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 - HamsterIV

Pages: 1 2 3 [4] 5
46
Feedback and Suggestions / O'clock Compass
« on: June 17, 2013, 12:13:18 pm »
I would like to see a second compass below the North, South, East, West one that shows orientation relative to the ship. I would prefer this compass to be labeled according to the clock (12 o'clock fore, 3 o'clock starboard, 6 o'clock aft, 9 o'clock port), but wouldn't mind a different labeling system so long as it is consistent. 

I would like to get better giving orientations with the o'clock system but I get a little mixed up trying to count down from twelve to refer to the port side. Also I don't know if the crew is familiar with the system. Adding a new GUI element would help make sure every one is on the same page.

47
Gameplay / Component Targeting
« on: May 30, 2013, 01:48:49 pm »
I would like to discuss the tactical benefits of aiming for components vs aiming for non component hull. For example when is it better to tell your crew to target, guns, engines, or try for a strait kill? This is especially pertinent to high accuracy no burst piercing weapons like the Field gun and Heavy Clip Gatling gun, where you can choose what part of the ship to hit, but don't have AOE to guarantee a hull hit along with the targeted component.

My own thoughts on the matter go: Break the gun if it is a disabler like the manticore or lumberjack at range. Shoot out the engines if you are trying to protect an ally who is running away. All other cases avoid components and go for the quick take down.

48
Gameplay / Sniper variant Pyramidion
« on: May 28, 2013, 02:09:47 pm »
At some point most of us have done it. Put Mercury or Artemis on a Pyramidion and started blasting ships from across the map. What is your favorite configuration for guns and crew when you roll out in a sniper variant Pyramidion? Here is mine:

Guns:
Front two guns - Mercury Field guns
Left gun close to hull - Light Flack,
left gun up stairs - Gatling gun.

Crew:
Pilot - Kerosine, Phoenix Claw, Tar Barrel, Spanner, (ammo doesn't matter)
Gunner - Spanner, Charged, Heavy and Greased
Top Deck Engineer - Spanner, Mallet, Extinguisher, Charged
Bottom Deck Engineer - Spanner, Mallet, Extinguisher, Greased

Reasons:
I like forward pointing field guns because I can back away from a charging enemy and still keep shooting. Also the Pyramidion has a narrower front profile than side profile thus giving me the edge in sniper duels against inexperienced gunner, especially when the enemy captain is putting in some lateral movement. Likewise forward and back movement does not cause nearly as many aiming issues.

I prefer field guns over Artemis because they bring down hull armor quickly allowing me to support an ally ship who is trying to get a close range kill. Charged rounds are a must for the field gun since the shot drop is not that bad and the clip size of 2 is not lowered by taking the ammo type. Also the greater zoom and lack of aim wiggle make this gun more accurate at longer ranges.

Gat/Flack is preferable to Gat/Mortar since the reload time is shorter and the clip empties faster. The engineer who shoots it will be less tempted to stay by the gun for that last shot while the ship dies.

The best player should be put on top left field gun as an engineer. For most of the game they will be shooting but if stuff gets tight they can jump downstairs and repair while the other engineer shoots. The down stairs engineer should take greased rounds for the flack so that they can unload that gun quickly and go back to repairs. The gunner should have ammo that is good for all guns on the ship. Mostly they will be shooting the front but when things get close they will jump to the rear Gatling gun and put out a steady stream of bullets until the enemy is down. The gunner should take a spanner in case a lucky merc shot takes out their gun. There is no need to repair a partially damaged gun, because if the enemy can hit you the ship is probably in close range mode. Also rebuild is useful if the ship has to run away with its tail between its legs.

Nobody should bring buff or chem spray on this build. Putting a blue or yellow glow on a ship component will attract the bullets. The other team will be pretty pissed at you for what you are doing and giving away your position through cloud cover will attract some very unwanted attention.

The pilot should keep the front guns facing the enemy and back away using kerosine if they get rushed. If the enemy gets too close they need to make a judgment call. Either turn the side guns on the enemy and attempt to kill them, or fly past the enemy and dump tar. The worst thing that can happen to this ship is a squid getting on the blind side. With the field guns narrow turn, the blind side is enormous and only the side guns are stable for engaging fast moving targets at close range. If forced into close combat use Phoenix claw and vary the direction you are turning to surprise the enemy with a fast broad side. It should take only a few seconds of flack gat fire to bring down a fast close range ship, especially if the field guns softened them up on approach.

The ships roll in a team can vary. When paired with a ship that does well at close range, this ship can hang back and bring down the enemy hull from cloud cover so the teammate can finish them off. When paired with a heavy hitter this ship can snipe out enemy guns allowing the heavy hitter to get more hits in without worrying about taking damage in return. In a pinch this ship can be used as mid field interference with its side guns, or sniping out engines of any one who tries to blow by. Trying to carry a team with a low skilled ally captain is next to impossible with this build as it lacks the raw DPS to out fight enemy ships in a 2v1.

Well I hope this rant has been useful. Not every Paramidion has to fly with gat flack on the front to be successful. Please post your alternate builds/strategies below.

49
Feedback and Suggestions / Gatling Gun impact sound effects
« on: May 24, 2013, 12:08:46 pm »
There should be some audio indication that your ship is currently taking hits from a Gatling Gun. It doesn't have to sound off for every bullet, but it would be nice to have some audio queue, like the sound of a ricocheting bullet, when the first bullet hits.

50
Feedback and Suggestions / I want to commend the enemy crew
« on: May 17, 2013, 04:45:37 pm »
The commendation system is a nice addition to the game. However there are times where I don't feel the enemy captain deserves a commendation, but a member of their crew does. For example when my ship unloads volley after volley into an enemy ship and yet it refuses to die. There are some engineers aboard that ship that deserve some recognition. Like wise if my ship gets hit at absurd ranges at a difficult angle, the enemy gunner should be recognized.

Currently I pay my respect in the lobby chat, but I would like a formal mechanism to praise the enemy crew just as I praise my own crew. It doesn't have to be as easy as giving commendations to my own crew. In fact a couple extra steps would make the commendation seem a bit more valuable since the recipient would know the giver wasn't randomly clicking buttons.

51
Feedback and Suggestions / Spectator mode eaves dropping
« on: May 13, 2013, 08:53:39 pm »
Spectator mode is a great way to view the overall action but it lacks the human drama that makes crewing on a well run ship interesting. It would be great if when tracking an individual ship you could hear the captain and crew chat occurring on that ship. I think that was part of what made the TGS Battle Royal video so compelling. New people could see the drama of being aboard a GOI ship with interesting personalities.

52
Feedback and Suggestions / Thank you Muse and CA's
« on: May 13, 2013, 01:18:42 am »
Well that was one crazy weekend. I logged in on Saturday morning and saw 700+ people in lobby. Games crawling along, server's at capacity, and a flood of newbies taking their first steps into GOI. Through out all this the Muse staff and the CA's kept the calm, kick started games, and tried to make as many people's experience enjoyable. I want to thank Muse and the many CA's who shepherded us though the madness. I play the game and hang out on the forums because this is on of the best communities I have found on the internet. Watching you guys jump from game to game like some human bug fix just reminded me of how much you put others in front of your self. I salute you all.

53
The Pit / Ludum Dare 26
« on: April 30, 2013, 03:52:01 pm »
Since this post has nothing to do with Guns of Icarus aside from why I haven't been playing recently, I am putting it in the pit.

Last weekend in the mysterious depths of the internet a programming challenge called "Ludum Dare" was run. Game developers and want to be game developers from around the world were tasked with making a game in 48 hours. The theme for this Ludum Dare was "minamilism" and Ludum Dare community responded with 2347 games. The link to these games is here:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview

Mine own entry "Hero's Journey" was among them:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=4265

It is a side scrolling beat-em-up made in unity3d using sprites made from photos of my self and some friends. The idea was to steps in Joseph Campbell's "Hero with 1000 faces" into a silly little video game you could complete in 5 minutes or so. I am not trying to solicit votes from the lovely people on the GOI forums, since only people who submitted a game an vote. I do encourage you to play my game and the other Ludum Dare entries (when you are not playing GOI of course).

Screen shot:

54
Guides / Hamster's Pilot Guide
« on: April 19, 2013, 02:19:05 am »
Intro:

Being the Captain of an airship is one of the most demanding aspects of the game. The roll of Captain requires three distinct skills: Tactics, Leadership, and Piloting. Of these Piloting is the only one with hard and fast rules, and thus is the only one I feel I can legitimately write a guide on. If you are new to Guns of Icarus (GOI) I strongly suggest playing one of the other rolls, preferably engineer. Even if you have your heart set on captaining, gaining a proficiency in damage control and shooting will help you make decisions when it is you at the helm. Also observing good captains in action will teach you far more than this guide ever will.

The basics of Piloting an Airship:

First and fore most YOUR AIRSHIP IS NOT A CAR. Many new players try to adapt driving game logic thinking this is one big floating drive by. While the controls might be the same (forward, back, turn left, turn right), the way they respond is vastly different.

All ships in GOI turn via engine thrust. Regardless of what the ship model looks like, your ship your ship does not use a rudder to turn. This means unlike a car or boat your vehicle doesn't have to be moving forward in order to turn. Like wise your steering does not get reversed when you move backward. You will turn fastest when your throttle is set at neutral since your turning engines can work in opposite directions to generate the most torque.

The physics in GOI take into account properties like thrust, momentum, drag, angular momentum, and torque. Unlike a car that can take advantage of surface friction to start, stop, and turn, your airship will be at the mercy of Newton's first law to a much greater extent. As a pilot you can do two things to cope with your ship's momentum.

First plan ahead, start turning, slowing down, or accelerating well before you need to be executing that action if the response were instantaneous. This will give your ship a chance to be at (or close to) the desired momentum when the time is right.

Second apply counter torque/thrust. when approaching a point where you want to stop turning or moving. This will help cancel out the movement much faster than leaving it to friction. Be warned this takes a little practice and you may end up fishtailing your first few attempts.

You Jobs as Pilot:

You actually have two jobs as pilot that often conflict: Keep your ship from taking too much damage, and giving your shooters every opportunity to damage the enemy ships . Depending on the speed and armor of the ship you are flying you may have to sacrifice one to achieve the other.

Defense:

There are many ways of avoiding getting shot the simplest of which is to stay our of your opponent's gun range. Many "Sniper Ships" spend their whole game flying backward trying to keep out of the range of their opponents. Unfortunately your ship flies slower in reverse than it does forwards so this strategy doesn't always work.

Each ship in GOI has a blind side. By examining the ship schematics or riding in them it will become pretty clear that there is always one direction that doesn't have any guns menacing it. If you manage to park your ship in the enemy ship's blind side you will be safe from their guns at any range.

Another way to stay out of trouble is to move above or below the enemy ship. Each gun has a vertical angle limit and once your ship is above or below it there is no way the enemy's guns can hit you. Depending on the type of gun you are using and the type of gun your opponent is using it is possible to be inside your vertical limit while outside of theirs.

The Final way to prevent doom from befalling your ship is to use cover. There are two types of cover: soft cover and hard cover. Soft cover is something that obscures your location but is not solid enough to stop a bullet that is shot in your direction. Hard cover is something that will stop a bullet shot in your direction. For our purposes clouds are soft cover an everything else (rocks, wreckage, steel pipes, other airships) is hard cover. Take note when using softcover of the eye at the top left of your screen if it is open, it means the enemy still knows where you are. The moment the eye closes the enemy can still guess at your position so it is advisable to change direction or altitude the moment you "shake the spot."

Offense:

The second part of the pilot's job it to position the ship so that the gunners can damage the other ship. Some gunners can put their shots on target regardless what the ship they are on is doing. However such exceptional gunners are few and far between. So as a pilot you need to fly in a way that provides the best platform for your gunners.

First you need to know the turning limits and effective ranges of all the weapons. This knowledge is best gained through gunning for other captains or many hours on the practice range. Once you know the limits of the guns you need to to put the enemy within those limits either by turning the ship or driving closer.

Be aware effective range is different from maximum range. Just because a bullet can reach the enemy doesn't mean it will hit the enemy. Many guns in GOI have a aim giggle that reduce the distance you can expect a gunner to make reliable shots. In game experience as a gunner is the best way to gain familiarity with the effective range of each gun.

It is a little disorienting to keep track of firing angles when you are no longer viewing the world from the gun's perspective. A trick that helps is to slowly turn a gun on target and make note of what part of the ship's superstructure is overlapping the enemy when your gunner starts shooting (and making hits).

You should also be aware that the ship's velocity is added to the bullet's velocity. This is not an issue when flying towards or away from a target but when employing side guns the bullet will bend in the direction of of your ship's travel. A good gunner will make note of the dust passing in front of them and adjust their shot accordingly. A less than observant gunner will need to be told to adjust their aim to compensate for your ship's forward or backward momentum.

The best thing to do when employing side guns at a range where hitting becomes difficult is to put the ship at a dead stop and give your gunners one less thing to worry about. While stationary it is still possible to dodge up and down however this too will impart momentum to the bullet. The amount of leading to shoot a moving target from a stationary target is the same as the ammount of leading to shoot a stationary target from a moving target. However the stationary ship's gunners will have an advantage since they can use the background as a reference  to plan their shots. The moving ship's gunners have to do this by trial and error, or dead reckoning.

The rate at which a ship turns is also translated to the bullets (this might be a bug that will be fixed in a later patch). Let your gunners know which way you are turning and do so in a smooth manner. Fishtailing is the worst thing you can do if you want your gunners to shoot strait. For weapons that have a long reload period (like the hwacha) instruct your gunners to hold fire until after you have stopped turning. This will prevent wasted shots and periods of vulnerability.

Pilot Items:

Hydrogen Canister:

Many pilots use/abuse Hydrogen as a get out of death free card. The sudden burst of vertical movement can get a ship out of the path of slow moving projectiles at long range, and completely out of an enemy's fire arc at close range. If left on for too long it will completely destroy your balloon, but since you are at a high altitude when this happens you are fairly safe.

Since the effects of this captain item lingers for 5 seconds it is best to turn it on for 1 second and let the residue take you out of range. A 1 second burst of hydrogen + 5 seconds of residue can move your ship 5ship lengths vertically. It is by far the best way to create a sudden change in your ship's direction.

Captains are advised to hit the Hydrogen the moment before their hull goes red. This will allow your engineer time to bring it back up before the enemy guns have a chance to inflict permanent damage. Be aware if you are facing a skilled opponent they will attempt to match your hydrogen maneuver and you many not escape.

Hydrogen augments your up down thrust. If you hold the "go up button" (default W) while hydrogen is active you will go up much faster than if you are neutral. Like wise you can hold the "go down button" (default S) to slow down your ascent if you don't want to go up as fast.
There are many tricks a clever pilot can pull with hydrogen but by far the most devastating is called the "Hydrogen Uppercut." By positioning your ship under an enemy ship and using hydrogen to suddenly rise into the target ship you will deliver a great deal of ramming damage. In addition since Hydrogen lingers for 5 seconds you can switch to impact bumpers before impact. Also your ship will take the impact damage to the balloon instead of the hull giving you an extra health buffer on top of ship armor and hull health.

Edit: In the latest patch 1.2.0 the mass of the ship has been factored into the lift acceleration Hydrogen provides. Heavy ships like the Galleon and Pyramidion will no longer be able to move on the vertical direction with this item as swiftly as they did in previous patches.

Chute Vent:

The Chute vent is the riskier cousin of Hydrogen. Like hydrogen it can be used to rapidly change your vertical position to get out of danger. It also has a 5 second linger time. Unlike hydrogen it moves the ship down as it damages the balloon. This puts the ship in the dangerous position of being close to the ground with a damaged balloon. Thus this item is less popular than Hydrogen with captains.

This unpopularity can be useful. Most skilled pilots can match a Hydrogen escape, but few carry the right equipment to match a chute vent escape. Also when a ship is at the top of the map a Hydrogen escape becomes impossible.

Trying to use Chute Vent to assist in a ram is a very risky technique, The enemy ship's balloon will buffer the damage it takes, and if you miss it is very likely you will crash into the ground.

Edit: In the latest patch 1.2.0 the mass of the ship has been factored into the drop acceleration Chute Vent provides. Heavy ships like the Galleon and Pyramidion will no longer be able to move on the vertical direction with this item as swiftly as they did in previous patches.

Drogue Chute:

The Drogue Chute slows down your ship's ascent/decent and is popular amongst pilots who face ships armed with balloon destroying guns. The Drogue Chute will not prevent a ship from crashing when the balloon is destroyed but it does slow down the process enough that the defending ship can scare off/kill the opponent that is popping the balloon.

If you ever get into a situation where you must deploy a Drogue Chute your first priority is to get as many guns you can shooting the enemy that is popping your balloon. Staying alive a little longer is meaningless if you don't fight back.

Impact Bumpers:

Impact Bumpers reduce the amount of impact damage your ship sustains from collisions with  other ships, the scenery, or the ground. This tool activates instantaneously, and reduces engine output, so if you want to get the best out of your ramming, deploy this tool at the very last second.

This tool can also be used to reduce ground impact damage for when your balloon is destroyed. or if you accidentally fly into a stationary object. New pilots are encouraged to take this tool as it does not harm their ship and will in fact protect their ship should they mistime a maneuver.

Kerosene:

Kerosene increases engine output at the cost of slow damage to the engines. It will allow a ship to get into or out of a fight faster than other ships of the same class. (your spire still won't out run a squid). The damage from Kerosene is slow enough one engineer should be able to keep your engines up provided nothing else damages the ship.

Be aware damaged engines even with kerosene preform worse than undamaged engines. Only when your engines are at top condition will you get the best out of this item. So turn this item off if you see your engines dip lower than 1/2 way.

Some engineers don't pay attention to the engines when the ship is not under fire. It is considered polite to warn the engineers that you will be damaging the engines for increased speed. The community slang for this is "Juicing Engines."

Moonshine: (the Juice)

Moonshine is a more powerful version of Kerosene. Its speed boost is greater, but so it the damage to the engines. The rate at which Moonshine damages your engines is greater than an engineer can repair them. Unlike Kerosene a if pilot can leaves Moonshine on for long periods of time the engines will break. Thus it is only useful for short bursts.

Moonshine is used tactically in the same way Kerosene is to get into and out of trouble faster than your ship would normally allow. Like wise it is polite to tell your engineers that you will be using Moonshine to "Juice" or "Shine" the engines.

Moonshine also has the property of increasing your angular drag (slows turning to a near stop). While piloting with moon shine remember to switch it off before making a turn and back on again after the turn has been made. A clever pilot can also use moonshine to stop a turn faster than applying counter torque. This is useful when trying to line up a field gun mounted on a squid (which has a tendency to over turn), or to stabilize your ship before a Hwacha volley.

A secondary use for moonshine, discovered by dragonmere, is to prevent ramming torque. Any ram that is not inline with the center of mass of the ship will spin the ship away from the ram. However if moonshine is on when this happens the spinning effect will be greatly lessened on account of the high angular drag. Read more about it here:
https://gunsoficarus.com/community/forum/index.php/topic,1056.0.html#msg17422

Phoenix Claw: (chicken foot)

Phoenix Claw increases turning speed while damaging the engines. It is useful in situations where the enemy ship is on your blind side. Captains of ships with slow turning rates such as the Galleon and Junker are encouraged to take Phoenix claw to compensate for their ships deficiency. When facing a highly maneuverable ship like the squid phoenix claw becomes a necessity.

As with Kerosene and Moonshine it is polite to inform your engineers you are using an item that damages the ship. My favorite slang for this is "chicken footing".

Spyglass:

The spy glass can be used while not on the helm to spot ships. The crew of a ship can usually be trusted to carry this item, thus freeing the pilot to bring other tools. If you are stuck on a ship with AI or unresponsive crew members, the pilot may have to take the spyglass.

The spy glass puts a while box around an enemy ship for your entire team. The white box will persist so long as one friendly ship has line of site on the enemy ship. Also the enemy ship will show up on the map, thus making it easier to keep track of an opponent who is above or below you.

The importance of putting a spyglass mark on an enemy can not be overstated. An entire guide could probably be written on how to use the spyglass marks system to your advantage. For now put the mark on your enemies or encourage your crew to do so as often as possible

Tar Barrel:

Tar Barrel releases a cloud behind the player's ship that does two things. It damages any ship (friend or foe) that flies through it, and it blocks line of sight loosing spyglass mark. Using this item damages the engines at a slower rate to Kerosene. Unlike Kerosene this item does not increase speed, so it is most useful for retreating as it slows down any pursuers and damages their guns.

The Tar is ejected out of the rear of the ship and will cause damage to whatever flies through it. Even the ship that emitted it, so moving backward while emitting tar is highly discouraged. Use tar when trying to avoid a 2v1 encounter or if an enemy ship approaches from behind, it is almost as good as having a rear mounted close range shatter damage weapon.

For more aggressive pilots tar can be use in any situation where you have an idea where the enemy ship will be in the near future. For example if an enemy ship is moving towards you attempting to ram, dodge while dropping tar will make them regret their maneuver. Likewise at the opening of a multi ship engagement having one ship run across the enemy’s line of advance while dropping tar will put his entire team in an advantageous position if the tarring ship manages to catch one or two enemies in the smoke. Against slower/stationary ships it is possible to sneak up close turn around and dump tar smoke directly on the target.

Ships:

This section will discuss each ship and specific strategies that they can employ. This section will be added at a later date.

Beginner pilots are encouraged to fly the Goldfish or Pyramidion. These ships have decent turning speed, movement speed, and armor. Most importantly they both have forward facing guns which will lessen the lateral shooting issue discussed earlier. Also having forward facing guns will allow you to approach/retreat from an enemy while keeping guns trained on them.

Tips:

There are hundreds of little things a pilot can do to enhance their chances of winning. As a new pilot there are a few important things to keep in mind that I have not already covered:

Stick close to your teammate, being able to put two ships worth of guns on an opponent will do more to secure victory than any amount of fancy flying.

Use reverse thrust when you are too close to the enemy. Overshooting (flying past) your target will deprive your gunners of a good shot and may give the enemy enough time unmolested to kill you.

Remember you have the vertical axis to play with. Going up or down costs you nothing speed wise, and can often be used to gain a tactical advantage on an enemy.

Only ram an enemy ship when their hull armor is down and yours is not. Ramming damages both ships equally so it only makes sense when the damage is permanent to them and repairable for you.

55
The Lounge / Old Games like GOI
« on: April 17, 2013, 07:38:29 pm »
Back when I was a wee little gaming enthusiast my Dad bought me a copy of "Their Finest Hour" http://en.wikipedia.org/wiki/Their_Finest_Hour_%28video_game%29. On of my favorite things to do in it was to make a custom mission where I would fly one bomber against several fighters. The game had a mechanic where you could jump from cockpit to any of 5 gunner positions. A little dial would tell you which gunner position had an enemy plane in its fire arc. I used to think "wouldn't it be great if I could play this game with my friends where I fly the ship and my friends man the guns."

Fast forward 20 years and Guns of Icarus (the original) comes out. I had played many simulators, shooters, and strategy games in the in between years but GOI captured that feeling of scrambling between gun positions. Its multi player is almost exactly what I wanted from my early gaming days. I was really excited by the prospect of playing with other people coordinating the defense of the airship. Unfortunately the community dried up in a few months as the game mechanics wore through its novelty.

I am really happy GOI:O has managed to keep a stable community and that its game dynamics remain enjoyable even after 400+ hours of play. It dawned upon me today that I like GOI:O not just for its excellent game play and community, but because it rekindles and expands on that joy of the old not quite arcade not quite simulator games of my youth. Has any one else had a similar experience?


56
The Pit / If the ships were people
« on: April 15, 2013, 06:58:18 pm »
What would the 6 ship types of guns of Icarus be if they were people/things in a different genera. To get the ball rolling here is my interpretation of the GOI ships as X men:

Squid - Night Crawler - Can place itself exactly where it needs to be, not a very strong fighter, but is the master of tactical positioning.
Goldfish - Cyclops - Has a powerful single purpose attack with a really weak followup. Very clean an elegant so long as it is not caught off guard.
Pyramidion - Wolverine - Close range fighter that can absorb a lot of damage. Not the most elegant of fighters, but has a hard time known when to lay down and die.
Junker - Gambit -  Has a tool for every occasion but can't really out do the core fighters. You get the impression he would rather be playing cards and womanizing than in the thick of battle.
Spire - Jean Gray - Can be more powerful than Goldfish/Cyclops if she can figure out what to do with herself. Suffers from glass cannon syndrome.
Galleon - The Juggernaut - Because I am the Juggernaut B****!!!

57
Feedback and Suggestions / Spawn System Rules
« on: April 02, 2013, 03:25:44 pm »
Most 3v3 death matches I have played end up pretty one sided. Usually the team that makes the first two kills can generally carry the match since the other side has a hard time regrouping. It is possible for a ship to escape a 2v1 encounter by running under the guns of an ally, but it is almost impossible to last against a 3v1 long enough to do anything meaningful.

So I propose a tweak to the spawning system that will help the team who lost the initial engagement regroup:
When a ship is about to respawn it checks the location of its team mates relative to the enemy ships. If all friendly ships are less than 900 meters from the enemy the ship is spawned at the furthest corner of  the map from the main action. If there is one or more friendly ships further than 900 meters from the closest enemy the dead ship is spawned at the closest point to that friendly ship while still outside the 900 meter exclusion zone.

Hopefully this will lead to the first death putting the respawned ship out of the line of fire and while they are chugging back to the action the other ships that die will join it until the action can restart. Also any ship that manages to break away from the fight can expect to have their dead friends respawn close to them, instead of on the other side of the map.

58
Feedback and Suggestions / Squid Buff Suggestion
« on: March 21, 2013, 11:56:58 am »
I think increasing the light mortar's horizontal field of fire would make the squid a more viable ship now that flame disabling has been weakened and explosive damage needs to be paired with piercing to effectively bring down a ship.

Ever since the 1.1.4 patch I have not been able to use the squid effectively. I have tried a variety of different weapon configurations, and the only one that is remotely useful is front and side cannonade. That build becomes less usefull when your target's ally decides to come to the rescue. Also the cannonade's field of fire is much narrower than my old favorite the flame thrower. So bringing double guns to play is much more difficult.

The banshee is the only gun with sufficient field of fire to effective overlap beyond the 45 degree mark. Yet I find it's killing power somewhat lacking. The squid needs a gun with a wide field of fire that can put out high dps explosive or shatter damage that benefits from extreamly short ranges, some thing like the light mortar.

A Gatling gun squid is pretty effective when teamed up with a ship that boasts a lot of explosive damage, but allone it is not seen as much of a danger. Since the enemy ships no longer need to worry about getting flame locked if they let a squid run around their flanks they are free to focus on the ship that is an actual threat. No amount of speed or armor buffing will make the squid more of a threat, but giving it another weapon that can shoot past the 45 degree mark will.


59
Guides / Teaching new Players
« on: March 19, 2013, 06:01:40 pm »
Here is my guide for introducing new players to the game. This guide is meant for experienced captains who find themselves with one or more new payers who need to be shown the ropes. Full disclosure: I don't always follow my own advice. I get angry at new people, I curse, and I am probably responsible for some bad first time experiences that have driven people away from the game.

If you are introducing a friend, have him/her join you in a practice game where you can introduce them to your ship layout and let them fire as many practice rounds with the various guns to get used to ship momentum and shot drop. Also use this time to explain the difference between rebuilding and repairing.

If you get a rookie addition to your crew and want to bring them up to speed I suggest assigning them to the balloon/gunginner on a pyramidion (preferably with a chain gun mount). This position allows the new player to get familiar with the repairing and shooting mechanics without putting the ship in danger by taking up a critical roll (only gunner or hull engineer). Sometimes you will need to show the new player where the ladder is. I like jumping up an down to get his attention, then tell him to follow me as I walk up the ladder and park him at his new gun. In general when teaching a player a new ship stick them on the gungineer roll as it will let them experience the fun of shooting things while having the tools to fix their own gun when things go bad.

Since your new crew member isn't familiar with the information being thrust in his face the captain should keep an eye on them and provide pointers should they miss something important. Stuff like:
Shoot at the ship with the white box around it.
Hold your fire that one is friendly
Your spray is too wide, use heavy clip to tighten it up.
Your gun is damaged hit it with the mallet and it will turn faster.
Adjust your aim (up/down/left/right) to compensate for shot drop, ship momentum, or target movement.
The balloon is on fire get off your gun and put it out.
New target, <player Name> look <up/down> and <left/right>.
Switch to <left/right/forward/rear> gun, target <high/low/left/right/front/rear/very close/at range>.

When the new player successfully complies with your instruction provide positive feed back by thanking them. If they fail to comply repeat the instruction. There are (were) bugs in the mic chat where some players could not hear the captain, before getting mad at an unresponsive crew member check that they can hear you with text chat. If you can't spare the time to type ask one of your responsive crewmen to relay the message in text chat. Also be aware that some players don't speak English or don't know it that well. Try not to get mad at them for reasons beyond your or their control.

If anger is unavoidable try using emotional blackmail instead of cussing. Let them know that they are letting down the entire crew. Let them know what action they preformed/failed to perform led to the ship's demise. Also be honest with your own mistakes. If you left the Helium on for too long, drove into a dust cloud, or charged into a bad situation; own up to it. Letting the new player know that a failure was not their fault will keep them playing when your team gets stomped 5-0.

Accept defeat gracefully, if a rookie or three join your crew mid game, you are going to loose and there is nothing you can do about it. This is especially true if they join as the wrong class. Explain your situation to the other captains over Captain chat, let them know you can't be as effective as you would like. Also use the time productively start setting up your strategy for the next game. Let the new guys know what class they should select and what equipment they should bring. Give them the run down on how the guns and engineer items work. If the game is still dragging on after you get your crew ready for the next game suicide rush the enemy team to get it over with quickly.

Below are some class specific advice I give new players:

First time Engineer Spiel:
There are three things an engineer needs to do: repair, rebuild, and put our fires. Repair is needed when a component has a yellow circle above it, and is best accomplished with the mallet. Rebuild is needed when a component has a red circle above it and is best accomplished with the spanner (small wrench). Fire and fire extinguisher you should be able to figure out. When a component is red click on it with the spanner on it as fast as you can. When a component is yellow hit it once with the mallet and you will see a clock wise countdown. Hitting it again during that countdown does nothing, so you should go hit other things with the mallet in the mean time.

First time Gunner Spiel:
Let me show you to your gun...
At this range ammo type **** is the best
The ship's momentum transfers to your bullet aim left/right to compensate.
When I say "**** side guns," I want you on this gun...
Don't worry about repairs, *engineer name* knows what they are doing.

First time Pilot Spiel:
It is a good idea to learn the other two rolls before you try flying.
Your gunners will have an easier time hitting targets if you are at neutral throttle.
Just keep the dangerous end pointed at the enemy.
Reverse is perfectly valid throttle setting, you don't have to turn around to go the other direction.
We can't hit effectively at this range. I suggest you drive us closer.
You turn faster when you are not flying full speed ahead.
Turn left/right or go up/down your gunner's don't have a shot yet.
Don't worry my first time piloting was worse *insert horror story involving your team getting stomped in under 5 minutes*

60
Feedback and Suggestions / Harlem Shake Machinima
« on: March 15, 2013, 02:51:26 pm »
This isn't really a game play suggestion as an advertizing one. I thought it would be hilarious if some one with access to the GOIO character models mad a Harlem Shake video. Preferably in a game play setting.

Perhaps starting with every one in their default attire (scarf, belt, and shoulder guard). Then transforming into the more interesting clothing options available in this game. I know the art team is probably overworked enough as is, but some silly dance moves would be awesome.

Pages: 1 2 3 [4] 5