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Messages - HamsterIV

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2371
*range finder telescope*

If you can mark an enemy with your regular telescope (spyglass) you can look at the relative positions of both your ships on the game map (press M). Each grid square is 1000x1000 meters. This should be sufficient information for finding the range to target.

Usually I just eyeball it, but I hear the sights on the lumberjack are marked off in 1000 meter increments. That is if you target is 2000 meters away you should line up the 2 of the sight to get a hit.

2372
Feedback and Suggestions / Re: Warship 1v1
« on: February 27, 2013, 06:17:04 pm »
I have had a few 1v1 fights on Angelean Raiders and Flayed Hills. Before the Crazy King game mode came about. Multiple point capture games give teams an incentive to spread out, and often just one ship from either side would be contesting a capture point. It is a shame Flayed Hills was converted to Crazy King only. There were some interesting strategic decisions to be made when you had to split your team up to take multiple points.

To this day I still brag about the time I killed a Galleon with a Squid in single combat.

2373
The medium weapons benefit from three ammo types, but the light ones usually need only one. Ships like the Junker have enough light weapons that a gunner is needed to supply all the right ammo types. However ships like the Pyramidion and Squid can be effectively run with three engineers. Defiantly take a gunner if you are flying anything with a medium gun. Having one person dedicated to shooting will hopefully prevent your engineers from asking if they should get on gun at the wrong time.

2374
Gameplay / Re: Ship Builds
« on: February 27, 2013, 04:15:39 pm »
The trend is towards Manticore Goldfish. It is still bucking the trend if I follow Churrosaur's lead. I admit I didn't come up with the term "Blenderfish" but it suits the ship's function so well I would be stupid not to use the term.

Unless you want to go all hipster and tell me you flew Blenderfish before they were cool  :P

2375
General Discussion / Re: Achievements - what's your game?
« on: February 27, 2013, 04:07:25 pm »
I got to level 4 in pilot and engineer without even knowing how the leveling system worked. After that I worked on getting achievements when it wasn't a detriment to the rest of the crew (which is rare). While the achievement system doesn't provide any game dynamic benefit, people are more willing to listen to your suggestions when you have that lofty title next to your name.

Last night some one was in the middle of telling me why my Pyramidion build was stupid, when he realized from my level that I probably knew what I was doing.

2376
The Lounge / Re: Introductions!
« on: February 27, 2013, 03:50:16 pm »
To all you newbies, welcome aboard!  And to all you salty dogs, I'll see you in the blue guns blazing and engines screaming!

In my case it is more Hull blazing and Crew screaming. Anyway, a hearty welcome to all new comers. I apologize in advance for yelling at you. It is because I only want the best from for you.

2377
Gameplay / Re: Team Tactics
« on: February 27, 2013, 01:31:27 pm »
I have fallen for the Bait and Switch before. It works better if the bait has a long range gun and looks like it is attempting to stay our of range than baiting for a trap. Also Galleons make great bait if all the enemy can see is a Galleon they may think it has fallen behind and is unsupported. Also a galleon at range is a legitimate threat that it is foolish to ignore.

Another tactic which works well is the Cloud Sniper. Where a glass cannon ship hides in the clouds and lets his teammates spot targets for him.

For multiple ship assaults it is a good idea to designate one ship to go high and another ship to go low. this lessens the possibility of collisions and blocked shots when the furball starts.

I have had limited success hiding behind allied ships and shooting through their rigging during long range sniper fests. I heard it can be done, but it prevents the allied ship from dodging shots which is one of the better ways of surviving a sniper fest.

2378
Guides / Re: Buffing 101
« on: February 27, 2013, 12:44:03 pm »
Once again very good guide. I prefer having two regular engineers than one buffing and one regular but there are situations where a good buff has been helpful. In this game communication is key, and I would advise letting your captain know you are a buff engineer before the game starts. There may already be another buff engineer aboard, or he will ask you to take a specific type of ammo and assign you to a secondary gun.

It is also worth mentioning that you can buff while a component is in repair cool down. If your ship is under fire and you are babysitting the hull you can buff it too for some extra armor while the repair cool down prevents you from doing anything else.

2379
The Lounge / What did you name your ship and why?
« on: February 27, 2013, 12:10:25 pm »
To get things rolling here are mine:

Squid - The Bonny Liz
Named after my wife who is both bonny and Liz. She is small, fast, incredibly aggressive, and likes fighting inside her opponents preferred engagement distance. Also the ship is equipped with mostly close range weaponry.

Goldfish - Golden Phoenix
Back before the last patch I had flame throwers on either side. I would occasionally ask my engineers to light them up and flap them up and down to simulate Phoenix wings. Possibly due for a renaming as I now have banshees on the side.

Pyramidion - Mo' Dakka Dakka Dakka
Named after the sound an Orkish automatic weapon makes. I put a lot of chainguns and light flack on this ship because I like the sound of the Dakka. I also have the the tendency to ram things and talk like an Ork while flying this ship. The latest build has less Dakka and may be due for renaming.

Junker - Slim Jim
Named because its hull is so thin when viewed from profile. Used to counter-snipe Galleons ineffectively.

Spire - Every Shot a Killshot
Named because unless my gunners made every shot a hit, this ship was going to die badly when attacked by faster, smaller, or more durable opponents.

Galleon - Vulgaris Magistralis
Named after the Viking Metal Ballard "Vulgaris Magistralis." It is Latin for either "teacher of the common" or "master of vulgarity" which is pretty fitting either way.
Here is a youtube clip of the song:
www.youtube.com/watch?v=reOLeLX0Q9U

2380
Gameplay / Re: Ship Builds
« on: February 27, 2013, 11:43:26 am »
With the increased rebuild time shatter damage has become far more effective as are Manticore equipped Goldfish and Spires. As a counter I am fielding a double front merc Pyramiddion.  It breaks Manticores at range before they get close enough to get a tight volly in. I put them on the front to minimize my profile in sniping matches. My side guns are carronades. If I am forced into a close range fight, I try to pop their balloon and lift out, then reestablish the fight at longer range.

Not being one to follow trends I have turned my Goldfish into what some call a "Blenderfish" I mount the Hellhound Carronade on the front and two banshees on the side.

My Squid has also been modified with two carronades on the side and rear, and a chain gun up front. Since it is harder to flame lock a target. I will settle for popping their balloon and staying above their firing arc.

Both Broad sides of my Galleon are Manticore and HellHound. It shreds newbies who approach level, but it does poorly against vets. I may change this build soon.

2381
Q&A / Re: The Tip Jar, a collection of community tips
« on: February 27, 2013, 11:24:26 am »
Crews that play together regularly will work better.  It doesn't have to be a fixed crew of four, but even having just one crew member you know on a 'ship can make a difference.
I don't necessarily agree with culling my friends tab; but the difference between a ship of three bots/insubordinate players, and a ship with one player who follows instructions plus two bots/insubordinate players is immense. If that one player already knows the captain's style and can do what is needed without orders, the captain can spend more time whipping the rest of the crew into shape.

2382
Thank you Ataris. I will use this page when I need to communicate with your Country men. Salute!

2383
Q&A / Re: Questions about the GUNNER
« on: February 26, 2013, 05:21:34 pm »
I hear that people are using the heatsink and heavy clip muzzle velocity reduction to get around the arming time on the flack and lumberjack. Has anyone gotten this to work effectively?

2384
Holy crap the Russians have a better guide than both of ours combined:

http://gunsoficarus.com/community/forum/index.php/topic,74.0.html#msg266

2385
What is petty is that I have to reconfigure all my ships to deal with the new meta game and I don't want to change my ship names to match. The "Mo' Dakka Dakka Dakka" has significantly less Dakka in its current configuration. The Golden Phoenix no longer has flame thrower wings. "Every Shot a Kill Shot" requires far less accuracy than before. At least the "Slim Jim" is still skinny, the "Bonny Liz" is still bonny, and the "Vulgaris Magistralis" is still Vulgar.

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