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Topics - Kyren

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16
Deutschsprachige GoIO Community / Patch 1.1.5 - Deutsche Patchnotes
« on: March 21, 2013, 06:03:01 am »
Version 1.1.5 Release Notes 19:02 (Original von RearAdmiralZill und Hubert PIckle, Übersetzung: Kyren)

Features

- Die meisten Schriftzeichen werden jetzt unterstützt, unter anderem Kyrillisch
- AI Namen mit Klassenindikator hinzugefügt
- Komponent- und Schiffszerstörungen des Tar Barrels werden jetzt angezeigt (wie beim Rammen werden Zerstörungen dem Spieler am Steuer zugeordnet)
- Zuschauer: Neue UI mit detaillierten Informationen über Schiffe und Crew
- Zuschauer: Crewmitglieder des ausgewählten Schiffs werden angezeigt

Balance

- Aufbauspiel neu balanciert, sodass Antriebe wieder leichter zu reparieren sind.

Fixes and Optimierung

- Exzessive Linsenverzerrung bei Waffen mit hohem Zoomfaktor behoben (z.B. Mercury)
- Einen Fehler bei der Waffenrotation behoben, der dazu geführt hat das Schüsse nicht ankamen wenn die Waffe teilweise auf beiden Achsen rotiert war
- Neue CRC-Paket Funktionalität erlaubt; das sollte routerspezifische Verbindungstrennfehler beheben (WRT54G und andere)
- Einige Serverfehler behoben um Performance zu erhöhen und Zeitlupentempo zu reduzieren/eliminieren

> Die (komplett sinnlosen) Physikperformancekosten für Zuschauer entfernt
> Physikperformance generell erhöht
> AI Crewmitglieder überprüfen ihre Sichtlinie weniger oft
> Netzwerkperformance verbessert; im Besonderen wurde die Menge an per-Spieler-per-Objekt Ladetätigkeiten reduziert.

- Einige Bugs beim laden der assets ausgebessert
- Fixed a bug where map name would not update after a vote
- Kartennamen werden nach dem Voting wieder korrekt angezeigt
- Mehrere AFK Bugs ausgebessert, speziell im Bezug auf Respawn
- Mehrere Änderungen an den Grafikoptionen: (werden auf Standardeinstellungen zurückgesetzt)

>Exzessive/doppelte Einträge in den Grafikoptionen entfernt
>Einen Bug bei der Erkennung der Auflösung behoben
>Mehrere Bugs im Bezug auf Auflösungseinstellung behoben

- Einen Fehler behoben bei dem AI-Gunner nicht den korrekten Sichtlinien-check unter 300 meter machten
- Shaderproblem behoben welches aliasing bei Objekten die gegen Rauchpartikel dargestellt werden verursachen konnte
- Rauchfahnen verschwinden jetzt richtig

Anm. Kyren: Die Übersetzung ist diesmal nicht sehr gut gelungen, ich bin die Tage etwas im Stress und konnte nicht alles überprüfen. Das Original findet ihr hier: https://gunsoficarus.com/community/forum/index.php/topic,343.0.html

17
Guides / Guide Overview
« on: March 16, 2013, 11:56:15 am »
Ahoy!

Many a brave Engineer, Gunner and Captain have taken on the challenge to pass their knowledge on to aspiring sailors. One might easily get confused with the endless rows of tomes full of knowledge we greedily hoard here, and this post is here to help you stay on course.

Community Wikis

English GoIO-Wiki http://gunsoficarusonline.wikia.com/wiki/Guns_of_Icarus_Online_Wikia
French GoIO-Wiki http://fr.gunsoficarusonline-fr.wikia.com/wiki/Accueil
(The French Wiki is currently lacking content. It would be great if any francophones could contribute.)
German GoIO-Wiki: http://gunsoficarusonline-de.wikia.com/wiki/Main_Page (Not yet up to date with Version 1.1.4)

Guide Index

General

A Guide for Guides
An explanation of good standards to follow while writing guides

Battle Stations
A guide on how Crewmembers can work effectively on different ships, covering a broad range of engagement situations.

The Day After: Effects of Combat on Willing Combatants
Comprehensive insight and facts on psychological and emotional stress during and after combat situations.

Topic: OPEN YOUR SUCK: Battlefield Communication
A guide detailing the importance and suggesting means of communication aboard

FAQ aboard a Ship
A collection thread for various frequently asked questions

Teaching new Players
A guide for experienced captains on how to properly deal with and help out new players

Geometry: A Pilot's Main Gun
AGuide and discussion about piloting ships in respect to blind spots and maneuvering


Piloting

Hamster's Pilot Guide]Hamster's Pilot Guide
An overview of all the key skills required to be succesful as a pilot

How to captain a ship
A guide outlining the role of a Captain before and within the match

Engineering

Where, What, and How? An Engineer's Guide
A guide aimed at Engineers who know the basics already, detailing loadout and engineering strategies

How to engineer efficiently on different types of ships (Part 1)
A guide on Engineer-loadout and positions on the Pyramidion, Junker and Galleon.

How to engineer efficiently on different types of ships (Part 2)
A guide on Engineer-loadout and positions on the Spire, Goldfish and Squid

Buffing 101
A guide on the Dynabuff Industries Kit, commonly known as the "Buff hammer"

Engineer Teamwork: An Effective Guide to a Loving Relationship
An overview of how to coordinate with fellow engineers

Hardcore Parkour: A Quick and Dirty Engineer's Guide to Getting Around
A guide on how to quickly get from component to component on a ship

Gunnery

"You didn't bring Heavy clip?!?!" - A weaponry guide for begginers

A general guide on Weaponry and Amunition


Ship-specific

Aboard a Goldfish
A guide covering the basics of Piloting, Engineering and Gunning on a Goldfish

Aboard a Spire
A guide covering the basics of Piloting, Engineering and Gunning on a Spire

Aboard a Squid
A guide covering the basics of Piloting, Engineering and Gunning on a Squid

Junker Build: Countering the Pyra Gat/Flak
Detailed explanation & tactics for a Junker build with Gatlings & Artemis Rocket Launchers

Weapon-specific
The Lumberjack Part 1 : Piloting a Lumberjack
A guide on the properties of the Lumberjack important for pilots, and how to put it to effective use


Guide authors, feel free to send me or another CA/Moderator a better text to summarize your guide's content! I'm sorry if my summarizations don't fit very well!
Thanks to Mr. N-Sunderland for helping with making this index!



Last Updated: 28.06.2013

18
Community Events / Language training days?
« on: March 13, 2013, 07:54:26 am »
Ahoy!

All of these days were I have russians as my allies or aboard my crew, I couldn't muster the confidence to ruin their language by pronouncing the words some russians have translated and  transcribed to the latin alphabet for us here. I lack a general understanding of russian phonetics, and I guess that happens to just anyone who looks at the translations we had here - I remember we had French and German.

Now English is the Lingua Franca here obviously, and I have no intention to threaten that status :P The recognition and support "we" get with the Community Boards, etc. is already great, but I think it could get interesting to do some steps towards profiting more from the internationality of the community. Not with strengthening the positions of the language blocks, but with interchanging them.

What I'm thinking of is Matches much like the Training ones, only that in this case the aim would be training language skills in communication aboard. More for the sake of fun and hilarity than for actually learning something. I guess that'd be quite unique for Online/ generally Multiplayergames and could surely look good for advertizing the game further if it works out well.

My idea would be that we put one native speaker on a ship that is fluent in English and can thus control and help the efforts of his respective crew of communicating in his first language. Imagine telling your scary russian captain that there's a enemy ship at starboard (in your struggling russian), and before he turns your ship around he corrects your spelling.

Anyone interested?

19
Guten Morgen!

Nachdem ich gestern unversehens in einem 3v3 voll mit deutschen Spielern gelandet bin, haben wir eine Steam-Gruppe für die deutschsprachige Community aufgemacht!

http://steamcommunity.com/groups/GOIODE

Großartige Events o.Ä. sind darüber nicht geplant, aber damit könnt ihr sehr leicht den Spielen anderer deutschsprechender Spieler beitreten oder nach einer Crew suchen um einmal nicht in Englisch übers Schiff schreien zu müssen!

Ich werde allerdings Ankündigungen für übersetzte Patchnotes und Turniere, etc. in den Ankündigungen der Gruppe posten! Falls einer von euch hier mithelfen will, einfach melden, dann geb ich euch die Rechte.

20
Guides / Aboard a Spire
« on: March 10, 2013, 04:33:20 pm »
Ahoy!

I see you've been following in the wake of the Solace. Well, you won't just always find me captaining there to tell you of the glory of Austria, but sometimes I'll engineer on the Flying Adventure. Captain Drogvaethor's Spire. I tell you, I nearly fell overboard laughing when he first told me that he was going to fly that "big tower-like-ship", and had secured some victories with it already. That was a while ago already, and while we still have regular arguments about how awful the Flying Adventure looks like in comparisation to the Solace, I find myself reluctantly bowing to the Spire. It probably takes a while to learn to fly it right, but it excels in the hand of a captain that cares for it. You won't make yourself a name for fancy maneuvers with the Spire, but for careful planning, strategy and cunning. Don't take the Spire lightly, it's a tacticians tool and excels at that.


Ship Stats and Resilience





Hull Health: 500
Hull Armor: 650
Balloon Health: 1200
Acceleration: 1.2 m/s²
Radial Acceleration: 3.7 deg/s²
Vertical Acceleration: 2.9 m/s²
Max Speed: 26.5 m/s
Max Turn Speed: 12.8 deg/s
Max Vertical Speed: 10.5 m/s
Mass: 170,000 t
Hull Profile: 1377 M²
Balloon Profile: 992 M²

Speed
Careful here, Spire's aren't meant to be chasing around other ships. You're a threat, but not one to stalk after that ship in front of you over half of the map while giving up cover and exposing yourself. It's speed matches that of a Junker, but every other ship, including the Galleon, is faster. Move out of danger with your engines, or use them to bring you in a favorable long range position to wreak havoc on your enemies over half of the map. Much like the Galleon, a Spire doesn't need to be moved much in favorable circumstances. Still, given your slow speed, it might be better to fight it out in close quarters when you find yourself attacked on close range, than try to fly away. In the best, and not so unusual case, you'll snipe your enemies from afar though.


Hull
Don't rely on your hull to take too much of a beating. One good hit of a mallet and it's nearly up fully again, which makes it very quick and efficient to repair, but also forces one engineer to constantly watch out for it. It makes for a very easy target, because of it's huge hitbox. Vertically it's very difficult to miss a Spire's hull. Horizontally, it has a slender profile, like a Goldfish or Junker, but again, you can't move sideways fast enough to make good use of that. Take cover whenever you're able to, clouds, debris, rocks. If you've just got your balloon visible and your front gun at the top operational, you'll be able to do some damage already. Other than that, a Gatling will make quick process of your Hull Armor, and so will a Mercury. While it's Hull Health isn't all that bad though, try to not rely on the Spire taking huge amounts of damage. It's fragile.


Balloon
Your balloon can take some beating, and this will be crucial for movement with the Spire. Considering you can't strafe left and right like faster ships, you'll have to go for up and down and make the enemies shots pass right trough under or above you, or hit the balloon where it doesn't hurt you so much. Still, this requires high doses of Hydrogen and Chute Vent, that will in turn damage your balloon. In any case, you're in charge of the whole process on the top deck of the spire: You can apply the relevant captain's tools at the helm, step back from it while you're flying higher, and give the balloon a quick hit with the mallet. Or ask your top engineer to take care of it when the top gun reloads.


Engines
The Main/Accelerating Engine is a little tricky, because it's halfway down the Ship, next to nothing. It is possible to give it a quick hit with the Mallet whenever one passes by, but Engineers will mostly be using the ladder on the Spire to quickly alternate between the Turning Engines next to the Hull at the lowest section of the Ship, and the Balloon on top of it.  The Turning Engines are thus very easy to take care of, easy to be fixed while waiting for the repair cooldown on the Hull. The Main/Accelerating Engine will have to be served by someone stepping down from the top deck.

Guns
All the gun positions of the Spire are very close to the Hull, so they'll often soak the AOE damage from enemy fire. If things are dire, expect to have the medium guns all around your hull to not be operating and keep a close eye on their status before you turn your side-flamer or carronade around to get rid of that nasty Pyramidion that's going to ram you. However, the Spire comes with 3 Light Guns and 1 Heavy Gun.
Top Deck: 1 light gun facing front (together with the heavy gun at the lower deck), 1 light gun facing starboard.
Middle Deck: 1 light gun facing port, one heavy gun facing front (together with the light gun at the top deck)

Now that's quite clear: Your front guns are meant for offense. Putting something defensive, short range on top would be a waste. You can do incredible amounts of damage if you use the heavy gun at the middle deck and the light gun at the front deck. Think of synergy and damage types that work together well or can disable parts of the enemy ship well on their own on long or middle range. A easy example is coupling a Mercury Field Gun with a Typhoon Heavy Flak. The Mercury destroys the enemies armor, the Flak tears trough their Health once the armor is gone. Works the same way if you replace the Mercury with a Gatling, but needs a much closer range. Similarly, you can destroy a enemy Balloon with 3 hits from a Lumberjack and then destroy their Armor with the Mercury while they're crashing into the ground. Long range is where the Spire is best, bring ships down before they've even got a chance to spot.

The port and starboard guns are a different matter. Given that the Spire is amazingly quick to turn, you will always have a chance to aim your front guns at the enemy and hardly have to rely on the medium guns to do your offensive work. Still, your front guns may be rendered useless up close, depending on your setup. (Lumberjack and Flak have a arming time, if it isn't reached the damage is greatly reduced - you won't reach it shooting at a ship directly in front of you, they'll be ineffective. A Heavy Carronade is only effective at medium ranges and mostly you won't want to get up that close. For a Hwacha you'd have to get even closer, even if it offers wonderful protection in close quarters.)
Personally I find that the port and starboard guns on the Spire can either be used to complement long range firing, for instance by putting a Beacon Light Flare Gun at the starboard slot and thus making it impossible for other ships to hide, but are much better suited for close quarter defense. Flamers and Carronades should do well to busy enemy ships that get too close, although note that a flamer will not be a threat for a experienced crew, and that a captain with a Drogue Chute can take the effect of a popped balloon much lighter. The Spire isn't really made for close combat with it's fragile hull. Have the enemy come to you, and snipe him down on the way. Works much better!

Of course I don't want to talk you out of your Hwacha and Gatling Spire, but the chance that you can sneak up on a enemy ship unnoticed is rather small.

Note that Lesmok Rounds can increase accuracy on long range!

Examples on Loadouts




Top Deck:
  • 1 Light Gun: Starboard
  • 1 Light Gun: Front
Middle Deck:
  • 1 Light Gun: Port
  • 1 Heavy Gun: Front

The Spire's role is somewhat predefined. In close combat, it can act as a support ship with it's multitude of weaponry, but that would be limiting what it can truly achieve a lot. It's not exactly a predator moving around the map, but a sniper hiding between some debris or just at the edge of some clouds. It can't take much damage, and it's too slow to dance around enemy ships and keep them from hitting. Thus, it has to go for long range sniping. If I know that I've got a skilled Spire behind me, I'm not afraid to advance straight on on two enemy ships. Chances are that the Spire will disable one of them even before I'm in reach.

Still, there's a rather fine selection of long range weaponry to allow for several viable Spire builds, and especially if you get caught up in close quarters with it your light weaponry will make a huge difference.

The Spire excels when you have both your front weapons, in this case the Mercury Field Gun and the Typhoon Heavy Flak Cannon pointed at one target. Choose weaponry that can disable different components of the ships on it's own to keep the enemy engineers busy at their posts, or maximize a single damage type to quickly tear away important parts of the enemy ship. ( e.g. ; Step 1, take the armor down with the Mercury Field Gun, Step 2, shoot their unprotected hull to pieces with the Flak)

A working loadout should be the following:

Top Deck Front Gun: Mercury Field Gun
Top Deck Starboard Gun: Barking Dog Light Carronade
Middle Deck Port Gun: Dragon Tongue Light Flamethrower
Middle Deck Front Gun: Typhoon Heavy Flak Cannon

It's simple and effective, mentioned above already. New Gunners might have trouble with the Mercury Field Gun, but it's usually easy to fit in and rewarding to work with. The Flak is only effective at long ranges, and it doesn't do a tremendous amount of damage to a ships armor, that's why the Field Gun complements it just perfectly. Both weapons allow for shooting over half of the map and have a rather clear firing arc. As long as the ship is held still, and that'll be the case half of the time if things are going good, gunners should have no problems hitting their respective targets.

Let's have a look on the single guns and their tasks on their respective positions:




Top Deck Front Gun: The Mercury Field Gun is able to destroy most armors with 2 concussive shots. Evenly important is it's ability to destroy most other components with 1 to 2 shots as well. You've got a Goldfish approaching you on long range? Aim your Mercury on it and destroy their front gun. A ship's fleeing from you, searching cover? Take out their Engines.

Top Deck Starboard Gun: There we've got a Light Carronade for defensive use. It takes down balloons fairly quick, about 2 clips of it should bring the enemy ship in trouble. The reasoning behind putting the Light Carronade on the Top deck is that from this position it'll be able to shoot at enemy ships above and under the Spire, giving the Spire time to get to a little better position while the enemy ship is busy trying not to crash into the ground.

Middle Deck Front Gun: That's the tool for finishing the job. The Mercury Field Gun on the top deck softens up the enemy ship either by making them unable to move or attack by shooting their components, or straight chipping away their hull. As the explosive damage of the Flak is especially good against Hull Health, it's a very satisfying combination.

Middle Deck Port Gun: A flamer. Not a very good weapon against experienced crews, but I find it still proves a minor distraction any event. The reasoning behind this is that if a ship is that low on us, they've got their front guns aimed at our hull and barely a chance to miss. A carronade could still pop their balloon from here, but I'd sooner try to disable their guns and ships with some flames. A rocket launcher might also work for that, but I don't trust them that much yet.

The loadout of a Spire, at least the Light Guns for the sides have been tough choices for me. In my opinion they are more for defensive work, because a Spire turns fast enough to give it's front guns a good fire solution, but I've seen other captains including them successfully in offense, especially with popping balloons. That requires to be much closer to the enemy though, and for me that's not where I'd like the Spire to have. Of course, you may come to different conclusions on it, and I'm sure that the Spire has many varieties to offer that work just as good and have slipped from my vision so far. Don't take my words on the Spire for a Bible, try to understand my concept and loadout, and then try to find your own way with it.


Engineering on a Spire

Engineering on a Spire is fun. It's a beautiful ship to run around on, it doesn't look very gracious from the outside, but it certainly has a nice interior. You'll begin to like that spiral staircase, trust me!

Given that it is a very fragile ship and all of it components are fairly close to the Hull, it'll suffer heavily from AOE damage and even more heavily from having it's hull exposed. It's a tough job keeping a Spire alive in a firefight, but very catching. Up the ladder to the top deck, give the balloon a hit with the mallet, quickly rush to the starboard gun to shoot a salute to the passing enemy.


Top Deck:
  • Helm (Not a component, strictly speaking..)
  • Balloon
  • Front Light Gun
  • Starboard Light Gun

That's where a good part of the action takes place. Here's the Captain, close to his sturdiest maneuvering tool on the Spire, the Balloon. If things aren't too dire, you can usually expect your Captain to take some care of the balloon. However, as the Gunner will usually sit in the Heavy Gun it's usually one of the Engineers firing the Top Front Gun. Make best use of it as long as your ship isn't in trouble, it's very important for the Spire to have both guns firing. If you're in a very good position and don't plan on leaving, chances are that the Captain takes a turn on firing the Top Guns too. If you need to get down to the hull, you can jump down the ladder with some practice. It's possible to get stuck in it at the end though, so watch out!

Middle Deck
  • Front Heavy Gun
  • Port Light Gun

Whenever I had to be on this deck, things were going bad. We were either under heavy fire and our Heavy Gun destroyed by it, or we had enemies on two sides, which forced me to take Port Light Gun to fend them off. In any case, this deck can be quickly reached by running up the staircase next to the hull. Remember that the Hull of the Spire is quite fragile though, so you might sooner ask another engineer to take care of the guns on the middle deck and stay at the hull.

Bottom Deck
  • Hull
  • Turning Engines
One engineer should almost constantly hang around here. The hull of the Spire is quick to repair, but almost as quickly shot down again. There's no flying around with half of the hull repaired on a Spire, that's just too dangerous. You'll still experience long periods of just hopping around the ship doing nothing, because if the Spire has a got a suitable position, it might just snipe every enemy down that tries to approach it. The turning Engines are very easy to reach though, and if you're needed on the Top Deck for a shootout you can access it easily with the ladder.


The Spire is unforgiving if you're not fast enough. Once you're in a firefight, parts of it will constantly take damage, and by parts I mean quite everything aboard the ship. Any AOE hit to the Spire's Hull is bound to inflict some damage on components. If the Captain helps out with the balloon and the Gunner takes care of his own guns, it won't be all that stressful though. Buffing isn't a very big topic on the Spire, because you can't cure it's lack of speed that easily with buffing it's engines. Buffing the hull is of tremendous importance, of course, and buffing the guns is as usual, a boon. If you're more into relaxing though, bring a Mallet instead of the Buffing Kit. Considering how often the components will at least be somewhat damaged, you'll have a much easier time with just hitting them once and moving on.

Gunning on a Spire



On your left, that's what we call the middle deck. Consisting of the portside gun and the heavy gun, I recommend this to be the best place for the Gunner. The Heavy Gun should be your tool of choice, and if you take care of both the guns on this deck, you'll save the Engineers some trouble. However, down here you'll have to work in unison with whoever mans the front gun at the top of the ship, only then the Spire does the damage it's supposed to do. You'll often see shots coming from the top deck towards what you're aiming at, so you'll perfectly know when your counterpart on the top deck is doing it's job or not.

It's very likely that the guns will just be divided - The two on the top deck manned by one Engineer and maybe the Captain, and the two on the middle deck by a Gunner. Your Captain or Crew might have different wishes on this one, so make sure to ask. But generally, just sit in the heaviest gun on the Ship and do what you can do best!

Remember that, depending on the Loadout your Captain has chosen, your effectiveness might decrease the closer your target gets. Heavy Flak and Lumberjack have a arming time, if this arming time isn't reached those weapons do less damage. In the event of a enemy ship being very close, and you having a Flak or Lumberjack, it might be a good idea to switch to one of the sidearms until you're in minimum reach again.

(Reached 20.000 Words limit here! Thanks for reading so far, and please continue in the next post if you feel like it!)

21
Guides / Aboard a Goldfish
« on: March 08, 2013, 03:24:48 pm »
Ahoy!

More than glad you've found your way here, sailor, for there's much to be learned about the glory of the Goldfish. 'Fore I'm done with you, you'll learn to love the ship as I do. A glorious sight, a amazing sight, simply breathtaking to behold her break free of a sandstorm, shaking sand and dust from her golden scales, gleaming in the light of the dying sun! Yes, I can see you are having tears in your eyes upon imagining this sight. Worry not, it is usual that we are overwhelmed by the grace of those ships. Let's go into detail, and find out what exactly makes them so wonderful.

Ship Stats and Resilience





Hull Health: 400
Hull Armor: 1100
Balloon Health: 1200
Acceleration: 2.0 m/s²
Radial Acceleration: 6 deg/s²
Vertical Acceleration: 3.3 deg/s²
Max Speed: 32.4 m/s
Max Turn Speed: 12.6 deg/s
Max Vertical Speed: 10.5 m/s
Mass: 150000
Hull Profile: 680 m²
Balloon Profile: 969m²



Speed
Goldfish are the lightest among the heavy ships, but remain very well balanced. Only the Squid beats them in speed, and while a Spire clearly beats them in turning speed they are still fast enough to turn to keep the front gun pointed at the enemy most of the times. At all other ocassions, they're on par with a Spire if using Phoenix Claw.


Hull
Two shots of a Mercury Field Gun reduce their Hull Armor to nothing, and so does one well aimed clip of a Gatling. A Heavy Flak takes about 3 shots to destroy the Goldfish's Hull, which helps the disadvantage of not having a very strong armor. Still, the armor is very reliable as it takes at worst 3 strokes of a mallet to have it in good shape again.

Balloon
The Balloon of the Goldfish is quite reliable, you can use Hydrogen to raise from the ground to the height limit and still have about a third of it left at best. As a note, if you're under carronade fire, you can make attempts at quick rising if your balloon has about a third of it's health back. Still, given the speed of a Goldfish it' can be possible to maneuver out of harms way for a long time with the Drogue Chute and your balloon constantly being repaired and popped again. If you're in open terrain that won't work good, but if you've got a chance to take some cover for your balloon, it'll be up and going in next to nothing. About 4 strokes of the mallet bring the balloon back to full life again, considering that you can attempt short maneuvers with Hydrogen and Chute Vent just around with half of it's life.

Engines
They're a little exposed at the aft of the ship, especially the accelerating engine. The latter is also difficult to reach, as you've got to get up to the helm of the ship, running away from the hull and balloon. One beat of the mallet and they're good to go, though, all of them. The lower engines, the turning ones, are especially pleasant to repair, even though you've got a dead end with them. If there's anything with Area of Effect hitting your Goldfish, the Engines will often remain unharmed unless directly targeted, or unless the AOE strikes close to the aft of the ship. They'll be relatively safe if you're just taking damage from the front and the sides.

Guns
Your front Gun is always very exposed and easy to hit. A missed shot from front is often bound to not hit your hull, but disable your front gun. Get a manticor from front, your hull's mostly alive, your front gun isn't. If you're expecting a tough fight, it's a good idea to ask the Gunner to repair his own gun, the midship engineer will have a much easier time running around between Hull, Engines and medium guns then. Your medium guns are on the sides of the Goldfish, and because it's a fast ship to turn around, you won't use them often. Mostly it just works better to have your heavy front gun do all the work. Close and long range weapons are equally effective on a Goldfish, although I find that you can forget about a light Flak on the sides of it. I'd recommend self sufficient weapons - Some medium weapons are effective already on their own, such as the gatling and the carronade, while others need to be complemented by something to lash out their full potential. If you're in trouble, your medium guns will soon be down. They're on the exposed sides of the Goldfish, and they'll take a beating along with the hull.

Examples on Loadouts





A Goldfish comes with one Medium Gun and two Light ones. Medium at the front, light at the sides. Also considering it's loadout, it's a very versatile ship - Go long range with a Lumberjack or Heavy Flak, Medium distance with a Heavy Carronade, and up close with a Hwacha. A Goldfish can accomodate just every heavy weapon perfectly, it is as effective as a long ranger sniper as it is as a close combat harassing ship.


However, it is very difficult to point 2 of it guns at a enemy ship at the same time, some weapon combinations make it easier (anything close range), but in general it remains a matter of equal portions of skill, luck, and the size of the enemy ship. Flamers make a good posibility for this, as they have a wide range of AOE.

To have a example for a fairly well working loadout, here's one of mine:

Front: Hellhound Heavy Twin Carronade
Portside: Barking Dog Light Carronade
Starboard: Whirlwind Light Gatling Gun

It's rather close range oriented, and I try to make best of use of the Goldfish's easy maneuverability and speed, working in much the same manner as a squid that pops ballons. Get us at a dead angle, behind or above the enemy ship, and pop their balloon. The weapons on the side are mainly for defensive use, that's why I like to keep them self sufficient - A medium carronade can pop a balloon as well and rob the enemy of his advantage. A gatling will at least keep one of his engineers busy, or give us a opportunity for a quick ram. They hardly back up our front gun, though, except the side carronade. It's amazing how often you have a enemy ship with a popped balloon diving trough under you, and you're still able to catch it with the medium carronade on the side. Still, it happens rather seldom that I have to rely heavily on the side guns.

Let's cover the single positions of the Loadout screen aboard the ship in more detail:



Front The Main Weapon of this Goldfish is a Heavy Twin Carronade, used to destroy Balloons with about 2-3 hits with Heavy Rounds, and 3-4 without them. The front weapon of the Goldfish is quickly accessable for Gunner and the Hull Engineer, and ideally your gunner will spend most of his time sitting in it or standing next to it spotting.

Starboard Gatling guns make quick work of any other ships armor, except those of Galleon and Junker. For a Galleon they take about 3 or 4 clips. Note that the Starboard Weapon slot is very close to the Hull, so a Engineer repairing the Hull will have a very easy time switching to the starboard weapon!

Port A simple light carronade, apt at popping balloons. It goes along good with the main weapon of this Goldfish, the Heavy Carronade, but also poses a threat to enemy Balloons on it's own. Most likely the Gunner will have to man this one, because the Hull engineer would have to run a circle everytime for getting to it and leave the hull unprotected. The Engineer close to the Balloon would have a quite long way still.
Keep in mind that this loadout is by no means perfect or complete. The Heavy Carronade at the front can easily be contered by raising higher than the Goldfish and hiding the fragile Balloon with the much more resilient hull. The carronade on the port side is ill positioned, because any member aboard the ship would have to give up a more important position to reach it, and a weapon that is less viable for defense, and more for attack, would be better there. For this, the gatling could just be switched with the carronade, to have a defensive weapon close to the hull, and a more offensive weapon further away from it. Don't just blindly copy things you see on fancy screenshots, but use your best judgement to determine what loadout to use aboard your ship!


Engineering on a Goldfish

You've chosen one of the nicest ships to engineer on. Well, let's be honest, you've chosen THE ship to engineer on. You won't find a better one, trust me. Very well!

The single components of the Goldfish are all a little far away from each other, but given the size and the easy maneuvering aboard of the ship you'll get around quickly. The only thing you'll hardly ever examine more closely about the ship is the front gun, but you'll often find yourself using the side weaponry.

Usually you've got one Engineer at the lower deck, tending to the hull, and one Engineer at the upper deck, tending to the balloon. The latter won't see much of the action going on, because there's quite some distance between the balloon, the main engine at the aft of the ship, and the weaponry midships. Still, if things are dire, the Captain doesn't have a long way to get the Balloon up and going with a Shifting Spanner, and the balloon-engineer can quickly jump to the engines at the lower deck.

Unlike on a Squid, you'll need to bring a Rubber Mallet to effectively repair the hull (and all the other components) of the Goldfish. Buffing it's hull will greatly increase it's already not so bad defenses, and buffing the engines will provide your Captain with even more speed to rush to the death of your enemies. Finally, just as aboard every other ship, buffing the guns increases their damage. Always a good idea with the front gun of the Goldfish, in good times it will constantly be in action.
That's where you jump off the upper deck to get to the engines
on the lower deck.

Gunning on a Goldfish

You'll be the hero of the day if you bring a headset along! Gunnery on a Goldfish is a not too difficult task, if your Captain knows where to point the ship, and if your enemies aren't busy picking off your guns with their Mercury Field Guns. Usually, you'll be in or just next to the big gun in the front of the ship. Make yourself at home there, learn to treat it well. If there's a Carronade or a Hwacha, expect that your Captain will bring you close to the enemy ship and don't give your position away by shooting before you're in effective range. If there's a Lumberjack or Heavy Flak, prepare for a long range engagement and make sure every shot counts.


The side guns are usually manned by the engineers, especially the one next to the hull. If all your engies are on duty though, you'll have to use your best judgement or the captains orders to know which gun to man. Keep in mind that the front gun will likely be the one your ship and captain rely the most on, and the side guns will either serve for defensive measures or complement the strategy necessary for the front gun to be effective. The side gun one next to the stairs leading to the helm is more difficult to reach for the engineers, so you might occasionally keep an eye out on that one too.

If you're on the front gun and your target is below you, chances are your captain can't see it. His view will be obstructed by the hull and nose of the ship, and you'll have to tell him directions and mark the ship as often as possible.



Captaining on a Goldfish

In my humble opinion, the Solace Goldfish is a amazing ship.

You probably expected me to come up with some cool captaining secrets after enduring this long wall of text, but there is no best way to use a goldfish, nor a strategy to work under any circumstance. I can say with absolute certainty, that the Goldfish is the most gracious ship out there, blessed with a absolutely balanced and devastating mix of speed, resilience, weaponry, maneuveability. It has no weakness, other than probably it's broadsides and it's backside.

A Goldfish can be made to fit almost any strategy - You want to go for popping balloons, fine, equip a heavy carronade or lumberjack. One is close range, one is long range. You're more into making short process with hulls? Heavy Flak for long range,  Hwacha for short range. The Hwacha does not truly render hulls useless, at least not until it has rendered the rest of the ship useless, but with a Goldfish you're able to get in close enough to your target to make every single missile count, and move quickly out of the fray again if you're in danger. Together with it's speed and good armor, it can take one single ships as well harass others for your allied ships to deliver the final blow. Going for flaming with the sidegun is possible similar to a squid, charging right in and ramming works just a little worse than with the Pyramidion. When you captain it, you've got a good view on what's ahead of you and to the sides, your view to the back is a little obstructed but you'll see anything approaching under your balloon still. For anything directly under you you'll have to rely on your crew to call you positions.

Other than that, it makes for a very easy and calm flying. It moves fast, but allows for sharp turns if you set the throttle to none or backwards shortly. If you crash into something, it can take the damage. If you're going low on the ground, it doesn't have much draft. It's a perfect ship to get used to captaining, and it'll still be worth returning to at any other moment. Just make sure you don't show your broadside to the enemy, that's when the Goldfish is the easiest to hit. From front and behind it's slim and gracious.

Your side weapons can be used for defensive means, then best make them able to hold their ground on their own. A single rocketlauncher won't render your enemy incapable of shooting at you, but a popped balloon by your light carronade my rob him off his advantage. Also, a armor that is rendered useless by a gatling might change the other captains plans. They're as good for attacking, though - You might have to turn the ship a little at times to get them in good range, but you can easily look left and right to see their firing arches. The enemy ship survived your Hwacha? Now a rocket launcher at starboard might just be enough to cripple the rest of them!


Hydrogen Raise from the ground to the height limit in a matter of seconds, the Goldfish is already good at gaining height, with that it's just amazing.
Chute Vent Similar - You'll have to be careful to not outright crash into the ground when you use it!
Drogue Chute Your balloon is very easy to hit! Use the chute until your balloon is up to half it's health again, and you'll be fine to use Hydrogen to get higher than that carronade that's pointing at your balloon!
Kerosene I don't find the increase in speed so horribly strong, but it definitely helps matters. The downgrade in maneuverability with Kerosene is very noticable on the Goldfish though.
Moonshine Just as on any other ship. Goes well together with impact bumpers and ramming, helps you to accelerate to full speed early in the game.
Impact Bumpers You can usually avoid getting rammed by careful use of hydrogen and chute vent and your advantage on speed, but you'd best bring those if you're intent on ramming.
Phoenix Claw Now that damned Squid won't fly around in circles anymore! Makes you turn fast enough to match a Spire.
Spy Glass Personal preference. If your crew feels up to it, have them do the spotting for you.
Tar Barrel Got someone daring enough to come close to your Goldfish and you're on the move? Tar Barrel can be easy to avoid, but you might want to give it a try. You'll at least force the enemy to get lower or higher, to not straightly fly into the black cloud trailing behind you.

That concludes our time together, lad. I am by no means a captain worthy of telling you how to fly your ship, but I hope you could gain some insights and information from the few thing's I've noticed during my time flying the Solace. If I get the chance to, I will actualize and refine this guide, so feel free to comment on it! Give me your opinions and ideas, and with the time we can hopefully make it somewhat proper!

22
Deutschsprachige GoIO Community / The Cogs - GoIO-Rotationsliga
« on: March 08, 2013, 07:44:31 am »
Grüß euch!

Für all diejenigen unter uns die noch eine größere Herausforderung suchen organisieren Qwerty2jam, Swallow, Morbie, Keyvias und Bubbles wöchentlich eine Rotationsliga. Die erste Runde ist noch nicht angelaufen und es sind noch genügend Plätze frei für neue Teams!

Die Übersetzung des Regelwerks und einige Erklärungen findet ihr hier, und den Anmeldungsthread auf Englisch hier.

Sollte jemand Hilfe beim Anmelden auf Englisch brauchen, einfach melden, dann übersetz ich euch den Text.

23
Community Events / The Cogs - Regelwerk & Erklärungen auf Deutsch
« on: March 08, 2013, 07:08:23 am »
After a brief discussion with Swallow, I've taken the liberty of translating the whole Cogs-related stuff and posting it here for hopefully attracting some more German-speaking players. I'll keep it updated as often as possible! The translation has been kept as close to the original as possible with my non-professional skills at translation, and I'll be glad to correct or adjust it to any of your wishes, suggestions or critics!

Übersetzung des Originalthreads von: http://gunsoficarus.com/community/forumarchive/discussion/1196/the-cogs-a-guns-of-icarus-rotation-league

The Cogs - Eine Guns of Icarus Rotationsliga
Cog = Zahnrad

An die noble Damen und Herren von Icarus. Unter der gemeinsamen kreativen Macht von Swallow, Keyvias, Morbie, Qwerty2jam und Howard wurde ein System entwickelt, in dem Teams bestehend aus bitteren Rivalen jede Woche ihr Glück in einer außerordentlichen Zurschaustellung von Airmanship und Können versuchen.


Nun gut, genug davon.

Die Organisatoren die schon die Fjords Liga organisiert haben, haben ein System für eine längerfristige Liga entwickelt welches einer starken, wöchentlich zusammenkommenden Community den Startschuss geben sollte. Dieses System sollte uns erlauben die besten von Icarus zu und auch den Aufstieg neuer Teams zu sehen. 

Die Liga wird am 16. März um:
4pm EST (Amerika)
7am GMT +10 (Australien)
10pm GMT +1 (Österreich, Schweiz, Deutschland... Zentraleuropa)
starten.

_________________________________________________

Das System ist einfach, adaptiv und gleich hier darunter klar erklärt:


Rotationsliga (The Cogs)


Dieses eher hässliche Diagramm zeigt eine einfache Rotationsliga. Versucht euch vorzustellen, das jeder der Kreise ein Zahnrad ist. Jedes der Zahnräder dreht sich jede Woche um eine Kerbe weiter und erzeugt damit eine neue Kombination von Nummern. Das Ziel ist einfach. Auf Position 1 zu kommen. Bevor wir zu den Details kommen, erklären wir jede Sektion.



Die Rote Sektion ist das Zahnrad des Champions. Dort ist das beste Team. Nett, was?


Die Grüne Sektion sind die Herausforderer-Zahnräder. Diese 3 Plätze sind für die Teams die sich gegen den Champion behaupten düfen. Sie drehen sich im Uhrzeigersinn.


Die Blaue Sektion ist das Aufsteiger-Zahnrad. Das ist die niedrigste Sektion und beeinhaltet Teams die noch nicht gut genug sind um sich mit der Top Vier zu messen, aber gut genug sind um einen anständigen Kampf zu geben.


Die Graue Sektion ist für Neuanfänger. Im Prinzip ist es eine wer zuerst kommt, wird zuerst bedient Liste von Teams die in der Cogs-Liga mitspielen wollen. Falls das Team am Anfang der Liste nicht anwesend ist, bekommt das nächste Team eine Chance.


Die Zahlen 1-10 symbolisieren das folgende:


#1: Die Besten der Besten. Die Champions der derzeitigen Serie.


#2: Diese Sektion ist das Team das im Moment die Champions um ihren Platz bedroht. Der violette Streifen zwischen #1 und #2 symbolisiert das wöchentliche Spiel zwischen #1 und 2. Der Gewinner des Spiels zwischen #1 und #2 wird die neue #1, und der Verlierer bekommt die #2. Am Ende der Woche wird #2 im Uhrzeigersinn gedreht und wird #3.


#3: Das ist eine Ruhesektion. Das Team in #3 spielt nicht, hat aber stattdessen eine Woche Zeit zu trainieren und sich vorzubereiten. Am Ende der Woche wird #3 im Uhrzeigersinn zu #4 rotiert.


#4: Das ist die niedrigste Sektion des Herausforderer-Zahnrads. Das Team in dieser Sektion spielt gegen #5 um zu entscheiden wer #4 behält. Der Verlierer des Spiels wird in #5 gesetzt. Das ist die Einstiegssektion zum Herausforderer-Zahnrad, es rotiert am Ende der Woche im Uhrzeigersinn auf Sektion #2.



#5 Das ist die höchste Position im Aufsteiger-Zahnrad. Das Team das #5 hält wird gegen #4 Spielen um zu entscheiden ob sie weiter aufsteigen können oder nicht. Dieses Zahnrad dreht sich am Ende jeder Woche im Uhrzeigersinn.


#6/#7/#8: Das sind Ruhesektionen. Hauptsächlich sind sie dazu da um neueren Teams etwas zu tun zu geben, diese Sektion stellt aber auch sicher, dass es immer genug Herasuforderer für die Neulinge mit den Nummern #9 und #10 gibt. Sie drehen sich im Uhrzeigersinn und sind quasi eine verlängerte Ruheperiode.


#9 Das ist die niedrigste Zahnradposition. Teams in dieser Position sind in großer Gefahr im wöchentlichen Kampf von Herausforderern von der Position #10 ganz aus der Cogs-Liga zu fliegen. Entweder das überlebende Team oder die Herausforderer werden am Ende der Woche im Uhrzeigersinn weitergedreht.


#10: Das sind Neulinge. Im Grunde eine Liste von Teams die das Zeug und den Willen dazu haben im Cogs-System mitzumachen. Einmal die Woche stellt sich eines der Neulingsteams demjenien Team aus dem Aufsteiger-Zahnrad welches aus der Liga fliegen könnte. Der Gewinner bleibt im Aufsteiger-Zahnrad.


Es sieht schwierig aus, aber wir versprechen euch, es ist einfach.


Jede Woche, basierend auf der Drehung der Zahnräder, kämpfen drei Teams. Das Team in der Einsteigersektion wird sich mit dem Team in der Aufsteiger-Position messen.


Wenn dieses Match fertig ist, messen sich Position 5 im Aufsteiger-Zahnrad  und das Herausforderer-Zahnrad


Wenn dieses Spiel abgeschlossen ist, kämpft wer jetzt Position 2 im Herausforderer-Zahnrad inne hat gegen den Champion, Position #1 im Champion-Zahnrad.



Das System ist sehr adaptiv. Wir können es leicht verändern um mehr oder weniger Spielern platz zu bieten, und wir haben Pläne falls Teams nicht auftauchen.

_________________________________________________

Streaming


Qwerty2jam, der offizielle Guns of Icarus Online streamer, wird jedes Match beim Occasionally Effective twitch channel www.twitch.tv/qwerty2jam streamen. Echtzeitkommentare, Dummheiten und Komik erwarten euch durch die 3 Spiele hinweg!

 
_________________________________________________

Anmeldung

Teams müssen sich als Gruppen aus zwei Schiffen anmelden, mit 4 Leuten in jeder Crew. Ersatzleute müssen nicht gelistet werden, weil jeder Spieler akzeptiert wird solange die Crew voll ist. Ein paar Detail werden
für jedes Team benötigt.

Teamname
Teamlogo

Schiff 1 Kapitän
Schiff 1 Crew

Schiff 2 Kapitän
Schiff 2 2 Crew

Anmeldungen hier: https://gunsoficarus.com/community/forum/index.php/topic,35.0.html

Anmerkung: Später in der Rotationsliga werden Teams die Option haben, sich zu vergrößern und als 3v3 oder 4v4 Teams zu qualifizieren. Diese Änderung kann nicht zurück genommen werden und sollte nur
mit verlässlichen Mannschaft gemacht werden.

Es gibt ein Basisteamlogo welches für jedes Team zur Verfügung gestellt wird. Dieses Logo besteht aus Teamnamen in weißer Schrift auf schwarzen Hintergrund. Teams können aber ihr eigenes Logo einreichen
und dieses damit ersetzen.


Das Logo wird dazu verwendet euren Platz in der Cogs-Liga, zusammen mit anderen grafischen Elementen, anzuzeigen. Das Logo MUSS folgende Kriterien erfüllen:
512x512, 72 DPI und RGB Farben.

_________________________________________________

Startdatum

Das Startdatum für diese Liga, abhängig von ausreichend Anmeldungen, ist Samstag der 16. Marz. (23/2/2013) um 4pm EST.

Anmeldungen für freie Plätze werden an diejenigen vergeben, die sich zuerst melden. (Mit einem vollen Team!) also beeilt euch!

Anmeldungen hier: https://gunsoficarus.com/community/forum/index.php/topic,35.0.html

________________________________________________
Wir hoffen euch alle für ein gutes Spiel dort zu sehen,

Grüße,

Qwerty2jam, Swallow, Morbie, Keyvias and Bubbles




Übersetzung des "The Cogs" Update Threads von Swallow: (Original: https://gunsoficarus.com/community/forum/index.php/topic,152.0.html )


Okay, ich werde das hier kurz halten. Wir haben schließlich eine Menge zu tun.


Mit den Crewproblemen der Fjords-Teams und ein paar anderen Probleme die mit der Zeit zum Vorschein gekommen sind, sind wir in im Moment in
einer etwas verstrickten situation.
Es  hilft uns nicht wirklich, dass der Zustrom an Spielern mit dem Steam-Sonderangebot das Spiel etwas aus der Balance gebracht hat.
Im Moment sind wir als Community einfach noch nicht für ein weiteres Ereignis wie das Fjords-Turnier bereit.


Darauf Bezug nehmend, werden wir das Startdatum der Cogs-Liga auf den 16. März verschieben.

In der Zwischenzeit werden wir schauen, wie wir das Spielformat verbessern und optimieren können und ein paar Änderungen überprüfen.
Im Detail, es sieht so aus als hätten eine Menge Spieler Probleme ihre Samstage für die Cogs-Liga frei zu  halten, speziell die europäischen und
australischen spieler. und um ehrlich zu sein, ich kann ihnen keinen Vorwurf machen. Es ist Samstag, ich würde auch lieber lange schlafen und nachts ausgehen.




Wie zuvor, wenn ihr irgendwelche Vorschläge oder Anmerkungen habt, das Forum hier steht euch zur Verfügung. Ansonsten könnt ihr auch versuchen einen von uns auf Skype oder im Spiel
zu erreichen. Ich kann nicht für die anderen sprechen, aber ich persönlich höre gerne andere Perspektiven darüber was wir vorhaben-


In aller Kürze: Verspätungen und Änderungen. Wir halten euch auf dem Laufenden.

24
Guides / FAQ aboard a Ship
« on: March 07, 2013, 09:40:50 am »
Greetings!

I often find myself with a not so experienced crew, and there's a pattern to their question, if they care to ask and be helped. Supposedly most of you get the same feeling, and I'd like to collect those questions and the answers to them in a guide here. I'll fill in what I remember just now, and add to the list whenever I stumble upon something new, or another player suggests a addition (that's you! Yes, you!). Feel free to correct and comment my work, I hope we'll be able to gather many more questions and answers!


What is more important to repair? Balloon or hull?
Basically the hull is the most important component - if it's destroyed, your ship's gone as well, and the enemy scores one point. Just after it comes the balloon, because once the balloon is down your ship will start sinking until it crashes into the ground - which in turn damages the hull until the balloon is repaired again. If your captain doesn't tell you otherwise, you can usually try to keep those two up and then tend to engines and guns. However, your captain might want to keep the balloon destroyed for sinking faster for a moment, but in that event he'll tell you anyways. Also, if you're running away from a enemy ship it might be more important to repair the engines than the guns. Use your best judgement if your captain doesn't give you instructions on what to repair first, but always keep an eye on hull and balloon.

What's the best gun?
A heavy flak is less effective in close quarters and a gatling won't do much if you aim for the enemies balloon with it. There is no best gun, there are just situations where one kind of gun is more effective than another. In short, you can distinguish them by the component they are most effective against:

Good against balloons(Flechette Damage)
Hellhound Heavy Twin Carronade
Barking Dog Light Carronade
Lumberjack Heavy Mortar

Good against the hull's armor(Piercing damage, against the part of the hull that can be repaired)
Whirlwind Light Gatling Gun
Mercury Field Gun - Can also be used to take out certain components effectively.

Good against the hull's health (explosive damage, against the part of the hull that can't be repaired)
Typhoon Heavy Flak
Echidna Light Flak
Scylla Double Barrel Mortar

Good against components(Shatter damage, components are guns and engines)
Manticore Heavy Hwacha
Banshee Light Rocket Carousel
Artemis Light Rocket Launcher

Special cases
Dragon Tongue Light Flamethrower - Fire deals more damage against the balloon, but more importantly, it makes all the components on the other ship less effective and can even destroy them or render them unusable.

Beacon Light Flare Gun - Shoots a green flare that lights up the area where it goes down. Excellent for seeing enemy ships in a cloud.

Javelin Harpoon Gun - Pulls you and the enemy ship together if it hits, good for ramming and probably confusing the enemy captain.


What happens when I fall off the Ship?
Nothing, really. You just get teleported back to the middle of the ship, but lose valuable time in the process.

Are there any benefits from leveling up or getting achievements?
You just get some cosmetical stuff with every couple of ranks. You don't unlock any other ships, guns or tools.

(Modified the light mortar location. Is it terrible for balloons, lol. Zill)

25
Deutschsprachige GoIO Community / Allgemeiner Fragenthread
« on: February 27, 2013, 03:24:04 am »
Schön dass ihr hergefunden habt!

Aus Übersichtsgründen wollen wir in diesem Thread sämtliche Fragen zum Spiel abhandeln! Wir haben leider nur ein Unterform, also ists leichter das alles hier zu sammeln!

Alles was mit "Welche Munition verwende ich für die leichte Gatling?" "Welches ist das schnellste Schiff?" "Wie viele Ingenieure brauche ich auf einer Squid?" zu tun hat, kommt also hier rein!

26
Hier die übersetzten Patchnotes vom Patch für die Version 1.1.4.
Englisches Original: http://gunsoficarus.com/community/forum/index.php/topic,37.0.html

Neue Inhalte Inhalt
- New gameplay trailer released / Neuer Gameplay-Trailer veröffentlicht
- Neue Karten
-- Fight over Firnfeld (Kampf um Firnfeld) 3v3 Deathmatch (basiert auf der Karte Anglean Riders)
-- Battle on the Dunes 3v3 Deathmatch
-- Canyon Ambush 3v3 Deathmatch
-- Northern Fjords 3v3 Deathmatch
-Neue Achievements und Höchstlevel auf 10 angehoben!
- Neue Hüte im Shop

Features
-  1. Release für Linux! (Noch in der Warteschleife bei Steam)
-- Bekannte Bugs: Schwarze Flecken auf den Schiffen bei einem gewissen Radius, Antialising funktioniert nicht
-- Diese Version ist, obwohl stabil, hauptsächlich dazu da Feedback von der Community zu erhalten

- Automatische AFK erkennung: Spieler werden nach 2 Minuten ohne Eingaben aus dem Spiel geworfen
- Go AFK Button / AFK gehen button in den optionen eingeführt, der euch bei Aktivierung für 5 Minuten gegen einen AI Spieler ersetzt
- Effekte für verbesserte (buffed) und feuergeschützte Komponenten hinzugefügt
- Hotkeys in der Sandbox-Karte (Practice) hinzugefügt um euren Schiff schaden zuzufügen oder es anzuzünden
-- Eventuell müsst ihr diese Hotkeys erst in euren Optionen zuweisen, oder eure Tastaturbelegung zum Standard zurücksetzen damit diese aktiv werden (dies ist ein bekannter Bug in unserem Tastenzuweisungssystem)
- Der Text im Tutorial ist jetzt sehr viel detaillierter und kontextbezogener, er beeinhaltet auch eine Erklärung verschiedener erkzeuge
- Darstellung des Waffentooltip im Schiffsausrüstungsbildschirm (Ship loadout) geändert
- Waffen verlieren nun ihre Funktionstüchtigkeit stückweise je stärker sie beschädigt sind (wie Antriebe und Ballon)
-- Die Zeit zwischen Schüssen und die Nachladezeit vergrößert sich nun linear zum Schaden, bis zu 150% der Normalzeiten
-- Drehgeschwindigkeit verringert sich linear zum Schaden

Änderungen an den Karten
-Neuer Mechanismus gegen Spawncamping. Bei Problemen sendet bitte einen Screenshot und den Namen der Karte auf der ihr gespielt habt an feedback@musegames.com
- Spawnpunkte dem neuen Mechanismus angepasst
- Erforderliche Punktzahl auf der Karte "Scrap on the Dunes" auf 800 reduziert

Balance
- Veränderungen an einigen Zielen bei verschiedenen Achievements
-- Anmerkung: Wenn der Fortschritt den ihr bereits bei einem Achievement habt durch die Änderungen dazu führt dass ihr es abgeschlossen habt, seht ihr die Nachricht über den Abschluss beim login. Achievements die ihr bereits abgeschlossen habt sind davon nicht betroffen.
- Änderungen an Feuer und Gegenständen die mit Feuer zutun haben:
-- Maximale Anzahl an Feuermarken von 16 auf 20 gehoben
-- 8 Marken nötig um eine Waffe zu deaktivieren (die Waffe glüht rot wenn 8 Marken darauf sind)
-- Der Basisschaden von Feuer beträgt 8 pro Sekunde, jede Marke erhöhrt den Schaden um 2 pro Sekunde
-- Feuerschadensmultiplikator gegen mechanische Teile auf 0.25 reduziert (von 0.8)
-- Feuerschadensmultiplikator gegen Rüstungen auf 0.5 erhöht (von 0.4)
-- Chemical Spray: (Chemischer Spray) Löschsstärke 2, macht den Komponenten für 12 Sekunden immun gegen weiteren Feuerschaden, verursacht 6 Sekunden Reperaturabklingzeit
-- Fire Extinguisher: (Feuerlöscher) Löscht sämtliches Feuer, verursacht 10 Sekunden Reperaturabklingzeit
-- Erinnerung:Feuerlöschwerkzeuge ignorieren die Reperaturabklingzeit beim Feuerlöschen, stoppen die Abklingzeit aber nicht
-- Baanshee Raketen (Banshee Rocket Launcher) haben eine 12% Chance bei einem Direkttreffer 3 Feuermarken zu verursachen, und eine 30% Chance 1 Feuermarke als Flächenschaden zu verursachen
-- Dragon Tongue (leichter Flammenwerfer) hat 13% chance 1 Feuermarke pro Partikel zu verursachen (13 particles pro Sekunde)
-- Incendiary Rounds (entzündbare Munition) fügen eine seperate 10% chance 1 Feuermarke bei Treffer zu verursachen hinzu, für alle Waffen

- Typhon Flak Cannon (Typhon schwere Flak Kanone):
-- Rüstzeit von 1ner Sekunde, Flächesnchaden wird erst nach dieser verursacht; ca. 240m
-- Schaden wird zu gleichen Teilen zwischen Direktschaden und Flächesnchaden aufgeteilt (also halber Schaden unter der Rüstzeit)

- Mercury Field Gun (Mercury Feldgeschütz)
-- Piercing(Stich)Schaden von 100 auf 75 verringert
-- Projektilsinkgeschwindigkeit erhöht (von 12 to 15 m/s^2)

- Hellhound Heavy Twin Carronade (Hellhound schwere Doppelkannonade)
-- Projektilstreuung erhöht (von 2.5 Grad auf 6)

- Banshee Rocket Carousel
--  Direkt und Flächenschaden erhöht (von 15/20 auf 20/25)
-- Chance auf Feurschaden hinzugefügt (12% Chance auf 3 Feuermarken bei Direkttreffer, 30% Chance auf 1 Marke bei Flächentreffer)
-- Streung verringert (von 5 Grad auf 3 Grad)
-- Flächenschadensradius verringert (von 14 auf 8)

- Dragon Tongue Light Flamethrower (Dragon Tongue leichter Flammenwerfer)
-- Schaden pro Partikel erhöht (von 3 auf 4)
-- Chance Feuermarken pro Partikel zu verursachen verringert (von 25% auf 13%)

- Artemis Light Rocket Launcher (Artemis leichter Raketenwerfer)
-- Fläche für Flächenschaden von 4 auf 3 verringert
-- Direktschaden von 80 auf 60 verringert
-- Flächenschaden von 70 auf 120 erhöht

- Andere Fertigkeiten
-- Tar Barrel Wolken etwas größer (etwa 30%)
-- Lochnagar Shot: Feuergeschwindigkeit reduziert auf -25% (von -15%), Streuungsreduktion erhöht auf -100% (von -90%), Drehgeschwindigkeitsreduktion erhöht auf -100% (von -95%)
-- Lesmok Rounds: Drehgeschwindigkeitsreduktion auf -40% geändert (von -30%)
-- Die Anzahl an Schlägen die man braucht um Waffen und Antriebe zu reparieren verdoppelt

- Squid Rüstung von 200 auf 220 erhöht (Charged Rounds + Mercury Field Gun brauchen jetzt 2 Schuss um die Rüstung einer Squid zu zerstören)

- Änderungen an den anderen Schadensarten
-- Explosivschadensmultiplikator gegen Rüstungen reduziert auf 0.3 (von 0.5)
-- Flechettschadensmultiplikator gegen Rüstungen auf 0.5 erhöht (von 0.2)
-- Flechettschadensmultiplikator gegen Lebenspunkte der Hülle auf 0.2 verringert (von 0.3)

- Schaden von Sandstürmen verringert (von 7 auf 5 Shatterschaden [Splitterschaden] pro Sekunde)

Aus- und Verbesserungen
- Fixed a small difference in vertical positioning of gun interaction boxes between client and server (previously you could get kicked off the gun unexpectedly in edge cases)
- Projektile die Explodieren verursachen kein Friendly Fire mehr (Schaden an verbündeten Schiffen)
- Spectators(Zuschauer): Das Menü im Zuschauermodus zu öffnen setzt eure Position nicht länger zurück
- Spectators(Zuschauer):Problem behoben dass Waffen oder Antriebe auf Schiffen nahe am Rand der Karte oder innerhalb von Wolken verschwinden ließ
- Die meisten Karten und Schiffsteile hinsichtlich Texturen, etc. optimiert. Sollte die Framerate erhöhen, speziell auf älteren Rechnern.

Community
- Überarbeitetes Forum jetzt online! Das neue erweiterte Forum nutzt ein traditionelleres Design und ist direkt mit eurem Account im Spiel verbunden.
-- Loggt euch mit eurer E-Mail Adresse und eurem Password ein, die ihr für das Registrieren im Spiel verwendet habt.
-- Ändert eure E-Mail Adresse, Passwort und euer Newsletter-Abonnement im "Game Account" Reiter.
-- Neue Internationale Foren und Wikis für Französisch, Deutsch, Japanisch und Russisch hinzugefügt

- Aufruf zur Einsendung von Videos! Zeigt uns wie und warum ihr fliegt in einem kurzen 2 minütigen Video, und erstellt ein weiteres 2 minütiges Video von euch und eurer Crew im Spiel. Eine einmalige Chance einen Guns of Icarus Online Patronen-USB Stick zu gewinnen!
http://gunsoficarus.com/community/blog/we-want-to-hear-from-you/

- Facebook und Steam like drive noch nicht vorbei - Uns fehlen noch 500 Empfehlungen auf Steam und etwas über 2.500 likes auf Facebook, also habt ihr noch genug Chancen Sachen zu gewinnen! Gebt uns ein like und hellft uns GoI bekannter zu machen!
http://store.steampowered.com/app/209080
https://www.facebook.com/GunsOfIcarusOnline

- Erste “the Cogs” Liga offen für Anmeldungen!
http://gunsoficarus.com/community/forumarchive/discussion/1202/guns-of-icarus-league-official-sign-up#Item_3

27
Deutschsprachige GoIO Community / Deutsches GoIO Wikipedia
« on: February 22, 2013, 01:13:18 pm »
Grüß euch!

Die GoIO Community verfügt bereits über ein sehr gutes und aktuelles Wikipedia, und seit einigen Wochen versuchen wir mit einer deutschssprachigen Version am selben Strang zu ziehen.

Das englische GoIO Wiki findet ihr unter:
http://gunsoficarusonline.wikia.com/wiki/Main_Page

Und die deutschsprachige Version desselben unter:

http://gunsoficarusonline-de.wikia.com/wiki/Main_Page

Das Wiki ist zur Bearbeitung und Verlinkung für jeden geöffnet, ihr dürft jederzeit Beiträge bearbeiten oder neue erstellen, veraltete Informationen erneuern oder das Design etwas ansprechender gestalten - Ich hoffe auf eure Mithilfe, falls GoIO einmal in andere Sprachen übersetzt werden sollte, so wird das Wiki sicher en wichtiger Beitrag dazu sein!

28
Deutschsprachige GoIO Community / Willkommen!
« on: February 22, 2013, 01:05:32 pm »
Willkommen in der deutschssprachigen GoIO COmmunity!

Als erstes; schön dass ihr überhaupt her gefunden habt! Unsere Sektion ist leider ein wenig versteckt, aber ich hoffe trotzdem, dass wir in den nächsten Wochen hier etwas Leben rein bekommen können!

Unsere Sektion hier soll als Treffpunkt unsrer sprachlichen Gemeinschaft fungieren, inhaltlich setzen wir euch hier keine Grenzen - Ihr dürft hier gerne nach einer Crew oder einem Schiff zum anheuern suchen, euch den anderen Spielern vorstellen oder Forenspiele spielen!

Im Vergleich zum Rest sind wir eine Minderheit, also schaut zu dass ihr andere deutschssprachige Spieler aufs Forum aufmerksam macht! Wir werden versuchen hier deutsche Tutorials und Übersetzungen bereit zu stellen, damit Spieler denen es im Englischen noch etwas an Übung fehlt auch auf dem neuesten Stand bleiben können.


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