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The Gallery / Re: Guns Of Icarus Online Desktop art!
« on: August 22, 2013, 04:48:27 am »
But....but... there's no Solace Goldfish I don't understand. How can there be no Goldfish...?
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Great guide, although I disagree completely with you on a few things! But that's the Junker for you, it promotes very different styles of play.
I always put the Gatling on the lower deck with a Gat-Flak or Gat-Mortar Junker - it's important that the Gatling is firing all the time, and the lower deck is the natural position for the primary gunner (whether Gunner or Engineer). The Mortar of Flak only needs a burst of attention at just the right time - easier for the main deck Engineer or the Pilot to do.
Gunners can use the forward gun, but it's important they know when to come off it because the Captain is trying to bring a broadside into play. I often wish I could leave the forward mount un-gunned because of stubborn Gunners.
Don't confuse manoeuvrability with speed. The Junker is very manoeuvrable, it's just slow - although with Kerosene it will (just) out-pace a Pyra with non-boosted engines.
Phoenix Claw is of very limited value given the base manoeuvrability of the Junker and the greater relative benefit of almost any other Pilot tool. Including Tar Barrel which can come in very useful for deterring faster pursuers from closing and concealing a change in aspect to surprise them with a broadside once they've worked their way past or through the tar.
The piloting position gives the Captain and lot of options, s/he can choose to repair balloon or steering engines quite easily (pointless staying in the helm if they're both down), or take up the main deck guns. As a Junker Captain I am very often running to the Flak or Mortars on the main deck when the Gunner is calling "Armour down" and this frees both Engineers to make repairs. It's not unusual to get into a running broadside exchange with another ship whilst in a Junker (usually against other Junkers or Pyras) - I can often set the helm to match speeds and jump down to a deck gun and we'll run alongside each other firing. Having me (as Pilot) on the second gun and both my engineers repairing gives me a very good advantage over the opposing Pilot who is standing at the helm just because that's his role according to Piloting 101.
It's probably worth pointing out that the Gunner is usually responsible for repairs to the main engine, but that unless a Junker is trying to evade pursuit or racing after a CP point, repairs to the main engine can usually wait until the calm between engagements. However the steering engines are very important, and one of the deck Engineers should be keeping an eye on them.
Another great guide! I flew a Junker last night in a few matches and did pretty dismally; just from reading this, I know I'll do better next time.I'm really glad to hear that the Guide was useful to you
Also, if you're taking suggestions on what ship to do a guide for next...I've had my eye on the Mobula for a while, and would love to see an in-depth look at it.
The Junker only looks like it's falling apart, it's actually holding together quite well, unless you target it with explosives, fire, grenades... Well, you get my meaning. What makes the Junker stay alive despite it's low speed is it's high Hull Armor. You'll come to rely on it a lot, because the Junker doesn't have too many shortcuts for repairing or jumping. Especially running from the lower Deck to the Balloon or Turning Engines is something that will feel like a eternity in combat. Therefore positioning your Engineers carefully and having a Gunner that takes care of the parts on the lower deck alone can lead to a much more enjoyable flight! Usually you'll have 2 Engineers on the Top Deck, one firing the Starboard/Portside guns and the other either firing with the front Gun (unless the Gunner does that), while the Gunner is stationed on the lower deck. Repairing parts on the top Deck doesn't take a lot of jumping around, but a good amount of running - the Hull is exactly in the middle of the ship, without any gun or another component close. It's high armor allows it to take a hit or two before it needs repairs, but given the low maneuverability of the Junker it'll be under constant fire easily. For reaching the front Gun you can jump over the fence next to the Hull, but getting back to the other parts will require some running again. The Balloon can be kept in shape easily by hitting it from below, close to the Helm, which can as well be done by the Pilot. You won't have such luck with the Turning Engines though, they require you to climb up one of the ladders which will slow you down a lot.
Gunning on a Junker Other than that, using the Front Gun is also not unusual for the Gunner on a Junker - it can be reached easier from the lower Deck than from the top Deck, but it's only important during chases or while approaching enemy ships - the real firefights happen on the broadsides. Captaining on a Junker
If you think you've learned a lot about the Junker now, then I'm more than sorry to disappoint you - I am by no means a experienced Captain with the Junker, and what we have outlined here are just the basics of what can be done with this ship. If you take it on yourself to Pilot or serve on one, you'll sooner or later discover ever more ways to rain death upon your enemies with this ragtag pile of boards! However - Once you've achieved that knowledge, please come back here and tell us of your exploits, so that we can expand on this Guide |
Hull Health: 500 Hull Armor: 700 Balloon Health: 1200 Acceleration: 1.1 m/s² Radial Acceleration: 6 deg/s² Vertical Acceleration: 3.3 deg/s² Max Speed: 26.5 m/s Max Turn Speed: 9.0 deg/s Max Vertical Speed: 10.5 m/s Mass: 200000 Hull Profile: 350 m² Balloon Profile: 988 m² |
Junkers are probably the most versatile ship out there when it comes to useful weapon loadouts. Their speed hinders them somewhat, but there is a huge variety of light weapons and the possibility of a trifecta (3 guns firing on the same target) on a Junker, as well as the slender profile of the Junker which allows it to quickly point at least one gun at any attacking ship - unless it's at the back, the Junkers blind side. Don't let yourself be fooled by it's ragtag appearance, the Junkers foremost purpose is probably robbing and piracy, but it can hold it's own against any other ship just as well. Hit and Run tactics are not viable for this ship, because there's no option for a quick getaway. You have to prepare for full scale combat when you select your loadout, keeping in mind that you can support on long and mid range, but destroy just as good with your broadsides. Loading out a Junker can be complex business, but for the purpose of getting you set up with your piece of Junker we'll keep it simple here - Your front gun is a utility or support weapon. Unless you take a Mercury Field Gun, which quickly loses it's effectiveness once you bring your broadsides to bear, you won't go on a killing spree with it. What you will do is trying to cause havoc on the enemy ship before your other weapons lock on the target. Shatter damage works very well here, because Artemis Rocket Launchers or Banshee Light Rocket Carousels can either take out components of the enemy ship in mid and close range and possibly allow a trifecta, or damage various parts of the enemy ship, keeping their Engineers busy before you hit them with something worse. The broadsides are what you use to cripple or destroy enemy ships with, and they are the most dangerous side to approach a Junker on. Your front gun may hinder a advancing enemey, but it won't inflict enough damage to destroy them. The Junker isn't very fast to turn, but especially with a Phoenix claw fast enough to switch broadsides around even mid combat - be wary though, the Junker is tough, but not so tough to survive a Pyramidion firing at close range you while you turn. 2 weapon hardpoints at every broadside recommend weapons that work together well - gatlings and mortar/flaks are the prime example for this, but also dual shatter damage (banshee/artemis, banshee/banshee), etc. will work wonders. Don't forget that you've got 2 broadsides, too - just as on Galleons, having one side for close range and one side for long range is a viable strategy. |
Top Deck - FrontThe Banshee Light Rocket Carousel provides a firework starter for any ship that's about to be engaged by this build. With shatter damage, in the best case to a variety of components aboard the enemy ship coupled with the chance of starting a fire, the aim is to get the Engineers on the other ship busy and hold them off from firing back while the Junker turns into position. When pursuing a enemy ship, they aren't as good as a Mercury Field Gun or a Artemis Rocket Launcher on taking out engines, but damaged and burning engines will still slow the other ship down. Top Deck - Starboard and Port On the top deck the Whirlwind Light Gatling Gun. The Mortar would have a better firing position from this deck, but a Gatling does it's job much faster than a Mortar and therefore the top-deck Engineers don't have to stay on the gun too long and can keep repairs in check better. Once the Hull Armor of the enemy ship is down, the Gatling won't do so much damage anymore and the Mortar has to take over. Lower Deck - Starboard and Port The Mortar is typically placed on the lower Deck, together with the Gunner. With the amount of components on the top deck, the 2 Engineers are better suited for gunning there and one can always quickly run down to help, for instance when the Main Engine goes down. To correct it's downward ark, gunners will have to aim high with the Mortar, but the high ammunition it carries allows for some practice shots. Other than that, bringing a Pipe Wrench is - as always - advisable for the Gunner, because it will make it much easier to keep the 2 guns and the Engine on the lower deck in good health. |
Top Deck - Front The Beacon Flare gun has one of the widest weapon arcs, and the useful function of lighting up spaces of the map. With it's long reload time it's not optimal for combat use, but with this build it's more for helping with map control. As one side of the Junker specializes in long-range sniping, the Beacon Flare Gun eliminates the cover that enemy ships can gain from hiding in clouds. Scoring a shot on a Balloon with it also is a great diversion! Top Deck - Starboard and Port On Starboard is one of the two Mercuries, the positioning here doesn't make a big difference for them as their limited arc only becomes a problem in close range encounters. When you're using the Mercury though, your enemy will be a long way off and effectively hindered to come any further by having two mercuries fire at their ship. On the portside the Gatling sits as the usual Hull-Armor destroyer for close to mid range encounters if a enemy ship sneaks past the Junker. Lower Deck - Starboard and Port On Starboard, the second Mercury Field Gun - it works exactly the same as the one above, sniping targets from as far away as possible. A single Mercury already is a threat, if you manage to get both of them firing at the same target though, they'll effectively be crippled or soon destroyed. As with many other light weapons, a single one can deal some damage or distraction, but they only get devastating if used together or in conjunction with others. On port we have a Scylla Double Barrel Mortar waiting for the Gatling above to pierce the enemies hull before it unleashes explosives on them. |
<Vui supa, gaunz toll! Klass, hot mi echt gfreit eink dobei höfen zu kennan! I houff wir schoffen boid die hoiwe müllion >
I like it.
I know server messages are already reported in there, but I'm assuming that you're talking about an event list that you can use to join games through.
Bist du Moderator in der Goio Steam Gruppe? Wenn dann mach doch mal eine Event Ankündigung fürs Wochenende oder so. Mindestens acht für ein 2v2 sollten wir schon zusammenkratzen können. Ich hätte auch ein TS auf dem wir platz hätten zum quatschen.
A Wiki guide is currently in progress:
http://gunsoficarusonline.wikia.com/wiki/Guns_of_Icarus_Online_Wikia
This has been kept up-to-date and has grown considerably with the recent surge of new players.