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Messages - HamsterIV

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Holy crap the Russians have a better guide than both of ours combined:,74.0.html#msg266

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.

Feedback and Suggestions / Re: Larger Crew Size
« on: February 26, 2013, 04:02:26 pm »
Four well organized crew members are enough to effectively use any ship in the game. Even if you had six to eight crew members on a ship, it wouldn't matter much if they don't follow orders, or position themselves badly. Before you go asking for more crew ask yourself if you are making the best out of the crew you have.

Feedback and Suggestions / Re: Fire ammo + Hwacha; maybe a tad op?
« on: February 26, 2013, 03:45:33 pm »
I normally take heavy clip, or burst rounds if I am going to be shooting a Hwacha. I can see how incendiary could be useful, but it takes longer to recover destroyed equipment than burning equipment. Also Muse has slightly Nerf fire in the last build allowing a gun to be operated with up to 7 charges of flame instead of just 1 charge disabling.

While the Hwacha seems to be the go to gun in the new meta, I have had success with the Heavy Carronade, and I am sure someone (most likely Zill) will figure out how to make the Heavy flack and Lumberjack viable again.

Feedback and Suggestions / Re: Ship Customization: EXPANDED
« on: February 26, 2013, 01:40:46 pm »
I was hoping for the ability to change the look of the balloon, fins, and armor plate. As well as slight modifications to the paint job.

Maybe on a more personal level customize the debris around you ship. Changing the plant by the helm or the empty bottles near the engine room would give each ship a personal touch. Also they could allow us to put pictures, plaques, and trophies on some of the walls. We spend a lot of time running around the same few ships.

Feedback and Suggestions / Re: Permenant Wrecks?
« on: February 26, 2013, 01:24:45 pm »
The I don't think the Vehicle death shrapnel would look very good if you were able to examine it closer via persistent wreckage. We don't notice it as much since most of it is obscured by particle effects and fast rotation. I think the devs even used the undamaged model as the base for the death shrapnel.

It would be interesting if Muse were to show us heat chart of where the most deaths happened the on each map. Valve released a heat map for the locations of the killer and killie for some of their TF2 maps.

Q&A / Re: The Tip Jar, a collection of community tips
« on: February 26, 2013, 12:39:02 pm »
-Some captains suffer from tunnel vision, if you spot something let your captain know verbally.
-If you just spawned and your ally is getting double teamed on the other side of the map don't rush blindly to his aid. Sometime it is better to let your ally die to reestablish the formation, than to feed the other team a steady stream of 1v2 fights.
-Pick the squishiest ship on the other team and gang up on it with your team mate, forcing the other team into a steady stream of 2v1 engagements is a fast path to 5-0 victories.
-If you take cover in the clouds immediately change your direction and altitude when the enemy team looses spot. A good gunner will predict where you went and try to blind fire you.
-If you are hiding in clouds to repair tell your gunners not to shoot. A good gunner on the other team could track the path of you bullets back to the source.
-If an enemy ship takes cover in the clouds, and you have a large clip weapon (like a Manticore or Whirlwind) spray the clouds around where you last saw the target with bullets. The hit confirmation box will show where the target is to the other gunners on your ship.

Damn I spent a good chunk of yesterday making a very similar guide. Anyway this is all good stuff. Salute!

Guides / Battle Stations
« on: February 26, 2013, 01:15:28 am »
Once a player has become familiar with the basics of engineering, gunning, and piloting the next step is to learn how to function as a member of a crew. The basic rule of thumb is to obey the captain. However sometimes the captain is too busy with other things, inexperienced, or worst case mute. I intend this to be a basic guide to the various ships and ways of working as a team to squeeze the most performance out of them as possible. I will not take credit for all the ideas presented here. In my early days I flew with some very good captains. Most of what I know I learned from them.
Some basic terminology:
Pilot/Captain -Guy who flies the ship and gives orders. Usually stays on helm. Occasionally assists in repairing the balloon or hull if things get desperate.
Gunner - Some one who chose the gunner class and will be responsible for putting the hurt on the other guys. Usually either looking for an enemy or shooting at an enemy. May take fire extinguisher or rebuild equipment depending on what is most likely to disable their gun.
Primary Engineer - Always carries a mallet, spanner, extinguisher/chem. spray. Usually is entrusted with maintaining the hull. Very rarely shoots, and always had his eye on the hull status.
Off/Secondary Engineer - Same equipment as Primary Engineer but is responsible for components too far away from the hull for the primary engineer to reach effectively. On ships that can point more than one gun at a target this position shoots the gun the gunner is not shooting.
Buffgineer/Buffing Engineer - Carries the buff kit, extinguisher and either the spanner, pipe wrench, or mallet depending on preference. Often takes the roll of a Off/Secondary Engineer when it comes to gun usage.

Low Stress Engagement – When you ship is not under fire or under minor fire and the engineers have time to do other things like shoot the guns or buff equipment.
High Stress Engagement- When you are under heavy fire and inches away from death. It is still a good idea for the gunner to keep shooting in this situation, but your engineers will not have time to indulge in such violence.

The Squid is the smallest ship in the game and has the most fluid crew structure. Often it is better to just let whoever is closest to a component repair it than dictate rigid battle stations. A squid can run with a Gunner and two Primary Engineers or three Primary Engineers. Squid usually fight at close range where their speed and maneuverability can keep them in the opposing ship's blind spot. If a Squid flies with three engineers each engineer should bring the ammunition type best suited for a different gun.

Battle Stations 1: target front
Primary Engineer: on the hull and balloon (since it is close).
Secondary Engineer: On the front gun shooting
Gunner or Third Engineer: On the Side gun shooting
Battle Stations 2: target rear
Primary Engineer: on rear gun shooting
Secondary Engineer: On the hull and balloon (since it is close).
Gunner or Third Engineer: On the Side gun shooting
Battle Stations 3: run away
Primary Engineer: on Hull
Secondary Engineer: running between the balloon and engines repairing/putting out fires.
Gunner or third engineer: repairing middle two engines and shooting rear gun if there is time.

The Goldfish is the smallest and fastest ship to mount a Medium gun. It often benefit from multiple ammo types and thus requires a gunner. The two remaining crew should be engineers either Primary and Secondary or Primary and Buff. Since most of the time the front gun will be pointed at danger the two engineers are pretty interchangeable. However due to the Goldfish's week armor permanently stationing someone on the hull is regarded as a good idea. There will be times where a side gun can engage a target while the front gun has a shot on a further target, but other than those rare instances the engineers should stay off the guns unless told to otherwise.

Battle Stations 1: Low Stress Engagement
Gunner: Shooting the front gun
Primary Engineer: On the hull, may fire right side gun if target of opportunity presents itself.
Secondary Engineer: Keeping a lookout for other targets, repairing any non hull damage, May fire left side gun if target of opportunity presents itself.
Buff Engineer: Buff Gun and Hull, unless target is very far away in which case buff  Engines.
Battle Stations 2: High Stress engagement
Gunner: Shooting what ever gun is pointed at the enemy
Primary Engineer: On the hull. May put out a fire or rebuild on the front gun if secondary engineer is too far away and gunner is unable to fix it.
Secondary Engineer: running between balloon engines and main gun fixing and putting out fires. May also double team hull if it goes red.
Buff Engineer: running between the balloon, engines and whatever guns are damaged. Occasionally shoots side guns.
Battle Stations 3: Run away
Primary Engineer: on the hull
Secondary Engineer and Gunner: repairing engines and balloon, let the guns burn we can fix them when we get back to friendly skies.

The Pyramidion is a brawling ship. It has the speed and armor to get in close to a target and enough weapons pointing in the same direction to put out some serious hurt when it gets there. It is one of two ships that has a pair of forward facing guns, and is the faster, smaller, and more durable of the two. It has a forward facing gun deck accessible by a ladder near the helm. The time it takes to get from the main deck to the gun deck necessitates rigid battle stations for the primary and secondary engineer. The Gunner can be a little free roaming manning the gun with the best shot on target.

Battle Station 1: target forward
Primary Engineer: By the hull, occasionally making runs to fix the engines when the hull is in repair cool down. Sometimes mans the left forward gun if there it is still a Low Stress engagement.
Secondary Engineer: Shooting the port (left) forward facing gun. Repairs the balloon during reload time. This crewman is also responsible for fixing the starboard (right) forward facing gun if the gunner is unable to do so.
Gunner: Fires the right forward facing gun. May swap with engineer if his gun is disabled.
Battle Stations 2: target Left
Primary Engineer: shooting the left facing gun closest to the hull and repairing the hull between reloads.
Secondary Engineer: by the balloon and checking to see if the primary engineer need help with the hull.
Gunner: Fires the rear left facing gun.
Battle Stations 3: Run away
Primary and Secondary Engineer: Running between what ever is the most damaged balloon, hull, or engines.
Gunner: desperately fixing things with the engineers, shooting a left facing gun, or cursing at the enemy.

The Junker has the most light weapons of any ship in the game. This gives it a great deal of versatility in how it engages the enemy. Some captains set up their Junker symmetrically where the left side matches the right side. Other captains set up their Junkers asymmetrically where the left side guns are setup with a different purpose than the right side guns. Likewise there are many different ways of crewing a Junker.

Symmetric layout:
One engineer mans the rear most guns and is responsible for repairing the balloon and engines on the scaffold. Note the balloon can be reached by standing next to the helm and looking up.
One engineer mans the front gun and runs back to repair the hull if things get hot. Note the hull can be reached from the ramp that leads to the lower deck, but is kinda hard to find the correct location and orientation to hit it from this position.
The final Engineer or Gunner lurks in the below deck shooting the bottom two guns and fixing the engine if they have time. They can also run to the underside hull repair slot when things get hot. However most captains prefer the crew member in this position to keep shooting whenever possible.

Asymmetric layout:
One engineer carries bullets best suited for the left facing gun closest to the helm, and the other engineer carries bullets best suited to the right facing gun closest to the helm. These two engineers take turns being primary and secondary engineer depending on which side the engagement takes place on. The gunner carries bullets suited for each of the three guns the engineers are not responsible for.
Note the Junker is very slow, and thus it is very hard to run away from a fight in one. A good captain can dodge up and down until help arrives, but fleeing from a battle will most likely get you killed regardless of what the crew is doing repair wise.

The Spire like the Pyramidion has two forward facing guns, however it is not as fast or as tough as its pointy nosed brother. It makes up for this deficiency by having both a medium and light gun for its forward facing armament. The Spire often hangs back in an engagement and lets its teammates "Tank" for them because even with two engineers working on the hull the Spire will not last long against a determined assault.

Battle Stations 1: Low stress engagement
Primary Engineer: By the hull, also fixes the turning engines and puts out fires on the main gun. If there is nothing better to do this crew-member should keep an eye out for enemy ships sneaking up from behind.
Secondary Engineer: Shooting the light guns near the helm. Repairing the balloon and top most engine between reloads.
Gunner: Shooting the main gun, and if necessary the left facing gun.
Battle Stations 2: high stress engagement
Primary Engineer: Repairing the hull at all times and either preying for salvation or cursing the captain for putting them in this situation.
Secondary Engineer: Helping rebuild the hull, putting out fires on the main gun and keeping the turning engines up.
Gunner: shooting the main gun for all its worth.
Pilot: The pilot in this situation may be called upon to repair the
balloon if both engineers are glued to the hull.
Battle Stations 3: Running away
There is no running away in a Spire. You are too big to hide behind things and too slow to get out of gunning range before you die.

The Galleon is the most heavily armed ship in the skies. Boasting four medium guns (two on each side) and two light guns (one facing left and one facing back). However the Galleon lacks any sort of forward facing fire power. To make the best of this immense fire power some crews fly with two gunners and one engineer. Other crews do will with a Primary and Secondary Engineer, or Primary Engineer and Buff Engineer.

Battle Stations 1: Two gunners one engineer Low Stress Engagement
Primary Engineer bounces between hull and balloon, if he has time he can shoot the left or rear facing gun.
Gunners: manning downstairs guns, repairing them as necessary.
Battle Stations 2: Two gunners one engineer High Stress Engagement
Primary Engineer bounces between hull and balloon, sticking to hull if there is the need to prioritize.
Gunner 1: On the gun deck taking shots whenever possible
Gunner 2: On the top deck shooting side and rear gun to discourage what ever ship is on top of you.
In this situation unless the pilot has a nifty trick they should probably be repairing the balloon or hull.

Battle Stations 1: Two Engineers one Gunner Low Stress Engagement.
Primary Engineer: Repairing balloon and hull. Shooting light weapons if there is time
Secondary Engineer Repairing guns and turning engines on the gun deck. Shooting the medium weapon if there is time.
Gunner: Shooting one of the medium weapons on the gun deck furthest from the engines
Battle Stations 2: Two Engineers one Gunner High Stress Engagement.
Primary Engineer: Repairing balloon and hull.
Secondary Engineer: Running all over the ship as the captain directs. Should prioritize turning engines guns.
Gunner: Bouncing between what ever weapons that has a target. Remember you don’t have to be at the gun while it reloads, and you can put more dps from two guns on standard ammo than one gun with specialty.

Note: The galleon has decent max speed, but crappy acceleration. Do not expect to run from a fight successfully. It is better to tank up and hope your ally has time to save you.

Ataris, could you post those translations in their best approximation to the Roman character set (Like what Time Bandit did)? I have duel monitors and would like to have a quick reference guide on the other screen for when I am flying with Russian players. Also I can't copy and paste cyrilic characters into GOIO's text chat. Unless a Russian player is translating my English chat to Russian via this page, I am no sure how helpful those translations were.

Feedback and Suggestions / Re: Behemoths of WWI
« on: February 25, 2013, 04:11:07 pm »
There was some discussion on the old forums about the Mystery Ship on the Refinery map. One of the Muse artists chimed in that the ship was a left over art asset from a time Muse was experimenting over the aesthetic and size of the playable ships.  Muse could work in some of their old ideas and ship designs into future versions of the game, but they have made no indication that they are going to.

It is always fun to speculate  ;)

Gameplay / Re: Balance Concerns & Questions 1.1.4
« on: February 25, 2013, 11:58:25 am »
Is it just my imagination, or does the mallet have a longer cool down?

The Heavy Flack has both shot drop, slow projectile movement, and a decently long reload time. It is considerably harder to score hits at range with it than the Manticore, and due to its small clip it is harder to bracket your target  than with the lumberjack. An experienced gunner will be able to hit consistently with this weapon, but in the hands of a new player the only way to be remotely effective is to go point blank, which is now no longer an option. Also a galleon has the least control over engagement range, since it can not back peddle and keep its guns pointed on target. The flack may still be useful on sniper configured spires and goldfish but the days of double flak galleon terrorizing the skies are over (at least until the next patch).

I only played a few games since the update but was absolutely murdered by the goldfish Manticore build. With the increase in weapons that do fire damage, and the longer rebuild times my life as an engineer has gotten harder. The heavy flack probably had that Nerf coming, but at least it was a hard to use weapon. The  Manticore has both ease of use and the best medium to close range damage output going for it.

The Lounge / Re: Introductions!
« on: February 22, 2013, 01:50:01 pm »
Hey look new forums, and I get to be the first non Muse employee to introduce myself. I go by HamsterIV in game and Wilson in real life. I like Guns of Icarus because it lets me live out that ruthless naval captain fantasy I have without undergoing the years of training and hard work to get to that position IRL. I also fancy my self a game developer, but to date have not created anything noteworthy. What I have created I post to .

See you in the skies.

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