of comparisations. Remember this when bringing the Pyramidion to a standstill, either when ramming didn't bring the desired result or when you neet to give up on a position - you are slow to run away at first! Contrary to most other ships, you'll be standing in the front of the Pyramidion as the captain, with having the two front guns and the balloon above you. Don't touch the ladder though, running a short distance to help in rebuilding the Hull makes much more sense, and you'll be back to your helm quicker. Very rarely, you might have to run to the back of the ship for rebuilding engines, but you'll generally leave this to your engineers.

Still, you are having a quite good vantage point from the front and will usually have no problems at all with finding a firing solution for your front gunners. For spotting targets behind you, your main engineer on the lower deck will have to look out, because the bulky Pyramidion's hull won't allow you to look back.




Hydrogen If you're going in for a ram, many captains will use Hydrogen to avoid you by inches. Use Hydrogen yourself to crash full force into them still! Also, make sure you match your captains tools to your gun loadout - Mortars can fire down from a higher position gained by Hydrogen.

Chute Vent You need a quick pass trough under a enemy ship that tries to protect their ally? Chute vent is the less obvious choice for this, so the enemy pilot will not expect a maneuver like that. Also, if you are using carronades on your Pyramidion, they can shoot upwards better than downwards.

Drogue Chute Keeping your guns trained at the enemy is crucial for a Pyramidion. If you have to sink, sink slowly with the Chute to allow your guns to fire longer!

Kerosene Kerosene will increase the already good forward momentum of the Pyramidion, and allow it to even catch up with evasive Squids. If you ram with Kerosene, you are still able to turn around and adjust your position if the enemy tries to avoid you!

Moonshine Especially used for ramming on the Pyramidion. It will also keep you from changing direction too much after the ram, because it halts your sideways movement. Short boosts of it when you're turning will also increase maneuverability! While using Moonshine though, your turning is off - you'll speed up in a straight line.

Impact Bumpers Impact Bumpers have the disadvantage of taking away some of your speed. Impact (ramming) damage is calculated with several factors, among them ship mass and speed though - if you use the Bumpers too early, you'll lose speed and thus damage. Using them while ramming also makes it more difficult to use Moonshine at the right moment to keep your ship from turning away. If you have to rely on Impact Bumpers because you are worried about your hull health, then it's better to not go for that ram and get the kill with more convential means.  Just as on any other ship, they will still be useful if another ship is going to ram you or if you are worried about terrain damage. Conclusion: Don't use them for ramming, but use them if you are getting rammed.

Phoenix ClawA standard on most ships, but even more so on the Pyramidion - Turning is your weak point, with the Phoenix Claw you can counter this!

Spy Glass Personal preference. If your crew feels up to it, have them do the spotting for you. And they better should - a third pilot tool is extremely useful.

Tar Barrel Sometimes your firepower just isn't enough to end a enemy ship - especially if their ally suddenly turns up. Using Tar Barrel to cover your retreat will discourage pursuers to give you time for planning your next attack!


The Pyramidion is currently one of the most popular ships in the game - 2 forward facing guns, a simple layout and a good armor rating make it a firm choice for beginners as well as for veterans. You will often find yourself in the more active role when playing, because a Pyramidion is usually expected to lead the charge - make sure you coordinate well with your allied ships, and to have them watch your back and give fire support when you fly ahead!
[/quote]

To any and all readers: I am personally unconvinced with the text in this Guide, I consider it my weakest so far. If you can give me some more pages of advice to add, please, go ahead! Of course I'll still be happy if you find it's good and you learned something!

Edit: Some updates on the 25th of July 2013, Contributors: N-Sunderland, QKQ
Text corrections on the 26th of July 2013, Contributor: Sprayer

3
Servus!

Nach langen Ringen wagen wir wieder einen Versuch ein paar Spiele in geschützten, deutschsprachigen Rahmen zu spielen :D Seit dem letzten Versuch sind einige Monate ins Land gezogen und seitdem ist unsere Steam Gruppe auf über 50 Spieler angewachsen, also rechne ich uns diesmal bessere Chancen aus! Sollte sich das ganze bewähren, können wir jederzeit versuchen daraus einen regulären Termin zu machen!

Die Lobby wird wahrscheinlich passwortgeschützt sein und je nach Andrang wird auf 2v2 oder 3v3 Karten gespielt :)

Für Kommunikation im Spiel machen wir eine Party auf, damit wir uns auch Teamübergreifend aufhetzen können! Ich bilde mir ein, wir hatten hier auch einen Mumble Server angesprochen - Details dazu gibts dann rechtzeitig vor dem Event, es wird auch noch eine Ankündigung und einen Diskussionsthread in der deutschsprachigen GoIO-Gruppe geben und ich werd schauen, dass wir auch eine Ankündigung in offiziellen GoIO Steam Gruppe bekommen. Falls wir sehr mutig sind, wäre auch eine Ankündigung auf dem GoIO Facebook eine Option.

Also nochmal in aller Kürze: 25. August, 17 Uhr Schiffeversenken mit anderen deutschsprachigen Spielern! Und dabei gehe ich natürlich von Luftschiffen aus ;)



4
Guides / Aboard a Junker
« on: August 19, 2013, 06:09:40 pm »
Salutes go to Skrimskraw, Classy Titan and GearsW for helping with the making of this Guide!

Ahoy!

So, you've come here because you heard that the Junker is a light version of the Galleon, great for Skywhaling with a Harpoon up front and because you like trifectas. Well, all of those can come true, except the first one. The Junker is much more than a light version of the Galleon, and it allows and actually bids for a different playstyle. If you thought a Goldfish was versatile, you haven't played Junker enough. Don't think yourself so much as a Captain aboard a Junker, but more a Tinkerer. There's hardly something this ship can't do.

Ship Stats and Resilience





Hull Health: 500
Hull Armor: 700
Balloon Health: 1200
Acceleration: 1.1 m/s²
Radial Acceleration: 6 deg/s²
Vertical Acceleration: 3.3 deg/s²
Max Speed: 26.5 m/s
Max Turn Speed: 9.0 deg/s
Max Vertical Speed: 10.5 m/s
Mass: 200000
Hull Profile: 350 m²
Balloon Profile: 988 m²



Speed
Don't laugh - Junkers are slower than a Galleon, but faster than a Spire. But they have the second fastes acceleration, just after the Squid. This means you can't outdistance other ships in the long run, but you can quickly get ahead of them and position yourself at a good angle. Using Kerosene always has an impact, but the Junker will still feel slow in the beginning. It's turning speed isn't the fastest either, but you'll find that the gun positions on it make it easy to keep your broadside trained on the enemy.


Hull
The Junker feels like a tough and tanky ship, it's Armor and Hull rating aren't that high compared to others, but especially the high Armor allows it to take some hits before it goes down - in the Junkers case, a Gatling takes about 3 clips to break the armor. You can use the Balloon on all ships to cover your hull from being hit and get valuable repair time, but on the Junker even more so - the Huge balloon covers all of the ship from above. The repair hardpoint for the Hull is on the top deck, in the middle of the ship - it can be reached quite easily by whoever mans one of the broadside guns on the top deck, and what's special, it can be hit and repaired from the lower deck as well if you stand just under it! From front and behind it's profile is quite slim, but if you point your broadside at the enemy, they're sure to not miss a single shot on your hull as well. Still, it takes up to 3 rounds of a Gatling to take a Junker's Hull armor down.



Balloon
Rectangular and huge, taking up more than half of the ship - the Junkers trademark is it's huge balloon. It doesn't have more health than the other Ship's balloons, but it makes for a much easier target. All of the Ships balloons can be used to cover the lower decks from enemy fire, but the Junker's ballon excels at it. Situated just above the Helm, it can be kept in shape by the Pilot which will often be necessary - stray shots have a tendency to hit the balloon on the Junker, and if anything on your Junker is taking hits, chances are, the balloon will get some damage from it too.


Engines
The turning Engines on the upper deck are protected by the Junkers balloon, Engineers will often wonder how everything aboard the ship can be red on the HUD and the Engines are nearly at full health. If they get damaged however, repairing them costs valuable time because you have to ascend the ladder up to them - they can't be hit from the lower deck like the Balloon can. The Main/Accelerating Engine is at the lower Deck, wedged in between 2 light guns. Ideally the Gunner down there can take care of them, but the lower deck is suspectible to AOE damage and you'll often find that Engine damaged next to the Guns.


Guns
3 Guns at the top deck, 2 at the lower - or, in other words, 2 on every broadside and one for the front. If you are approaching a enemy ship head on, your broadside guns are relatively secure, but once you turn your broadside to bring the 2 light guns down there to bear, they'll take hits too, often simultaneously. Maintaining fire on a Junker is often a choice between having the hull down to half it's armor, or getting the guns on the broadside working again. Checking them continously, especially during a fight is absolutely necessary - unless your enemy carries a Mercury they won't be down in one shot, which gives your Engineers time to keep them in a good condition and firing.

Examples on Loadouts


Junkers are probably the most versatile ship out there when it comes to useful weapon loadouts. Their speed hinders them somewhat, but there is a huge variety of light weapons and the possibility of a trifecta (3 guns firing on the same target) on a Junker, as well as the slender profile of the Junker which allows it to quickly point at least one gun at any attacking ship - unless it's at the back, the Junkers blind side. Don't let yourself be fooled by it's ragtag appearance, the Junkers foremost purpose is probably robbing and piracy, but it can hold it's own against any other ship just as well. Hit and Run tactics are not viable for this ship, because there's no option for a quick getaway. You have to prepare for full scale combat when you select your loadout, keeping in mind that you can support on long and mid range, but destroy just as good with your broadsides.

Loading out a Junker can be complex business, but for the purpose of getting you set up with your piece of Junker we'll keep it simple here - Your front gun is a utility or support weapon. Unless you take a Mercury Field Gun, which quickly loses it's effectiveness once you bring your broadsides to bear, you won't go on a killing spree with it. What you will do is trying to cause havoc on the enemy ship before your other weapons lock on the target. Shatter damage works very well here, because Artemis Rocket Launchers or Banshee Light Rocket Carousels can either take out components of the enemy ship in mid and close range and possibly allow a trifecta, or damage various parts of the enemy ship, keeping their Engineers busy before you hit them with something worse.


The broadsides are what you use to cripple or destroy enemy ships with, and they are the most dangerous side to approach a Junker on. Your front gun may hinder a advancing enemey, but it won't inflict enough damage to destroy them. The Junker isn't very fast to turn, but especially with a Phoenix claw fast enough to switch broadsides around even mid combat - be wary though, the Junker is tough, but not so tough to survive a Pyramidion firing at close range you while you turn. 2 weapon hardpoints at every broadside recommend weapons that work together well -  gatlings and mortar/flaks are the prime example for this, but also dual shatter damage (banshee/artemis, banshee/banshee), etc. will work wonders. Don't forget that you've got 2 broadsides, too - just as on Galleons, having one side for close range and one side for long range is a viable strategy.



For the example here we'll take a very simple, quite common Junker loadout:

Front: Banshee Light Rocket Carousel
Left Broadside: Mortar/Gatling
Right Broadside: Mortar/Gatling

This build has no long range options, it relies on the Junker's relative toughness to get into mid or close range with the enemy ships and then quickly dispatch them with firing Gatling and Mortar on their hull. The mortar is more difficult to aim than a flak here, but even without the right choice of ammunition it's fairly quick to get into and much more devastating than the light Flak.


Let's cover the single positions of the Loadout screen aboard the ship in more detail:



Top Deck - FrontThe Banshee Light Rocket Carousel provides a firework starter for any ship that's about to be engaged by this build. With shatter damage, in the best case to a variety of components aboard the enemy ship coupled with the chance of starting a fire, the aim is to get the Engineers on the other ship busy and hold them off from firing back while the Junker turns into position. When pursuing a enemy ship, they aren't as good as a Mercury Field Gun or a Artemis Rocket Launcher on taking out engines, but damaged and burning engines will still slow the other ship down.

Top Deck - Starboard and Port
On the top deck the Whirlwind Light Gatling Gun. The Mortar would have a better firing position from this deck, but a Gatling does it's job much faster than a Mortar and therefore the top-deck Engineers don't have to stay on the gun too long and can keep repairs in check better. Once the Hull Armor of the enemy ship is down, the Gatling won't do so much damage anymore and the Mortar has to take over.

Lower Deck - Starboard and Port

The Mortar is typically placed on the lower Deck, together with the Gunner. With the amount of components on the top deck, the 2 Engineers are better suited for gunning there and one can always quickly run down to help, for instance when the Main Engine goes down. To correct it's downward ark, gunners will have to aim high with the Mortar, but the high ammunition it carries allows for some practice shots. Other than that, bringing a Pipe Wrench is - as always - advisable for the Gunner, because it will make it much easier to keep the 2 guns and the Engine on the lower deck in good health.

You will be able to easily be a threat to other ships with this loadout. It's simple and straightforward, the Mortar is a bit difficult to use but rewarding, the Banshee lacks the punctual damage the Artemis and Mercury have, but can also be used without much practice and will surely set something on fire once you're hitting. Once you look at your own Junkers loadout though, you'll realize that there's much more that can be done - If you switch out one broadside of this loadout, for let's say, an Artemis and a Mercury, you have a effective long range side, while still keeping your devastating close range damage on the other side.

A more versatile and "complicated" Junker loadout looks like this:

Front: Beacon Light Flare Gun
Starboard Broadside: Mercury Field Gun / Mercury Field Gun
Port Broadside: Scylla Mortar/ Whirlwind Light Gatling Gun

With one side for long range and one side for close range, this build already makes better use of the 4 light weapon hardpoints on the lower deck. The defining piece is the Beacon Flare Gun, which can be used for offensive means (hitting a Balloon with it will drop 10 stacks on fire on it), but more importantly can be used for illuminating clouds and breaking enemy ship's cover from afar - and thus giving the Mercury Field Guns a firing solution.

Top Deck - Front
The Beacon Flare gun has one of the widest weapon arcs, and the useful function of lighting up spaces of the map. With it's long reload time it's not optimal for combat use, but with this build it's more for helping with map control. As one side of the Junker specializes in long-range sniping, the Beacon Flare Gun eliminates the cover that enemy ships can gain from hiding in clouds. Scoring a shot on a Balloon with it also is a great diversion!

Top Deck - Starboard and Port
On Starboard is one of the two Mercuries, the positioning here doesn't make a big difference for them as their limited arc only becomes a problem in close range encounters. When you're using the Mercury though, your enemy will be a long way off and effectively hindered to come any further by having two mercuries fire at their ship. On the portside the Gatling sits as the usual Hull-Armor destroyer for close to mid range encounters if a enemy ship sneaks past the Junker.

Lower Deck - Starboard and Port
On Starboard, the second Mercury Field Gun - it works exactly the same as the one above, sniping targets from as far away as possible. A single Mercury already is a threat, if you manage to get both of them firing at the same target though, they'll effectively be crippled or soon destroyed. As with many other light weapons, a single one can deal some damage or distraction, but they only get devastating if used together or in conjunction with others. On port we have a Scylla Double Barrel Mortar waiting for the Gatling above to pierce the enemies hull before it unleashes explosives on them.

Summed up, this build focuses on map control. With the Beacon Flare Gun and the Mercury Field Guns you can effectively sit and defend a spot and wreck any ship that tries to approach you. If that fails, you still have one side with close range weaponry to put up a fight!


5
Feedback and Suggestions / Feature Request: Eventlist
« on: August 19, 2013, 12:40:47 pm »
Ahoy!

Have a look at the following pictures:
Bigger Versions: Link, and Link

I'm, again, suggesting that we get an announcement board or other means to effectively and easily organize events ingame. No, the Steam groups aren't sufficient, no, the forum here isn't sufficient either - if you organize an event for a small group of players, such as the competitive scene that is active in the forum anyways, it'll be fine. If you organize anything where you want broad community participation, or where you want many players that don't get involved on Steam or in the forum to see it all you can do is post in the lobby. Whoever is in the lobby at that point might see it. Whoever is in matches will not see it.

Now we could expect every player to come to the Steam groups and the forum, but I wouldn't. We have many active, helpful and committed players ingame that like to spend their time there and would sooner not check the forum or a Steam group. If you look at total numbers, that's the majority of GoIO players. We need a way to announce and organize events with this majority - Teaching events would be the foremost profiteer of such a thing, tournaments could point players to the forum registration with a description of the event!

That GoIO brings out new features such as weapons and ships in a quick pace is great for getting older players back into the game and newer ones to have a look, but we have nothing ingame to get in touch with those players, we have nearly nothing to make sure they stay with GoIO ingame. I blame a lot of the drop outs we have on missing social features ingame. Yes, you don't get people to run GoIO again after half a year with a eventlist. But you get people who come in new to stay longer if they can sign up for a event and participate.

6
Community Events / Mobula thieving?
« on: July 11, 2013, 06:55:12 am »
Ahoy!

I was pondering about what we might do about this here in the near future, then skimming the forums and of course reading about the Mobula again. Somehow the thoughts about Arashi Raiders and the Mobula merged to create Arashi Raiders stealing a Mobula prototype.

Well, how do you steal a ship? With harpoons. You carry it after your ship and try to get away with it.

My idea is as follows:

A 3v3 Match, the Red Team gets the Mobula and a second ship of their choice. The Blue Team gets 3 ships, of which one serves as the carrier with the harpoon. Probably a Junker or something lighter, not a Galleon, because then it'd be too difficult to get the carrier down.

The Mobula is not allowed to move, only to turn and to shoot at the attacking ships. For this sake it gets a tiny crew consisting of a Pilot to do the turning and a Gunner.

The designated carrier ship from the blue team has to carry the Mobula with it's harpoon to their starting side of the map, the red team wins if it can prevent this from happening for.. say, 10 minutes?

Obviously this idea is in the very early stages of development, I apologize if you find any huge flaws in my concept. But go ahead and give me some input :P

Edit: Thankfully pointed out by Urz, a similar thing was already done by Letus and NateDawg: Link

7
Feedback and Suggestions / Announcement board in the Main Menu
« on: July 09, 2013, 07:25:40 am »
Ahoy!

I darkly remember that this was discussed once already, but we've brought the topic up again because we've got advertising trouble for the Training Days.

Currently players are informed about Tournaments, Beta participation options, Training Days, Squid Races, every kind of community event over the forum and the steam group. The first requires active outgame participation, the second getting into the steam group. On a regular day we have about 50-100 people ingame, I don't see those 50-100 people here in the forum. Meaning, we'll have to reach them ingame to get them interested or inform them about community events.

We need a Announcement Board in the Main Menu, probably on the other side of the chat. Maybe give it the same option as with the chat; adjusting it size and so on. Or maybe take that small patch that there's currently for news and enhance it.

It doesn't need to have a lot of features right now, all we need is some space in the Main Menu to post News about community events. Maybe some CA or someone from Muse could oversee it and edit the topics in it by player request in the forum.

I believe this would greatly enhance player participation in tournaments and other events, probably even drive people into getting a look at the forum and participating here if they get linked from the games announcement board to the respective forum topics. For trying to keep people interested after the initial onslaught after the 1.3 release, I'd consider this a key priority. People who didn't play in the past weeks because there was nothing new get on; have a new ship, new weaponry, AND a Announcement Board that invites them to join a Tournament! (Or informs new players of the infamous Training days :P)

8
Community Events / Training Days - What now?
« on: July 08, 2013, 03:21:28 pm »
Ahoy!

I can only speaking for the EU Training Days here, I hope that Shinkurex has come to more positive conclusions :P

We're having the event since a bit more than 2 months and while we were always well received, we didn't really receive a lot of newbies. Sure, occasional players who wanted to go captain for the first time, some newbies who were just around when we started, but we didn't really get swamped with new players who just logged in for the Training Events. Our Steam group had some influx in the beginning, but now it's also rather dull.

Our chances of catching new players with the event (including minimum 3-4 veterans every time who are there for teaching) are the same as one person starting a Beginners Lobby during the day or asking if any new players want to get schooled. About the same success, but with much more resource and effort put behind.

So.. we obviously need to get more efficient. I can't think of a wide range of things to improve, but 2 things struck my mind:

It's called Training Day, yet we're having a single Match, about 2 hours. Why not make it a full Training Day? In my experience, on a regular Wednesday during CET-afternoons there are enough CAs online to maintain a constant Beginner's Lobby. Sometimes during Training Days we've had more CAs in other Matches than in our Training Lobby, I believe we'd have the manpower for this. (And that with only calculating the should-be-trainers). If we count in all the experienced players who helped out without being CAs, we could have ran two 3v3 lobbies at the same time.

So.. how about dedicating a whole afternoon + evening to maintaining a constant Training Game? It would allow for many more players to jump in and get trained or to help out with training others. Something along 4-5 PM CET to 10 PM CET?

Second, our advertising has always been a mess. Sure, we've had our "Event starting now" popping up in the Steam Groups, sometimes also some coverage on the forums, and also calling it out to people in the Regional chat ingame at times. Most people, especially the new ones, will not be in the Steam group nor in the forum. They'll by chance see the advertisment ingame and then come again, but that chance isn't high. We seriously need a announcement board in the main menu to inform people about Training Days and other Community Events. I guess we'd get swamped with people wanting to learn if there was a text in the main Menu saying "Wednesday Training Day, join up for this and that at that time".

And now I'd like to hear some more thoughts and ideas about how to improve our Training Days!

9
Community Guide / Welcome to the Community Manual!
« on: May 21, 2013, 07:52:29 am »
Consider this the usual "Welcome to.." thread!

The times when games used to come with a fine CD and a thick manual with them are long gone, but I think we should revive them as good as possible within our Steampunk setting. Currently we've got information and tutorials about the game spread in every corner of the Community; we've got Wikis in different state of use and actualization, a ingame manual, a guides section on the forum.

We haven't one comprehensive guide where you'll find everything without having to go around three corners. I'd like to fix that with the "GoIO-Community Manual". One document, available as a forum thread, a Wikipedia page, in a HTML version and a PDF. Hopefully translated and made easily accessable by  and to all the various GoIO-Communities, and edit- and actualizable from one central location. In time, I'd like it to become the official GoIO-Manual, a joint venture from Devs and Community.

Now, where to go from here?


10
Community Guide / Progress & Workload Distribution
« on: May 21, 2013, 07:51:51 am »
          Below is the same table from the Table of Contents discussion, and I'll regularly update it to fit within our plans. Only here, we'll write down which person is taking which task and which areas are completed already. That'll allow us to shift our ressources to where they're needed most!

          It's a monumental task, but don't worry too much, because a lot of work has been done for us already. In many cases, we only need to fit the single parts together (actualize them, format them, make them fit with the rest of the Guide. The two latter may well be done once we've got all the single pieces together, so don't worry about that.)

          Sources to take information, pictures, etc. from:
Guide Overview
If you are using a Guide by someone else, make sure they allow it! Send a friendly message their way, and tell us your sources, so that everyone that helped in any way possible receives credit! We don't want to steal stuff and make it look like we've done it, we want to combine already existing things with their authors consent into a proper manual.

HamsterIV has allowed us to take content from his Piloting Guide! Make sure to make good use of it, and thank him for his contribution!

White: Has not been claimed yet
Orange: Has a base / someone working on it
Green: Completed!

So, if you feel like writing something up on a section, post here! We need all the help we can get :) You'll also help a lot already if you can get in contact with a Guide author and ask for permission to use his/her Guide for this one here.




GoIO-Community Manual
  • Guns of Icarus Online (A general introduction of the game; like reviews on gaming-newspapers, etc. Mention of Adventure mode)(Kyren)
    • Developers (Introduction of Muse Games)(Kyren)
    • Community (Forum, Steam Groups, CA's, how to find Clans and people to play)(Kyren)
    • Features (Fancy advertising of all the ways to blow up ships)(Kyren)
  • How to get started(Kyren)
    • Requirements (Windows XP not supported, System Requirements, Internet Connection..)(Kyren)
    • Buying the Game & Creating an Account (Steam, all the other sites where you can get GoIO)(Kyren)
    • Making an Account(Kyren)
    • Starting the Game & Main Screen(Kyren)
    • Choosing a Role and Loadout(A quick explanation of the basics, all the details further down the guide)(Kyren)
    • Playing the Tutorials / Joining a Match(Kyren)
  • Gameplay Details
    • Roles & Loadout (Common Loadout examples (Spyglass & Pipe wrench for Gunner, i.e., explanation of all the single tools,)
      • Captain
        • Captain's Loadout(Prof. Giles Percy)
          • Kerosene(Kyren))
          • Hydrogen(Kyren)
          • Chute Vent(Kyren)
          • Spyglass(Kyren)
          • Moonshine(Kyren)
          • Tar Barre(Kyren)
          • Phoenix Claw(Kyren)
          • Impact Bumper(Kyren)
      • Engineer
        • Engineers Loadout
          • Pipe Wrench (Cul) (Available on the English Wiki)
          • Shifting Spanner(Cul)  (Available on the English Wiki)
          • Rubber Mallet(Cul)  (Available on the English Wiki)
          • Fire Extinguisher(Cul)  (Available on the English Wiki)
          • Chemical Spray(Cul)  (Available on the English Wiki)
          • BuffHammer/DynaBuff Industries Kit(Cul) (Available on the English Wiki)

      • Gunner(Kyren)
        • Gunners Loadout(Kyren)
          • For Ammunition: See Weaponry
      • Progress: Achievements & Leveling(timmymonsta)
        • Leveling rewards(timmymonsta)
        • FAQ on Achievements(timmymonsta)
      • Ships: Basics(Queso/Kyren)
        • Overview(How do I take a ship down? In what order do things need to be repaired?)(Queso/Kyren)
        • Hull Armor & Health(Queso/Kyren)
        • Balloon(Queso/Kyren)
        • Engines(Queso/Kyren)
        • Guns(Queso/Kyren)
      • Ships: Details (Common loadouts and tactics for the single ships)
        • Goldfish (Kyren)
        • Pyramidion (Skrimskraw/Kyren)
        • Squid
        • Junker(Kyren)
        • Galleon(Kyren)
        • Spire(Kyren)
        • Mobula(Kyren)
      • Weaponry
        • Basics (Basics of how to shoot with a gun and what to aim for (Damage Types) and how to select and load Ammunition)
          • Guns in Detail (Damage numbers and types, ammunition suggestions, common combinations, effective uses & counters)
            • Artemis Rocket Launcher(Echoez)
            • Whirlwind Light Gatling Gun(Echoez)
            • Barking Dog Light Carronade(Echoez)
            • Beacon Flare Gun(Echoez)
            • Echidna Light Flak Cannon(Echoez)
            • Javelin Light Harpoon Gun(Echoez)
            • Mercury Field Gun(Echoez)
            • Scylla Double Barrel Mortar(Echoez)
            • Banshee Light Rocket Carousel(Echoez)
            • Phobos Mine Launcherl(Echoez)
            • Manticore Heavy Hwacha(Kyren)
            • Typhon Heavy Flak Cannon(Kyren)
            • Hellhound Heavy Twin Carronade(Kyren)
            • Lumberjack Heavy Mortar(Kyren)
          • Ammunition in Detail(Kyren)
          • Incendiary Rounds(Kyren)
          • Heavy Clip(Kyren)
          • Burst Rounds(Kyren)
          • Lochnagar Shot(Kyren)
          • Lesmok Shot(Kyren)
          • Greased Rounds(Kyren)
          • Heatsink Clip(Kyren)
[li]Lore(Lord Dick Tim)[/li]
  • History of the GoIO World(Lord Tick Tim)
  • Nations/Political Powers(Lord Tick Tim)
[li]Appendix[/li]
  • Credits
  • Clans & Guilds(N-Sunderland)
  • Jargon
  • GoIO-Timeline
[/list][/list][/list][/list]

11
Community Guide / Table of Contents Discussion
« on: May 21, 2013, 05:37:05 am »
    Below we've got a complete list of the contents and sections the Guide will supposedly have. Here, I'd ask you to comment on it, suggest new sections or information that a section should hold, or say frankly that we're not in need of one part and that we can scratch it to make room for something more useful!


GoIO-Community Manual
  • Guns of Icarus Online (A general introduction of the game; like reviews on gaming-newspapers, etc. Mention of Adventure mode)
    • Developers (Introduction of Muse Games)
    • Community (Forum, Steam Groups, CA's, how to find Clans and people to play)
    • Features (Fancy advertising of all the ways to blow up ships)
  • How to get started
    • Requirements (Windows XP not supported, System Requirements, Internet Connection..)
    • Buying the Game & Creating an Account (Steam, all the other sites where you can get GoIO)
    • Making an Account
    • Starting the Game & Main Screen
    • Choosing a Role and Loadout (A quick explanation of the basics, all the details further down the guide)
    • Playing the Tutorials / Joining a Match
  • Gameplay Details
    • Roles & Loadout (Common Loadout examples (Spyglass & Pipe wrench for Gunner, i.e., explanation of all the single tools,)
      • Captain
        • Captain's Loadout
          • Kerosene
          • Hydrogen
          • Chute Vent
          • Spyglass
          • Moonshine
          • Tar Barrel
          • Phoenix Claw
          • Impact Bumper
      • Engineer
        • Engineers Loadout
          • Pipe Wrench
          • Shifting Spanner
          • Rubber Mallet
          • Fire Extinguisher
          • Chemical Spray
          • BuffHammer/DynaBuff Industries Kit

      • Gunner
        • Gunners Loadout
          • For Ammunition: See Weaponry
      • Progress: Achievements & Leveling
        • Leveling rewards
        • FAQ on Achievements
      • Ships: Basics
        • Overview (How do I take a ship down? In what order do things need to be repaired?
        • Hull Armor & Health
        • Balloon
        • Engines
        • Guns
      • Ships: Details (Common loadouts and tactics for the single ships)
      • Goldfish
        • Common Parkour Tricks
        • Common Loadouts
      • Pyramidion
        • Common Parkour Tricks
        • Common Loadouts
      • Squid
        • Common Parkour Tricks
        • Common Loadouts
      • Junker
        • Common Parkour Tricks
        • Common Loadouts
      • Galleon
        • Common Parkour Tricks
        • Common Loadouts
      • Spire
        • Common Parkour Tricks
        • Common Loadouts
    • Weaponry
      • Basics (Basics of how to shoot with a gun and what to aim for (Damage Types) and how to select and load Ammunition)
        • Guns in Detail (Damage numbers and types, ammunition suggestions, common combinations, effective uses & counters)
          • Artemis Rocket Launcher
          • Whirlwind Light Gatling Gun
          • Barking Dog Light Carronade
          • Beacon Flare Gun
          • Echidna Light Flak Cannon
          • Javelin Light Harpoon Gun
          • Mercury Field Gun
          • Scylla Double Barrel Mortar
          • Banshee Light Rocket Carousel
          • Manticore Heavy Hwacha
          • Typhon Heavy Flak Cannon
          • Hellhound Heavy Twin Carronade
          • Lumberjack Heavy Mortar
        • Ammunition in Detail
          • Incendiary Rounds
          • Heavy Clip
          • Burst Rounds
          • Lochnagar Shot
          • Lesmok Shot
          • Greased Rounds
          • Heatsink Clip
  • Lore
    • History of the GoIO World
    • Nations/Political Powers
  • Appendix
    • Credits
    • Clans & Guilds
    • GoIO-Timeline
[/list]

12
Q&A / Level up requirements & rewards
« on: May 20, 2013, 04:41:37 pm »
We need a list with the Level up benefits (again), and I'd like to answer that need, but it's been weeks since I last leveled up and I certainly don't recall where I got all the clothing and costumes from I own. I'll need some help on this:

Here's the framework:

Clothing & Costume Choices for leveling
LevelSlotRewards
2HairstyleWidow's Peak OR Topknot OR Swept
4Goggles?Rubber Goggles?
6Choices
8Choices
10Choices


Just tell me whatever information or memory you've got on this, and thanks already for your help!

And another question: You need to complete 3 Achievements for level 2, 5 more for level 3, how does this scale up for the rest? Again, whatever pieces you throw to me, I'll incorporate this and make a Guide of it!

Once we've got it all filled in, I'll expand on this with common questions about Achievements and Leveling, format it nicely and then move it to the Guides section!

13
Guides / One Guide to teach them all?
« on: May 13, 2013, 08:35:15 am »
Ahoy!

We've got a Guide Overview here, we've got a Ingame Tutorial, we've got a well maintained English Wiki and some not so well maintained Wikis in other languages.

I was wondering if we couldn't put that all together to make a GoIO Handbook/Manual. One big Guide, put together with the contents of all the other ones, properly formatted, featuring pictures and videos (wherever possible) and easily accessible as a HTML version, a PDF, a Wiki Article and a Forum Thread. A universal reference for everything, accessable and editable by everyone.

This way, it could also easily be translated and modified as a single document, and perhaps also linked ingame. I'd see it more as a material or ressource collection, where we can link to for specific topics or quote from. Take it as a more structured Wikipedia.

For doing that whole thing, we could take the already existing guides and incorporate them into this framework or have players write up the single needed parts. In the end, we'd just have to bring everything in line and publish it.

Just to spin this idea a bit further, let me post a fictional table of contents:

The mighty austrian GoIO-Guide
  • Guns of Icarus Online (A general introduction of the game; like reviews on gaming-newspapers, etc. Mention of Adventure mode)
    • Developers (Introduction of Muse Games)
    • Community (Forum, Steam Groups, CA's, how to find Clans and people to play)
    • Features (Fancy advertising of all the ways to blow up ships)
  • How to get started
    • Requirements (Windows XP not supported, System Requirements, Internet Connection..)
    • Buying the Game & Creating an Account (Steam, all the other sites where you can get GoIO)
    • Making an Account
    • Starting the Game & Main Screen
    • Choosing a Role and Loadout (A quick explanation of the basics, all the details further down the guide)
    • Playing the Tutorials / Joining a Match
  • Gameplay Details
    • Roles & Loadout (Common Loadout examples, explanation of all the single tools)
      • Captain
        • Captain's Loadout
      • Engineer
        • Engineers Loadout
      • Gunner
        • Gunners Loadout
    • Ships: Basics
      • Hull Armor & Health
      • Components (What happens if they're damaged, how do they affect ship movement, what kind of components are there..)
    • Ships: Details (Common loadouts and tactics for the single ships)
      • Goldfish
      • Pyramidion
      • Squid
      • Junker
      • Galleon
      • Spire
    • Weaponry
      • Artemis Rocket Launcher
  • Lore
    • History of the GoIO World
    • Nations/Political Powers
  • Appendix
    • Credits
    • Clans & Guilds

What do you think about it? Would you think that helpful, would you want to contribute, do you have ideas for the content?

14
Grüß euch!

Die Idee ist ja schon vom letzten mal bekannt (Link:, und da hat das leider nicht so gut geklappt. Ich würds gerne Samstags machen, aber ich bin diesen Samstag nicht hier und Freitag ist wieder zu kurzfristig. Tut mir Leid, dass ich erst so spät wieder damit komme, aber der Wochenanfang war bei mir leider etwas stressig - aber diesmal können wir uns ja mehr Zeit zur Terminfestlegung nehmen ;)

Wie siehts bei euch prinzipiell aus? An welchen Wochentagen könnt ihr euch vorstellen am Abend für eine Runde vorbei zu schauen? Ich kann Mittwoch vor dem Training Day, Donnerstag, Freitag, Sonntag und Samstags jede 2. Woche anbieten - am besten ab 19:00, wenns sein muss aber auch früher.

15
Deutschsprachige GoIO Community / Gemeinsames Schiffeversenken!
« on: April 18, 2013, 01:14:37 pm »
Die Idee schwebt ja schon länger im Raum, aber wenn wir sie einmal umsetzen spielt sich das schön ein und wir schaffen etwas Aktivität in der deutschsprachigen Community - Ich spreche von gemeinsamen Schiffeversenken; also gemeinsamen Spieleabenden oder Matches die regelmäßig stattfinden. Im Endeffekt z.B. ein Passwortgeschütztes Spiel für die deutschsprachige Comm. welches jeden Sonntag stattfindet.

Damit könnten wir uns untereinander austauschen, neue Feindschaften schließen und GoIO für alle die gerne Deutsch an Bord ihrer Schiffe sprechen etwas attraktiver machen - Wer würd kommen und an welchen Tagen könntet ihr euch das ganze gut vorstellen?

Ich stell mal als Vorschlag diesen Sonntag um 18:00 Uhr in den Raum! Natürlich GMT +1 ;)

Das ganze würden wir dann als Event in der deutschsprachigen Steam Gruppe anpreisen und nach Möglichkeit auch in den anderen GoIO Gruppen!

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