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Messages - Frogger

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31
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: June 14, 2014, 10:03:06 am »
GwTh 5 vs 2 MH
Clamour 5 vs 2 Muse
OVW 5 vs 1 DPA

TAW 1 vs 5 SAC
SIR 5 vs 3 Cake
BFS 3 vs 5 MM

Ryder 3 vs 5 HRA

Upset: Cake beats SIR

32
The Lounge / Re: The most glorious Quotes ever
« on: June 11, 2014, 08:13:58 pm »
RottedBeef:it's the Ducks, so they're like "Why aren't you guys flying a Junker?!"

LOL

so why weren't they? ;)

33
We haven't seen any valid uses for having more than one of any types of those weapons. Anytime we've seen a build with anymore than one of the above weapons, it tends to fail miserably.

Regarding the double flare, having two left side flares on a pyramidion was, and to a lesser degree still is, a viable competitive build. In this configuration, the rearmost flare serves the utility role of illuminating enemy ships obscured in clouds, while the frontmost flare is used offensively, since before 1.3.2 (IIRC) two flares would put twenty stacks of fire on an unchemsprayed component (they now add only 16). This is even more useful since the flare requires very little attention from the pyra's main engineer to operate. Now, since the buffing of the banshee and flamethrower, there a number of other good options, so it sees less use as compared to before. But it's still definitely a viable setup in certain circumstances, and indeed saw heavy use by Captain Smollett of the Paddling (Icarus's most successful team from March to November of 2013, and arguably the most successful of the Icarus competitive scene to date).

Regarding mine builds, I have yet to see one succeed at the highest levels of competitive play. It is, however, an undoubtedly effective and entertaining way to clear a pub lobby. The sudden violence of one's ship being disintegrated by multiple mine hits is certainly one of the most frustrating ways to die, and has no doubt contributed to many a new player ending their nascent airship career in utter despair, as Gilder rightly claims. However, more experienced opponents with a ranged component to their strategy can quite easily avoid this fate by simply flying backwards and refusing to engage at the mine ship's optimal range. Mine junkers are particularly vulnerable to this tactic due to the difficulty with which they control their engagement distance, which is absolutely critical in mine combat. It's also why the most effective mine ship that has yet been seen in competitive play is the Squid, which can both control its engagement distance while at the same time bring other tools to the fight instead of relying primarily on mines, which is a strategic mistake. On the whole, reliance on mines is a risky strategy, with many potential counters and a relatively limited number of contexts in which it can truly succeed vs. a prepared and thoughtful opponent. Its greatest appeal comes from the fun and satisfaction derived from its use, not from any real competitive advantage. (I should note, however, that this does change in CP maps, where they become much more viable due to increasingly claustrophobic engagements)

34
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: June 07, 2014, 03:29:43 am »
Rydr 5 vs 3 OVW
Muse 2 vs 5  Thralls
Clamour 5 vs 4 Hatters

BFS 2 vs 5 HRA
SAC 5 vs 1 Cake
SIR 5 vs 0 TAW

DPA 3 vs 5 MM

36
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: June 01, 2014, 08:58:34 pm »
Do not trust the forum - I have no clantag to play with.

Log out and back in, that usually fixes it.

Probably a consequence of the latest in-game changes to the clan system.

37
Community Events / Re: Hephaestus Challenge Tipping Thread
« on: May 30, 2014, 08:39:47 pm »
Hammer:

MH vs Muse 5 - 1
From what I've seen, the Hatters have been working pretty hard lately, so I don't expect they'll have too much of a problem with Muse. They might be able to score a kill or two, but no more than that.

Rydr vs DPA 5 - 0
I'm quite excited to see Lueosi back in play. I don't think the Deadpool gang will be able to put up too much resistance.

GwTh vs Clmr 5 - 1
Clamour's been working hard, but I feel like the Thralls are just too experienced for them to pull it off.  Give them a month or two and see where things stand. That being said, it is possible the Thralls will take something experimental or unconventional, which might give the Clamour the edge. I don't see that happening, however.

Anvil:

TAW vs Cake 5 - 3
I think TAW's been working on their game lately, so they should manage to pull it off vs the Cakes.

MM vs HRA 3 - 5
I haven't seen many of the Merry Men on lately, whereas Holy and SPQR are pretty regular fixtures in the game. With Zill back, things might change, but I think that the HRA will emerge victorious here.

SIR vs Sac 5 - 4
If I recall correctly, SIR got the upper hand on SAC during the Sky League group stage. However, I think Tropo has been trying out some new builds and strategies, so that might up their a game a bit. I think this one will be close, but considering their past history I'm going to give the Rhinos on this one.

Cross:

BFS vs OVW 3 - 5
I feel like BFS has been in a bit of a slump lately - they need a bit of a strategic freshening-up to get back in touch with the meta, perhaps reduce reliance on squids and especially mines, which are just too easy to counter competitively if your opponent has his thinking cap on. That being said, I'm not sure what kind of shape OvW is in with their recent restructuring. I do know, however, that OvW has been putting in a good bit of time, whereas I haven't seen the BFS guys on as much. I'll give this one, tentatively, to OvW.

38
Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 20, 2014, 05:47:48 pm »
1) It becomes much more difficult to maintain the trifecta with the forward artemis with either a banshee or a flak. As it stands, the trifecta window (as viewed from the helm in first person) for the double artemis-hades setup is barely wider than the width of the ladder leading up to the turning engines, requiring constant attention from the pilot in order to track an even slightly moving target. Even with the more ample 65 degree horizontal traverse of the artemises, this meant that the pilot was constantly making micro-adjustments in azimuth in order to ensure that all three guns had arc at all times. The flak and the banshee, with traverses of 50 and 60 degrees respectively, became even tighter, with the flak in particular almost impossible to maintain in arc with the front artemi1) It becomes much more difficult to maintain the trifecta with the forward artemis with either a banshee or a flak. As it stands, the trifecta window (as viewed from the helm in first person) for the double artemis-hades setup is barely wider than the width of the ladder leading up to the turning engines, requiring constant attention from the pilot in order to track an even slightly moving target. Even with the more ample 65 degree horizontal traverse of the artemises, this meant that the pilot was constantly making micro-adjustments in azimuth in order to ensure that all three guns had arc at all times. The flak and the banshee, with traverses of 50 and 60 degrees respectively, became even tighter, with the flak in particular almost impossible to maintain in arc with the front artemis.

Actually, now that I've had a minute to think about it, this analysis is partially incorrect - let me make an addendum here.

If my thought experiment is running correctly this time, the limiting factor for the artemis-hades trifecta is the rightmost arc of the hades (which has a very narrow 35 degree horizontal traverse) and the leftmost arc of the front artemis. The rightmost arc of the top deck gun is not in itself a limiting factor for the entire trifecta, which I appear to be claiming above. That is to say, by time you'd be about to lose your flak/banshee-front artemis (fartemis?) overlap, you've already lost your hades-front artemis overlap 20 or 30 degrees ago. So by themselves, the reduced horizontal traverses of the LF and banshee wouldn't affect the trifecta as a whole. My mistake :)

The other two reasons I give, however, were still sufficient for us to dismiss using those weapons. 

39
Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 20, 2014, 02:57:50 pm »
In contrast, this thread started with: This fails.

If you are referring to Sam saying "It fails in the same way a quad hwacha Galleon fails..." (which are the only instances of the word "fail" in the OP) I don't think he meant that in a categorical sense, but rather "it comes up short in this particular way". Triple artemis obviously doesn't "fail" - plenty of teams have had some degree of success with it - but it does have glaring weaknesses, which was what Sam was trying to argue in a broader theoretical sense.

Multiply that with 2 and you have the most annyoing enemy in GoIO history, so annoying in fact that you might just surrender because there is no way to win (in the worst case scenario).

lawl, you got me. ;)

If you are going to take 2 artemis, why not take a light flak or a banshee instead of your second artemis?

The reasons we opted to stick with two artemises were as follows:

1) It becomes much more difficult to maintain the trifecta with the forward artemis with either a banshee or a flak. As it stands, the trifecta window (as viewed from the helm in first person) for the double artemis-hades setup is barely wider than the width of the ladder leading up to the turning engines, requiring constant attention from the pilot in order to track an even slightly moving target. Even with the more ample 65 degree horizontal traverse of the artemises, this meant that the pilot was constantly making micro-adjustments in azimuth in order to ensure that all three guns had arc at all times. The flak and the banshee, with traverses of 50 and 60 degrees respectively, became even tighter, with the flak in particular almost impossible to maintain in arc with the front artemis. One might argue that this could have been overcome through fancy flying; however, given the speed of kills we attained from the combined four artemis setup, we saw no real reason to sacrifice disable (which even with 4 artemises was not always quite ideal) for additional explosive.

2) The maximum effective range of the artemis (1330m with burst) was a much better fit with the hades than either the banshee or the pre-1.3.6 LF. Our hades gunners, with lesmok, could reliably hit and raspberry targets at the furthest end of the burst artemis range, whereas the limited range of the LF (875m pre-1.3.6 iirc) placed a serious constraint on its synergy with the rest of our build. The banshee, though numerically more in sync with a max range of 1170m, had a practical limitation, which could be somewhat mitigated by the use of heavy clip, but with an unacceptable accompanying drop in clip size (and therefore DPS). And even with heavy clip, it was tough to hit reliably. And on top of that, chemspray would completely negate its secondary effect. So it really wasn't worth it.

3) Given the limitations arising from 1 & 2, the flak and the banshee provided only a marginal increase in explosive DPS and little to no increase in secondary effect compared to the artemis, and did not warrant losing the very useful and reliable disable power (especially against ships with medium weapons). I can give you damage per clip / damage per 10 clip / shots to kill / time to kill figures for each weapon but at this point you're probably bored senseless anyway. :)

[As an aside, I'd like to say that if I were still playing competitively in a double junker setup, with the recent buff of the LF I'd definitely consider swapping an artemis for a LF on one of the junker left sides, but only situationally, and mostly likely only vs. pyra-heavy builds -- though I'm sure Sam and I would have a fine argument about this one]

My own personal example is that when I take carro-flamer pyramidion, I refuse to put carronade on the left and flamer on the right. It makes more sense that way, and is probably a better build. But I think it is prettier with carronade on the right, so I take that.

You know, I think you can really make an argument for either setup having real advantages, despite my earlier thoughts. Sorry redria, you're still a filthy tryhard :P

My point being, whether you believe there are diminishing returns or not, whether you think doubling down on a weapon is good or not, having a variety of weapons on your ship adds diversity. Incoherent diversity can be easy to fight, and well-meshed diversity can be OP. Either way, I personally think it makes things more interesting, which is always a good thing.

I agree!

40
Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 19, 2014, 03:00:56 pm »
The usefullness of a ship with double merc, double carronade, double triple whatever, all depends on somebodies preference, crew skill (including pilot), enemy and the engagement itself. Every combination has its advantages and disatvanges and depends on a lot of factors.

I would really like to agree with this (and maybe I would just a little, in certain situations) but I think it's very easily demonstrated both mathematically and empirically that there is a certain range of really effective loadouts and playstyles, and the further you venture outside this range the less effective your play will be. There are, every now and then, some players who through great skill can expand this range, but it is a process both slow and fraught with peril and failure.

Nothing fails in this game, if executed correctly, no matter the opponent.

You don't actually believe this, do you? :) I mean, I suppose an elite squadron of all-flare death commando Squids could conceivably beat a full Ryder team, but only if Hillerton, Geo, Medic and co. simultaneously undergo brain aneurysms that leave them incapable of higher motor function. To me, if something fails 99 times out of 100, it might as well fail all 100. I don't think that this is a helpful generalization, nor one that contributes to a deeper understanding of the game.

This thread has no reason to exist.

Why not? It's a thoughtful gameplay-related contribution by one of Icarus' most experienced and winningest competitive pilots. If I were you, I'd be reading it if only to get inside the guy's head and figure out how to better to play against him. That'd be reason enough for me.

My conclusion: It doesn't matter wether you have 5 artemis or 2 and a hades, combined with gat mortar on the other side on junker. Both builds can work and fail likewise.

I guess? But like I said, I think it'd be pretty easy to show, through a combination of math, intuition, and competitive results, that one build will give you more value for the money, all other things being equal. Perhaps not specifically triple artemis vs art-hades, though I'd argue that too if it came down to it, but seriously arguing that a 5 art junker is a good idea in a majority of situations? It's not even remotely helpful.


41
Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 18, 2014, 04:25:00 pm »
The problems I see with the hwacha filling in for HF are:

1) The necessity of a small gunnery miracle for all of the shots to connect at any range above 400m;

2) The extremely long reload time, which effectively reduces the total available number of instakill opportunities.

Also, I think you are probably underestimating the HF's kill ability within arm time.

But, at the end of the day, it is as you say:

But preferences are always a thing ^^.

Curious, though - what do you mean here:

But imo it can be abused to easily.

?

42
Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 18, 2014, 03:33:49 pm »
Yeah, but let's take the example of your double LJ vs. a pyramidion. Questions I would ask myself:

1) How much additional effect, in terms of balloon pop and armor strip, do you get from that second LJ?

2) Is the guaranteed pop of that pyra's balloon a worthwhile trade for a potential (even reliable, with a trained HF gungineer) instakill?

3) Assuming that the pyra does actually manage to cross into the HF's arm time, how does that affect the number of Charged HF shots needed to kill the pyra? How does the arm time performance hit on the HF compare to the second LJ's?

Remember, the goal of the game is to kill your enemy. It's fine to disable him for a little while, but at some point (and sooner better later), he needs to explode into tiny pieces. And at the extreme higher end of the skill spectrum (which is what all competitive teams should aim for), one hades/merc + 1 LJ provides plenty of strip and disable.

This is all very subjective, I understand, but in short I think taking two LJs vs. non-junker builds is extremely questionable. Especially vs. pyras, which you see so many of in competitive play.

43
Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 18, 2014, 03:07:24 pm »
But as soon as the enemy gets in closer you wont get it.

You mean here that the HF won't be effective because of arm time or what?

44
Gameplay / Re: Guns of Icarus and the Law of Diminishing Returns
« on: May 18, 2014, 02:47:18 pm »
Double Lumberjack
Quite possibly one of the most annoying Galleons in the game, this ship is a powerhouse but ultimately a flawed one. One competent lumberjack can easily suppress a balloon, and a godly lumberjack can suppress two balloons. At the range at which you engage at with this long range of a galleon, you've got time. Throw an H flak or Hwacha and you still have the enemies bouncing on the floor but you gain the ability to kill them too.

Vs. most builds I never understood the double LJ galleon. Having a fast buffed-charged HF finish, especially against pyramidions, is absolutely game-changing. If you watch old Paddling recordings you will see how utterly they cleaned up with it during their peak. No galleon play has come close to that standard since.

Vs. double junker (if you insist on taking a galleon, which is an inherently disadvantaged vs, say, cover sniping junkers), I understood the double LJ approach, since getting that flak hit in is exceptionally difficult if your opponent junker is simply pulling behind cover every time the armor goes below 1/3rd or the balloon pops, and likewise having your balloon down on a junker is a highly disruptive event. However, in the Mandarins' experience, the superior disable-piercing-explosive combo of the artemis/hades would almost always eventually overwhelm a galleon, especially if that galleon was static. The only real chances for a galleon were typically 1) corner-camping in Dunes or 2) getting a positional advantage through an unexpected flank, but even these strategies would work less than half the time.

Now to pick your brains, how about a double merc pyra, that is a common enough build and seems to do a good enough job, it has shatter for disable and piercing for taking down the hull, and ultimately can ware down the hull enough for a kill, i would love to hear your thoughts on this?

On Dunes, vs a passive opponent, it has a good chance of working. But any creative use of cloud cover or terrain will make it very difficult to work (GwTh are probably the best example of how to work clouds/terrain on Dunes).

On other maps, where there is more cover, it becomes an increasingly difficult build to work vs. an experienced opponent (I should note that all of my judgments here are assuming that all combatants involved are experienced).

Two gunners. Diminishing returns.

Or one, most of the time.

A lumberjack merc flak is probably the best and most versatile build at longrange.

That certainly was the case before they chopped the lower arc off the merc, but nowadays that complete lack of downward fire is painfully easy to exploit. The merc nerf was probably the biggest single hit the galleon ever took, as it forced galleon crews to re-train for hades, one of the toughest weapons in the game to use effectively (and even at the maximum end of the skill spectrum very difficult to a) fire from a galleon and b) use against ships with smaller hull profiles, such as junkers).

The dual lumberjacks ability to pop the enemy balloon so fast gives you the ability to kill enemys much closer to you.

I don't entirely see how having two LJs is qualitatively different from having two light carronades, which you poo-poo above. A good Lumberjack gunner, with a buffed weapon, can in theory take down the balloons of two ships with a single Lesmok clip (as buffed Lesmok requires two hits to kill a balloon assuming no repairs, with a clip size of four shots). Is it really worth losing the insta- or semi-instakill potential of a competent Heavy Flak gunner? In the Ducks, we always try to use the minimum necessary amount of force to accomplish a certain job, thereby leaving the possibility open for the application of a different type of force (so, for example, in the case of the Mandarins we found that the combined fires of 4 artemises did 90% as effective a job as the fires of 6, leaving us with 2 extra weapon slots for piercing damage which we used for Hades - in my opinion, a game changer)

I wont compare that to a dual carronade cause the higher rate of fire of the carronade leads to a much faster pop of the enemy balloon.

Depends on how good your LJ gunner is. It is worth nothing that one's perception of the efficacy of 1 vs 2 LJs, or 2 vs 3 artemises, is highly dependent on the skill of one's gunners.

Artemi Junker
With those its similiar. Yes you sacrifice alot of different dmg types. But you also get a much fastened ability to do what you want. That can count alot. Usually 3-4 is all you need thats true.
The decreased effects are sometimes higher than expected.

I think the same basic analysis applies here with the LJ galleon - vs. all ships apart from a junker, you are better off with a hades on the bottom deck. Vs. a junker, due to the relative difficulty of getting the armor break, you're probably just better off with one more artemis. But that necessarily must lead one to ask oneself if ranged engagements vs cover-sniping junkers are the way to go about things, and if you're not better off dumping all those artemises for something entirely different.

Thus double H.Flak could kill everything. An advantage.

At the unjustifiable cost of losing the armor strip and balloon pop of an LJ.

I still very much feel that our choice of ships was the correct viable counter at the time...

You guys had the right idea with the balloon popping, but generally junkers have a serious advantage over pyras, so (typically) double junker will win out over double pyra, all other things being equal. Puppy Fur and redria are one (extremely) strong example to the contrary, but with pyras' huge hull profiles, weak armor, blind spots, and slow turning radius, they simply present way too many weaknesses to exploit if your piloting isn't picture-perfect.

Support ships

Sammy and I have argued about this endlessly (and I think we eventually reached a happy medium towards the end of our time as a team), but my feeling on the ubiquitous "support ship" is that you really can't afford to have one if you only have 2 ship slots - hence Sammy's emphasis below on our typical lack of specialization. As omniraptor put it in a post long ago, why have a hero and a sidekick when you can have two heroes? That's why I've always steered clear of team compositions that involve "support" or "set-up" ships. It's kind of depressing, really, since it slashes the really effective range of builds that can be fielded, but you have to play the game the way it is (unless you want to be an airship Quixote, which is cool too, but not for me).

Oh and as for the "need" for an explosive weapon... Rams (;

If you miss a pyra ram against a competent opponent, you will pay for it. In most cases with the destruction of your ship.

But most of the time, muse has designed its guns to be effective by themselves. One flamer is enough to cause chaos, one mortar is enough to kill a ship, one hwacha is enough to disable a ship, etc.

That depends how you define "effective". For me, "effective" was winning matches, which is getting five points, which is getting five kills, which is getting five finishes preceded by five armor breaks. Obviously, there's more than one way to skin a cat here. To me, "causing chaos" with a flamer isn't effective per se because it's typically not sufficient to achieve those aforementioned goals. Necessary depending your build, perhaps, but not sufficient. It has to exist in conjunction with some other combination or weapons or factors, such as goomba stomps, sandwich rams, a mortar, whatever. That's why in my opinion guns are never really effective "by themselves", either singly (obviously) or in excessive combination. So I generally take a fairly dim view of double- or triple-weapon builds of whatever sort. And this is the way that things should be, if Muse has balanced their game properly, which I think they are slowly but surely achieving.

45
Gameplay / Re: 1.3.6 Tar Changes
« on: May 17, 2014, 11:33:48 pm »
yes please, tar is broken, do as sammy suggests

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