Show Posts

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


Topics - Wundsalz

Pages: 1 [2] 3
16
Feedback and Suggestions / Let us sort our friend list!
« on: May 07, 2014, 10:55:29 am »
I don't know how many people I've added to my friend-list, but I'm pretty sure it's a three digit number by now. This is quite annoying if you want to search for a specific user in said list.
Please allow us to sort it!
Alphabetical, last log-in date, maybe chronological (date when they've been added to your list),... give us something so I don't need minutes just to check in what clan someone is.

17
Guides / Muse in Arms (Gunnery guide for 1.3.6)
« on: May 07, 2014, 10:33:50 am »
I've updated and extended my previous gunnery guide. Along the run I've migrated to steam, as maintaining a guide without being able to actually edit it on my own is silly.

here's a link to it: Muse in Arms (Gunnery guide for 1.3.6)
currently it'd hidden in the dark guide-section noone reads. So I'd appreciate if you guys could rate it along the way so people who search for guides on steam can actually find it quickly and don't stumble into guides with false or outdated information.

If you want to contribute in any way, there's a lot of stuff I could use help with:
- adding youtube tutorials to the gun specific sections,
- cleaning up my horrible spelling/grammar/phrasing mistakes throughout the guides
- adding cosmetic things like gun-symbols in the loadout-suggestion sections
- adding content of any sort (additions to existing sections, new gun-specific sections)
- keeping it up to date.
- probably a lot of stuff I don't even think of right now.

If you're interested in making the guide better in one way or another, just tell me and I'll likely add you as a contributor to the guide, which allows you to work on it directly.

18
Guides / Ship Building for Dummies
« on: May 06, 2014, 07:38:37 pm »
One of the most interesting aspects of Guns of Icarus is the rich variety ship builds. There are a lot of viable weapon combinations that can be used and need to be played entirely differently. However randomly mixing guns will barely ever yield an acceptable build. Hence I'd like to provide some guidelines how to find good ship-loadouts.

Use guns with a similar effective Range!
What's better than guns?- right more guns! Most ships in GoI have got a Layout which allows a relatively easy establishment of a bifecta or even trifecta (that's the GoIO terminologie for bringing two or three weapons in a gun arc which allows them to shoot at the same target). Make sure that your guns can actually shoot at the same target at the same time. In order to do so, your weapons need to have a similar effective range which can be looked up in the table below:

(++) Ideal range for the weapon, (+) The weapon can be used efficiently but is somehow restricted to operate like it should (e.g. special ammunition may be needed, or it's hard to aim with the weapon), (-) the weapon can operate in this range, but it's clearly not at home. It's not recommended to avoid this range with this weapon (special ammunition might be required, dps might be reduced, aiming might be very hard, etc), (--) The weapon can't operate (efficiently) at this range.

Know your guns!
Guns are usually specialized on taking out a specific set of components. Experience is probably the best way to find out how a gun can be used for what properly. Use the gun and toy around with it! Try different ammo types, pair it with different weapons and see how it handles what tasks. However this process takes time and it's really not necessary to find out that some builds can't work out by dieing over and over again. So here's a Chart which rates the efficiency of guns at taking out specific components. It can't really substitute ingame-experience, but it's something that can get you started:

Performance of guns against components: (++)excellent - get the job done alone in a short time; (+) decent - can do the job alone but needs a long time to do so. Better pair it up with an additional damage-source of this type if you want to do the job properly; (o) poor - the damage can be out-repaired by an engineer. Still it might make sense to point the gun into the general direction of this component if you can still hit your main target while doing so; (-) very poor - if you've got anything better to do, don't shoot your gun at this target. reloading your gun or just waiting for a better target are better things to do in most situations; (--) useless - the gun either can't inflict any damage on this component or it can be ignored. Point it at something else or leave it alone!

For further information regarding specific guns, take a look at this thread!

Think of a Strategy!
The game starts in the match lobby. Take a look at your enemies build and discuss with your co-captain how to counter it. On death match your goal is to destroy the enemy ships more often than they do. To kill ships you need to get rid of their hull and then inflict damage on their permanent hull. Whether you do so straight forward with a piercing dmg + explosive damage weapon-pair or if you want to pop your enemies balloon to crash them into ground is up to you. You could also choose a painful and prolonged disabler-death for your foes if you're a meanie. Just make sure to discuss your strategy and build with your ally. Your builds need to fit together and should synergyze well together.
As a rule of thumb: If you and your team mate can point and shoot weapons at your enemy at the same time which sum up a total of 3-5 plus-signs against the Armor and 3-4 plus-signs against the hull if looked up in the Gun-Performance table, your setup is likely viable. Remember the arcs of the guns and their effective range!
In addition to keeping an eye on a sufficient total team-killing power, you might also want to be able to kill an enemy on your own in a 1vs1 situation, as Allies have the bad habit to die occasionally. In order to do so you need roughly 2 plus-signs in armor and hull damage each. Alternatively, if you fly a relatively quick ship (squid, goldie, pyra) you could likely just run away from your enemies and rejoin your ally once he respawns.
Remarks regarding the weapon "Terrain (crash)": Your enemies will likely crash into the ground or collide with terrain, if your team uses a balloon-popper-heavy loadout (either 3 or more plus-signs against balloons in the performance chart or if one of you brings a lumberjack or heavy carronade as a main weapon). Crashes with Terrain help to get rid of your enemies hull-armor and to finish the permanent hull as well. Feel free to add this "weapon" to your calculation if you fly a balloon-popper build!
Remarks regarding the weapon "Ship (rams)": if you fly a close range pyramideon or a close range goldfish you can harrass your enemies by poking them around during your engagements, inflicting damage to the component you hit. If this fits your play style, feel free to add this "weapon" to your calculation. Piloting tip: use moonshine or kerosene to ram your enemies! Not only do these increase the velocity of your ship (and hence the impact damage of your rams), but it also prevents your ship from bouncing out of your gun-arcs during the rams due to the reduced angular drag perk of these steering tools.

19
Community Events / Concept for a sunday league
« on: May 05, 2014, 12:24:57 pm »
I plan to resurrect the idea of a planetary gearing league I've had a while back to fill the Sunday slot, which is currently not used by GoIs competitive scene.

I've designed this League with the Sunday evening slot and a casual spirit in mind. In my opinion one of the major flaws of the Sunday Rumble was its duration which has been especially problematic for European clans like ours, as Sunday rumbles could very well last until midnight and beyond, which kind of sucks if you need to get up early on Monday. Also I personally consider it quite exhausting to play more than two BO3-encounters in a row which has not been unlikely in Sunday Rumbles.

So I thought about how to organize a GoI-Sunday evening which doesn't require too much time-dedication by the players. The result is a concept which allows all participants to have a guaranteed single scrim within a league. Due to the parallel execution of two encounters in series, it's likely that full clan crews will be around before and/or after your league encounter. This provides a good environment to get either additional scrims (outside the league) started or to play semi-public high level lobbies if you want to. Alternatively you could just call it a day.

Overall the league is designed in a more casual spirit than the previously executed cog-series or the planned and cancelled 3rd series. It allows easy drop ins and outs for teams who just want to enjoy a scrim on a sunday afternoon while providing a system which rewards commitment and on-going success for those who want to take the league more seriously and participate in it on a regular basis.

Cogs in a nutshell

The goal of the league is to match participating teams with other teams of similar strength on a weekly basis. Furthermore the league shall be easily accessible for new teams at any given point of time and it shall encourage teams to participate in the leagues events on a regular basis. Players shall not have dedicate more than 2 hours of their spare time to participate in a league-event.

All teams participating in the League are associated with a slot in the planetary gearing which are indicated by a Letter and a Number in the picture below. In Cog-Events teams which are associated with adjected gear-sections (e.g. C1 and B2) are matched for best-of-three-encounters. If the challenger of an encounter wins, the encounters teams positions in the cogs standings are swapped. Otherwise the positions are kept. At the end of an Cog-Event the gears are turned and points are granted to All teams according to their standings (see the table below). The team which accumulates most points during a season, which lasts 12 events, wins the season.


Organization
The Cog-Events take place each sunday (afternoon for the US, evening for the EU). Which teams which face each other at which time and on what maps will be announced one day prior to each event.
The event organization requires at least 4 voluntary referees per event who watch the matches. Referees can be changed from event to event. potential referees and (hopefully) streamers can sign up to watch encounters and are assigned to encounters one day prior to an event.

Rules

Rules!

An ongoing League
The League is designed as an ongoing event rather than Tournament with a defined start and end date.
While I could possibly see this league format being executed with a start and end date like the Sky-League, Aerodrome or soon the Hephaestus-League, I don't think it fits the concept. This would be problematic due to 2 major flaws my league-concept has that other leagues don't have. The initial seeding has a severe impact on the outcome of the League and the League-outcome can be decided before the end of the League. If this league was executed in a similar way as previous ones an execution of a fair and probably rather time-consuming qualification-phase would be mandatory. After the qualification phase ended, a team with a low seed wouldn't have much more than a theoretical chance to win the season or even just be among the top 3 teams at the end of the season.
Hence I'd much rather like to see this Concept being executed as an ongoing league with relatively brief seasons (6-8 weeks) which connect seamlessly. Feel like playing competitive out of the sudden? - Join mid season! - you probably won't win it anymore, but you can work yourself into a good starting position for the next one.

20
Feedback and Suggestions / Remove the clan chat window!
« on: May 02, 2014, 07:03:26 am »
Can you please remove the clan chat window and just post the clan-msgs into the match window (similar to party-chat-msgs)?
Currently I don't use the clan chat because people don't see new clan msgs popping up in a different window. Also I do focus on the match chat and will miss msgs in the clan-window most of the time.

21
Gameplay / Impressions on the new flamer
« on: April 28, 2014, 10:26:27 am »
I've flown a couple of times with the new flamer now (yesterday evening and today, about an hour ago) and toyed around with some builds. My impression is the following:

flamer qualities:
- excellent hull striper without chemspray. Still unignoreable armor damage if chemsprayed.
- excellent disabler without or partly chemsprayed equipment. the balloon takes very noticeable damage even if chemsprayed and people can easily be knocked off their guns if the flamer gunner focuses on hitting guns. When sniping out equipment the hull still takes damage due to the unique multiple-hit characteristic of the flamer. If all essential equipment is chemsprayed the damage is still unignoreable on the balloon.
- decent perma-hull killer.
- overall impression: The flamer does (too) many jobs (too) properly.

predictable impacts on the game:
- new meta builds will revolve around the flamer. So far I find gat/carro + flamer combos to be most efficient. they allow to get rid of one of the most vital ship components (hull/ballon) very quickly which binds at least one engineer to the hull/balloon. Then it's almost impossible to keep the rest of the ship sprayed - leading to a disable-lock. The ship can then be finished with rams or the flamer itself, which does a decent job at destroying the permanent hull.
- ships which have hard repair routes (mobus and spires in particular) are almost entirely unable to handle flamer builds if they get in range.
- gunners will be less viable as they either can be easily knocked of their gun or they're not able to repair it if they're on their own.
- new players will have a very hard time to deal with flamers, as organized chem-spraying is the only efficient counter to flamers once they're in range.

suggestions:
- reduce the ignition chance a lot (by a factor of 1/8-1/3)
- reduce the damage the flame-damagetype deals to the permanent hull (poor hades :().
Reasoning: a reduced fire-stack rate is more forgiving when it comes to engineering errors. Engineers will be less frustrated if they have to deal with 4-8 fire stacks on the hull rather than full 20 if they acidently over-repaired it with an additional spanner-whack. Regarding the reduced perma-hull damage: The flamer already does a great job at stripping the  hull and disabling the ship. That's enough. It shouldn't be able to substitute explosive weapons as well.

22
The Info -> community guide section and the main -> The Classroom -> Guides sections seem to cover very similar topics. I think it'd be a good idea to merge these two to decrease the chance that people who are unfamiliar to the forum structure miss the guide they're looking for.

23
Q&A / ignition chance
« on: February 17, 2014, 05:06:30 am »
I'd like to know how high the chance of each weapon is to set a fire stack on the hit component.
Is such information out there?

24
Q&A / how does chemspray work?
« on: February 16, 2014, 08:02:36 am »
I'm currently writing a post for my gunnery tutorial covering the hades gun and realized that I actually do not know what chemspray prevents.
Does the chem spray buff only prevent firestacks to be added to components or does it prevent direct gun-fire-damage as well?

25
Guides / Gunnery for Dummies v1.3.5
« on: February 10, 2014, 05:41:11 am »
I just realized that the last gunnery guide in this section is rather outdated. Hence I'd like to pick up Echoez work here and extend it a bit. The gunnery basics will be elaborated here as well as viable ammunition picks for specific weapons.

Glossary:
arming time: Some weapons, like the Lumberjack or Hades do not deal their secondary damage if their projectile doesn't travel for a certain arming time. The secondary damage is applied to a weapon specific area of effect and is the major damage fraction of any weapon with arming time. Pilots using weapons with arming time should try to keep a sufficient distance to allow their weapons projectile to travel at least for the length of their arming time. The ammunition can alter the arming distance. Lochnagar reduces the arming distance directly by reducing the arming time. Other ammunition types like greased, heatsink and incendiary rounds reduce it indirectly by decreasing the projectile speed which causes the weapons projectiles to travel longer for the same distance. Lesmok rounds increase the arming distance by increasing the projectiles velocity.

arming distance: the distance projectiles need to travel to reach their arming time.

field of operation: the area in which the weapon can be used.

DPS: damage per second

hull strip: breaking an enemies armor, making the ship vulnerable for permanent damage.

raspberry: breaking an enemies armor, making the ship vulnerable for permanent damage.


Symbol explanation:

": This symbolizes Piercing damage, a damage type very effective against enemy ship armor. Armour is the repairable part of a ship's health, you need to take it down before attacking their 'real' health that can not be repaired. Guns with this kind of damage are very good at destroying armour.

 

: Flechette is represented by this symbol, this damage type is extremely effective against enemy balloons, making short work of them. If you take out an a ship's balloon, it will start making a rapid descent towards the ground and of course, impacting the ground will cause the ship to take damage.

 

: This stands for Explosive damage, which is very effective against the enemy ship's hull. The hull is ship's 'real' health as said before, if this goes down, the ship will explode in a majestic display of screws and scrap metal. Weapons with this kind of damage are very good finishers, but are usually not effective against enemy armour, so make sure you wait for the armour to go down before taking your shots, you will know the armour went down when you see a black cloud appear on the enemy ship and black metalic parts falling down.

 

: Shatter damage is very effective against a ship's components, like their engines and guns, this damage type gets an 100% bonus against these components, making guns with that damage type very effective disablers. Aim for the guns and engines to cause some havoc!

 

: This should be pretty obvious, it symbolizes Fire damage which is pretty effective against enemy balloons by itself, though the main use of guns with fire is to ignite the enemy ship's components, putting fire stacks on them that will cause extra damage over time, anything with fire stacks on it is cursed to go down unless extinguished. Guns will also be disabled if 8 or more stacks of fire are applied to them from flames. Use with caution." - Echoez

Here's a table summarizing and quantifying the statements about damage types made above:

Damage modifier table. Source: GoI homepage, weapon section

General notes:

"Just a short note about something that many people seem to misunderstand, if you want to use a certain ammo type you need to EQUIP it first, that means you have to reload your gun with the appropriate ammo type you want, you can see the ammo types you are carrying at the bottom of your screen when you are manning a gun and you can switch to them by either pressing 1, 2, 3 or 4 on your keyboard or switching through them with the mouse wheel, the ammo you are loading will be highlighted.

You can switch ammo types during any time of a reload, only the ammo type you have selected when the reload ends will be loaded in, ALSO make sure you are ON the gun when the reload ends, else the gun will be reset to normal ammo." - Echoez

A major aspect of gunnery is the choice of the ammunition. Some ammunition types are chosen to make it easier, or even possible to hit with. E.g. a couple of weapons spread a lot making precise hits impossible unless heavy clips are used. Other weapons projectiles decay quite early, making long range hits impossible. In these cases lesmok rounds can be used to extend the field of operation of the weapon. Other weapons, like the Lumberjack or Hades suffer from arming time. Which can be addressed by ammunition like incendiary rounds of lochnagar shots to increase the weapons efficient field of operation. Last but not least ammunition can be chosen for the purpose of maximizing the damage output of a weapon. Here's a chart illustrating how every ammunition type affects the damage output relative to normal ammunition in %:

DPS alterations by ammunition including reload times. The table is based on a damage table created by the ducks (v.0.1.3 for GoI patch 1.3.5)

Whoever focuses on gunning on a ship should try to maximize his damage output. Often that can be accomplished by playing as an engineer with a buff kit, rather than as a gunner. Weapon buffs increase the damage output by 20% without any negative side effects. This bonus often outperforms the advantage three different ammo types provide. The most common gunineer loadouts are: wrench, buff, chemspray/extinguisher or mallet, spanner and a buff hammer.

Viable gun specific ammunition choices will be discussed in the following posts.

26
Q&A / Light guns health
« on: February 10, 2014, 03:40:41 am »
What's the health of light guns?
Numbers I've heard recently are 200 and 250 - I couldn't find a reliable source for either though.

27
Q&A / What effect does the buff hammer have on weapons?
« on: February 10, 2014, 03:38:51 am »
Does anyone have numbers (preferably backed up by a source) for the buff hammers effect?

28
Feedback and Suggestions / Oriza - a boomerang weapon concept
« on: January 26, 2014, 10:10:09 am »
I like weapons which have interesting, unique mechanics and require some skill/experience and coordination between gunner and captain to be shot efficiently.
Here's a concept for such a short-mid range weapon I've had in mind for quite a while already:

Oriza
A Boomerang like weapon, which fires disks on elliptic trajectories. If the disks don't collide with an enemy/structure, they return to the weapon.
the further the gunner points the weapon to the sides or up/downwards,the more bulged the ellipse-trajectory. At a 45° angle a perfect circle is shot, at smaller angles the ellipse is stretched along the other axis.

Max range: roughly 1000m
Damage-Type: Impact (with projectile elimination) and/or piercing (with actual piercing behavior, allowing multiple hits).
Projectile speed: medium
Rate of fire: slow

Turret horizontal arc: 170° with a dead center of 30-60° to prevent straight shots
Turret vertical arc: 60-120° with a dead center of 10-30°. granting the weapon a similar wide arc as in the horizontal direction would cause balance issues (e.g. it'd ruin dead spot approaches on galleon-broadsides from a very high/low altitudes)
Gun tracking speed: fast.
Clipsize: 1-4
Reload speed: depending on clip size
Spread of projectiles: pin point accurate
Projectile drop: none

on a side node: this guns needs a cool, steampunkish pseudo-ballistic visor - something similar to the lumberjacks visor, just with elliptic rings which indicate how far the projectile will travel for specific angles.

I think this concept would be most interesting for a new medium weapon. Due to it's unique projectile behavior and arcs it'd probably allow a couple of interesting build types. E.g. a Oriza goldfish with a flak/mortar side with a flight style that's rather strafing like a junker than the classical "point the front end to the enemy" style. It might also allow interesting brawl galleon builds - E.g. a Oriza/Hwacha/Artemis left side would allow enemies to approach enemies with an uncommonly steep angle (while fireing Arte and Oriza).

29
Feedback and Suggestions / Broken Achievements
« on: January 25, 2014, 09:38:37 am »
As I can't find the old thread on this matter I'll just start a new one. Feel free to point out problems with achievements here.

I've just checked out my gunners progress (which I don't really care about) and stumbled upon this little gem:

Support 5 - "Workshopping":
"Rebuild 100 parts with a spanner"

Frankly I've got a hard time to think about any viable situation where one might possibly want to bring a spanner as a gunner- it just doesn't make sense. As a gunner you usually want to be able to maintain your gun on your own somehow and the spanner just doesn't provide the necessary repair power to quickly whack it once and focus on killing stuff again. The wrench is by far the best repair tool for gunners, as it's capable to almost completely repair light guns with a single hit while providing 80% of the spanners rebuild power.
Please change the tool for the achievement to a wrench. I've seen quite some lvl 7ish gunners with a spanner lately, which gives me a headache as a pilot.

30
Feedback and Suggestions / Detach drums from music!
« on: January 23, 2014, 03:17:03 pm »
I like your sound track, but I've listened to it for quite some time now. Hence I often play with the ingame music turned off. However that currently implies that I can't hear the drum sounds (which indicate enemy proximity) either. That's a significant disadvantage. Can you please implement a volume slider for those drum sounds in the audio options, separated from the one for music volume?

Pages: 1 [2] 3