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Messages - Indreams

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61
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 10:06:47 pm »
Well, I meant this to be half-comedy, half-tip sort of thread.
Somethings are being taken a little too seriously, it seems.
So here are some comical ones.

62.) Thou shalt not question the numbering system of TEA.  :-X
63.) However thou shalt still strive for some sense of numeric order.
64.) Thou shalt not compare your engineering with that of "da orks"
65.) Thou art not a mekboy or a tech priest. Thou may not attempt to engineer on your fellow crew members.
66.) Thou shalt not insult Gilder's Squid, lest he challenges you to pre-1.2 Squid duel.
67.) Thou shalt be careful with the Zuka Sauce.


By the way, I have a bad sense of humor. :P

62
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 08:02:36 pm »
56.) Thou shalt spanner-mallet. Mallet-spanner is heresy.
57.) Thou shalt mallet-spanner. Spanner-mallet is heresy.

63
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 06:48:31 pm »
53.) Thou does not need to be able to count to be an engineer, as long as thou can count to three, which is the third number.
54.) Thou needs to have a good right arm to be an engineer.

64
Gameplay / Re: Animated Themes
« on: April 15, 2015, 05:58:58 pm »
Fireworks?

65
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 05:30:51 pm »
51.) If thou shalt use the Holy Fire Extinguisher, first shalt thou spray. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number is three, being the third number, be reached, then thou shalt swingst thou most Holy Rubber Mallet at thine component, which, being naughty in Cake's sight, shall be set alight again.
52.) Thou shalt prefer the Holy Chem Spray over the Holy Fire Extinguisher.

66
The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: April 15, 2015, 04:37:59 pm »
Maybe it wasn't thirty seconds, but I remember that we were about to lose, than me and my ally ran into the clearing. The enemies had moved high and away from the cap point. We uncapped the point, fought, and capped it. It was a crazy match.

67
The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: April 15, 2015, 03:17:08 pm »
Similar story on Labyrinth:

Me (Captain): We're gonna lose in thirty seconds, but guys, let's give it a last run.
*Charges in, un-caps the point. Wins the game few minutes later*
 :o

68
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 03:12:46 pm »
50.) Thou shalt repair Pyramidion's main engine from below.

69
Guides / Short Guide to Picking the One Gun
« on: April 15, 2015, 12:59:48 pm »
Short Guide to Picking the One Gun
By Indreams

Most of us know gun pairs. Carro-Flame, Gat-Mortar, Hades-Flak, etc. etc. But it's a little difficult to chose a gun for that single slot. Like the back of the Galleon, front of the Junker, and all guns on a squid. You know, the guns that will often fight alone (unless with expert piloting).


This is another guide for relatively new Captains who wants to learn how to outfit that single gun slot.


Your Single Gun
Your single guns needs tho things: good arc and ability to hold its own. Arc is the guns turn. A good arc is a big arc. The ability to hold its own is the ability to excel in its job by itself. Mortar has a poor ability to hod its own because it cannot do much damage without the aid of an armor stripping (piercing) gun.
Your single gun must be able to cover a big arc and be able to hold its own. Big arc because it will usually be the only gun covering that side. Ability to hold its own is essential since it will usually not receive help from the other gun.


I have ranked a few recommended guns for the single slot loadout. I hope the following helps in choosing that one gun.

1.)Dragon Tongue Light Flamethrower
The flamethrower has both good arc and ability to hold its own.
Horizontal arc of 60 degrees on both sides, 35 degrees up and down, are one of the largest gun arcs in the game. Furthermore, because flame particles expend, the real arc is even bigger.
Flamethrower's purpose is to set everything on fire. Well, it doesn't need any help with that (well, maybe a second flamethrower could help).

2.) Phobos Mine Launcher
I would have put this as the best single gun, but good gunners on a mine launcher is few and far between.
If you shoot it right, the Mine Launcher is the best gun in the game. If you can pop a mine right next to your enemy, you can wreck a massive hurricane of damage on the enemy. It comes with great arc (60 on each horizontal sides, 45 up, 15 down), and you don't need anything else to mine an enemy.
You know how great this gun is if you've ever faced a Munker.

3.) Artemis Light Rocket Launcher
Artemis has one of the longest range in the game (around 2000m) and one of the widest horizontal arc in the game (65 on each horizontal sides). With an accurate gunner, this gun can keep 3 to 4 enemy components disabled, by itself. Also, with its 125 direct explosive damage, it doubles as a flak once the armor is down.

4.) Barking Dog Light Carronades
Carronade is a solid gun. It is a little weak on the arc (55 horizontal on each sides, 35 up, only 15 down), but makes up with its buckshots. It's purpose is to pop balloons, which it can do by itself. If you put heavy rounds in it, it becomes a short range sniper (because all the buckshot/shotgun pellets gets concentrated to one point).
One draw back is, if you want a quick disable or quick balloon killing, the carronade will need some help, usually in form of the flamethrower.

5.) Whirlwind Light Gatling
Gatling gun is a decent on the arc (50 on each horizontal sides, 25 up and 50 down). It can strip armor very quickly, but that's about it. You'll want a mortar for the kill. You can snipe enemy guns, but flamethrower, artemis, and carronades are better. It's purpose is to kill, and it needs help to do that.

6.) Banshee Light Rocket Carousel
Really good arc (60 on each horizontal sides, 35 up and down), but not much else. It's a gun that's more effective with other guns, putting fires in enemy engineer's repair cycles and doubling as a weak flak once armor goes down.

7.) Javelin Light Harpoon Gun
Theoretically, its a good single gun. Good arc (60 on each side, 25 up and 40 down), with single purpose of 'pooning the enemy.
But its a broken gun with broken physics. Unreliable at best. You'd need a specific strategy that involves the harpoon to make this gun work.


Special.) Beacon Light Flare
Beacon Flare is not an offensive gun. So don't put it on the side you plan to attack with. Instead, put it in that one slot you won't use. With it's massive arc (best in the game with 80 on each horizontal sides, 50 up and down), it'll go where you want wherever you put it.
I've put it on that fourth slot of the pyramidion, and it can fire forwards.
Oh, in a pinch, you can use it as a long-ranged flamethrower. If you hit a component with flare, it'll immediately put 10 stacks of fire and bunch of lag on the enemy.


Guns You Should Never Use
These are the worst single guns. Don't put them in that single slot, ever!

Scylla Double-Barreled Mortar and Echidna Light Flak Cannon
These guns only work when you are seeing red, and you'll never see red firing this at enemy armor.

Hades Light Cannon
Poor arc (only 35 both horizontal sides, 40 up and 50 down). It also has arming time. It's not accurate or fast enough for reliable disables. It can strip hull, but can't touch the permahull. It's a great gun when paired with something else, but a bad gun by itself.

Mercury Field Gun
This gun is the worst gun you can put in the single gun slot. It has terrible arc (15 on sides, 15 up, 5 down). Put it on the slot that faces forward, with another gun. Don't put it on sides of goldfishes or back of galleons saying "Imma gonna mak' this side of dah ship dah snipa side!" It's just a terrible idea.


That Concludes the Short Guide to Picking the One Gun. Next up! Short Guide to Picking the One Ring to Rule Them All! :P

70
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 09:56:43 am »
45.) Thou shalt not call the [AI] creepy yellow creeps.
46.) Thou shalt not call the clan [AI] creepy yellow creeps.

71
The Pit / Re: Airship Voyage Checklist
« on: April 15, 2015, 09:28:57 am »
208. A book of physics for both of you so you learn a life vest of helium will barely slow down a human falling.

210. A book of GOIO physics for David Dire so he learns that your real physics is kaput when it comes to the mythical airship gases. :D

72
The Lounge / Re: Otto von Bismarck
« on: April 15, 2015, 09:24:13 am »
I AM CANADIAN

that is all

No, you are an American with amazing healthcare system, a decent democratic government, a better version of American handegg (hockey), and lots of snow.

73
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 09:18:18 am »
Also, a fix on the very first tenet.
1.) Thou shalt not bring extinguisher and chem spray.

74
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 09:16:51 am »
38.) Thou shalt not drink pilot's moonshine.
39.) Thou shalt not cook pilot's phoenix claw.
40.) Thou shalt not drink pilot's kerosene.
41.) Thou shalt not inhale pilot's hydrogen.
42.) Thou shalt not smoke pilot's tar.
43.) Thou shalt not sniff thine chem spray.
44.) If thou shalt fire the Holy Mine Launcher of Lochnagar, first shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number is three, being the third number, be reached, then shootst thou thy Holy Mine Launcher of Lochnagar towards thy foe, who, being naughty in Zuka's sight, shall be humped.

75
The Pit / Re: Tenets of Engineers on Airships.
« on: April 15, 2015, 01:19:38 am »
32.) Thou shalt not bludgeon the gunner in his sleep.
33.) Thou shalt not bludgeon the pilot in his sleep.
34.) Thou shalt not bludgeon yourself in your sleep.
35.) Thou shalt not attempt to repair a mythical sky whale.
36.) Thou shalt not look down the barrel of a gun while repairing.
37.) Thou shalt not skydive off the ship.

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