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Messages - Captain Smollett

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So if somone could shout out what counters gat mortar pyra i would be all ears ^.^ ill perfect that build

Junkers as demonstrated by the Mandarins easily counter pyras.

Though very much out of favor these days, one single well crewed asymmetrical Galleon with a coordinated escort ship like the Paddling used to run will rip to pieces a gat mortar pyra.  It's been a long time since I've played competitively but when I did I pretty much always saw pyras as easy Galleon kills and picked on any pyras we faced to win matches.

Community Events / Re: Hephaestus Challenge Tipping Thread
« on: June 22, 2014, 02:31:22 am »
I know I've been gone from competitive for a long time but I must say it's interesting to read about Cake and Muse being favorites along with a relatively new team while BFS and MM are being painted as underdogs.

Anyways, my prediction for the week is that former competitive Ducks play on the Muse side and help them towards a resounding victory.

Feedback and Suggestions / Re: Repair tool: Steam Impact Wrench
« on: June 10, 2014, 12:53:08 am »
That's a pretty cool idea. .25 though sounds like carpel tunnel worthy speed. Hopefully they fix the hold for repair glitch first.

Q&A / Re: Help with strategy (Lumberjack Goldfish)
« on: June 02, 2014, 05:17:57 pm »
All solid tips so far to be certain. Kerosene will definitely help you reposition if cornered while flame thrower will be a great tool to disable and potentially finish a damaged balloon so you can rise and reposition.

Though this opinion is likely controversial I actually find the lumberjack to be suboptimal on a goldfish.

The Goldie's greatest strength is its speed and maneuverability which the lumberjack fails to truly take advantage of. A carronade though more aggressive can be far mor disabling while also allowing you to finish ships quickly with well timed and positioned rams into terrain.

If your gunner has fallen in love with the LJ I might recommend using one on the port side of a Galleon where if paired with a flak/hwacha and merc/Hades can be brutally effective.

I fully agree with and endorse this message. 

The Docks / Re: Quack Quack, it's Duck Time
« on: June 02, 2014, 12:31:54 pm »
That is awesome.

The Docks / Re: Quack Quack, it's Duck Time
« on: June 01, 2014, 02:30:23 pm »
Holy crap, that is actually really good. Looks like someone is giving Sam a run for his money.

Q&A / Re: Evasion and Approach on a Pyramidion
« on: May 31, 2014, 12:44:23 pm »
When it comes to approaching enemies, it's far more important to keep gun arcs then to hit a ram. Slowing down and tracking the target with pheonix claw on the way in is usually best.

The pyra doesn't have much going for it with evasion. Unless you can hydro to safety at close range or in the rare instance use your speed to fly away you're probably boned if an enemy catches you off guard.

This is why positioning in pyras are critical. Try to always have an understanding of where your enemies are and where they might be coming from so you can keep them in front of you.

Also against higher level players you'll likely do better with gattling mortar since a chemmed hull will take longer to break against a flame thrower than battling leading to a slower kill.

Q&A / Re: Evasion and Approach on a Pyramidion
« on: May 31, 2014, 12:35:28 pm »
Do not underestimate the value of moonshine on a pyra.

Moonshine far outclasses kero when trying to accelerate or stop on a heavy ship. Though kerosene can mindlessly be kept going, controlled bursts or flickers of moonshine lets a pyra travel at the same rare that it would with kerosene. Furthermore the utility of tapping moonshine to stabilize the ship after a ram, terrain bounce or hard turn is far more useful than it is given credit for due to the precious seconds of gun arcs it can grant.

Also don't forget that drogue chute can make a pyra nearly invincible vs blending.

Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: May 28, 2014, 03:05:10 am »
Just lots of rubber ducks and bread crumbs

Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 21, 2014, 03:14:40 am »
It has been known for a long time by a lot of players that nerfing the buff hammer would make gunners more viable.  However buffing, how and when to buff and working it in to a repair cycle all while gunning is one of the few arts that engineers have.  Removing its bonus to guns would probably remove it from many ships.

Instead of making the engineers worse, make gunners more diverse.

Gunnery tools that stack effects would make gunners superior in so many instances.

A tool to make reloading go faster.
A tool to make the gun turn quicker and farther.
A tool to give longer zoom and range.
A tool to give an increase in rate of fire.

If a gunner had tools like this, he could take the scope, the rate of fire increase and lesmok.  No one would ever use an engineer on hades again.

The gunner could take reloading faster and increase rate of fire and greased rounds.  This would make a gunner far superior on gattling.

A gunner with faster turning, zoom, and faster reload/burst would make a gunner a better choice on a n artemis.

Zoom scope and reload with charged could even make a gunner a viable choice on mercs.

Giving a gunner the ability to stack effects would make them outclass engineers on guns.  While engineers could still stack their buff to a gun, gunners could stack multiple tools.  In very high team work related moments, perhaps the gunner could apply their tools to an engineers gun in the same way and engineer applies their tools to a gunners gun.

Make gunners different, but superior to engineers on gun.  Don't make engineers worse.

Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 20, 2014, 02:36:43 am »
I can't remember prefiring ever being necessary. 

Gunnery was usually so good that armor breaks happened in one clip of focus fire.

Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 20, 2014, 02:31:40 am »
I think we'll eventually have to accept additive affects.

Using the previous example; having an ammo type that increases turning arc would be useful however having a tool that lets you increase turning arc while also being able to bring any other 2 ammo choices you want would make a gunner relevant as they'd be able to do something no other class could do.

Feedback and Suggestions / Re: Call for Gunner Ammo Ideas
« on: May 19, 2014, 04:27:26 pm »
Invulnerability clip would actually be pretty cool.  ]

Gun does deals half damage, takes 75% less damage.

Omniraptor clip

Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 19, 2014, 03:31:11 pm »
Well, since people are discussing the optimization of the Paddling's build, it seems appropriate for me to chime in here.

Regarding dodging heavy flak shots - Generally this was not possible as nearly every ship set up for a flak kill had either no balloon or a severely damaged balloon thus making any attempt at dodging much less effective. 

Regarding flak at close range - While we had a strict philosophy of all ships being able to operate independently of one another we never lost sight of the fact that we were a team.  We had very rigorous techniques in place to deal with charging opponents including what we termed "blocking".  In the advent of opponents attempting to make it within arm time, I would take my pyramidion and block the highest priority target.  This would almost always lead to an armor break and even within arm time a charged buff heavy flak can destroy all or most of the permahull of most GOI ships resulting in a kill.

Secondly let us not forget that the Galleon has an alternate side.  In situations where putting in long range damage wasn't preferable Squash had an innate and nearly perfect ability to understand when to switch sides.  His port side housed a hwacha and carronade giving plenty of disable, armor strip and explosive for his opponent to contend with.  Since Squash brought his hwacha to bear so effectively, having a second hwacha would be redundant and reflect the idea of diminishing returns being discussed in this thread.

When we needed long range killing, we had it, when we needed short range disable, we had that as well.

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