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Topics - Kestril

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1
The Signal Tower / 100s Week of Chaos Skirmish (Set to 1812 overture)
« on: March 10, 2018, 08:49:00 pm »
In celebration of 100 weeks of Chaos Skirmish Saturdays, I made a compilation video of 100 weeks of chaos skirmish.

The Guns Community has been a tight-knit and welcome addition to my life. I may be oversharing, but I've dealt with generalized depression and anxiety for most of my life. I cannot overstate how much comfort this game and the community surrounding it have given me.  Being part of this small, passionate, and dedicated community of airship crew and captains has made my life that little less lonely, and that little more worth living. If just to show up at chaos to try a funny ship build, ,say hi to new friends, or teach a newbie the difference between a mallet and spanner.

Also, I don't think I would have tried my video editing chomps without GoIO. I won't lie, this video is a bit rough, as it was my first time ever video editing and I only had archived, sometimes low-res stream footage to work with. But as the video progresses, I learned to make my cuts better, keep the action more centered with a clear direction from cut-to-cut, and generally learn editing software. I may try the whole youtube thing in the future, eventually.

So, to give back to this wonderful community, and without further ado, I give you 100 Weeks of Chaos Skirmish arranged to the 1812 Overture.

https://youtu.be/Ur6kaQr0PLQ

o7






2
Feedback and Suggestions / Vote Kick for Custom Lobbies
« on: May 28, 2017, 12:16:13 am »
Custom lobbies need a vote kick or kick feature. Chaos Skirmish was once again was held up for 40 mins due to an afk player and no mod online to remove them.

This is nothing new so see the numerous threads regarding this much needed feature.

Anyway, the whole ordeal and lack of features left a sour taste in my mouth of muse's history and stance on this subject. I can't help but feel like they don't necessarily trust their community by implementing these basic tools.  Nevertheless hopefully this thread might be the last straw or the extra bit of push to change their minds or take action.

3
Feedback and Suggestions / MK II Guns
« on: January 27, 2017, 04:12:15 pm »
In the fireside, the devs mentioned they'd look into introducing variants on existing guns that play differently, as inspired by their old-counterparts. This thread is to explore what variants on guns could be, and how differently they'd play.  The point is to make a MK II option that works on the same principles, but offers a completely different playstyle. This is just a general "what if" thread to give muse some ideas on how to make simple-but-interesting tweaks to introduce variants on weapons we like It's more an IDEA thread then a CRITIQUE thread.

For example:
Flak MK II (Ye Olde Flak is Bak)
2-shots
Additional damage per shot.
Cosmetic: Rust-covered barrel.

The Old Flak rewards well-placed skillshots with high-damage, encouraging the weapon to be used in a more specific manner.


Gatling MK II
Increased Jitter
Increased Fire rate
Decreased range
Cosmetic: More, smaller barrels that rotate on the gun. Maybe a butterfly-clip.

A return to the oldgat, The MkII gatling wouldn't require heavy clip to be effective at medium range due to the jitter increase, and would be useless at mid-long range even when armed with lesmok ammunition. However, the MKII gat trades flexibility and accuracty for close-range damage. This encourages the weapon to be used only in a close range brawl, preferably with ambush attacks.

Hwacha MK II
Decreased Jitter
Decreased Clip Size
Increased Projectile speed
Faster Reload
Decreased explosive damage.
Cosmetic: Instead of lions on the front of the gun, they are eagle-eyed griffins.

The MK II Hwacha offers mid-long range component disable power. Its faster projectiles offer a more consistent disable. This hwacha would offer a mid-range harassment and denial rather than a devastating close-range barrage.


Mine Launcher MK II
Attached to each mine is a small propeller that slowly pushes the mine forward on a wobbly path. These mines would be used more as slow-moving naval torpedoes, but not pack as much explosive punch.

That's all I've got, I'd love to read your ideas!





4
Feedback and Suggestions / How About a Hydra Howitzer.
« on: January 20, 2017, 03:01:03 pm »
Hydra Howitzer

Heavy Weapon
Clip Size: 1
Reload Time: ~20-30 seconds (very long)
Primary Damage: Explosive
Secondary Damage: Piercing.
Projectile type: Projectile.
Damage: 350HP (Primary), 350HP (Secondary)
Arcs: Narrow
Gun Turn Speed: Slow.
Projectile speed: Medium.
Range: Very Long

The hydra howitzer is a high-skill, high-risk weapon that will be unique in it's ability to deal with both the armor of an airship and it's permahull. However, it's limited clip size, long reload, makes it only able to deal with one or the other. Lots of teamwork will be required to make this hard-to-use, but devastating gun work.

 IIRC, the mechanics in GOIO mean that when armor drops, the rest of the damage from the projectile isn't applied to the hull. I thought I'd play around with this mechanical thing to make a gun that can deal with both hull and armor, but due to a long reload, only one at a time.  It's an idea to make a potential gun mirror the old heavy flak and set up some fun loch kills, but also give it weakness enough to be exploited and played around.  As it stands, you'd get more killpower out of the heavy flak with it's four shots, and more consistent armor piercing out of a hades cannon. This weapon is just meant to satisfy:

A: A heavy gun that does piercing damage
B: A heavy gun that works like the old flak

I was a little conservative on the damage numbers, but that is due to the massive burst potential of the gun as well as loch or charged shot being used to up the damage substantially. Sure, galleons could take two and risk it all, but they'd have no disable and very little area presence after firing off their broadside.

Anyways. I thought I'd drop this on the forum just to see the reception of such a weapon.




5
Community Guide / Kestril’s guide to teaching new crews.
« on: December 30, 2016, 02:46:48 pm »
Kestril’s guide to teaching new crews.

This is what I do when I take a crew of newbies under my wing.  I enjoy teaching in guns of Icarus online and welcoming new players to the community. As such, I’ve decided to share my knowledge on how to teach up a crew when you can’t find a match with familiar faces. I hope this guide may help you teach incoming new players. Whether it’s the odd newbie here-and-there that need to know the finer points of repair cooldown, or the fresh-off-the-tutorial grouped buddies that are all too timid to find a captain among them.

It’s pre-game, or in the first few moments of the match, and your level 1 swabbies are scampering around the deck, clueless as to where to go. Here is what you do.

Welcome them
Build a sense of teamwork. Ships function better when everyone is working for a common goal. New players are both more receptive to advice and more willing to put in the effort to learn if they feel welcome aboard your ship.

Define roles
Popular MOBAS have clear roles for players. From Overwatch to DoTA, players have clear roles to perform. In Guns of Icarus, is not as immediately clear.  In GOI, there are many different roles that depend on a variety of factors. Specific roles depend on your ship, your ship’s guns, the amount of components that are disabled, and your opponent’s ship and relative position on the battlefield. Roles are fluid and changing. Competitive teams have practiced enough to instinctively know these changing roles in every possible situation. Your crew won’t, so you’ll have to start with the basics. These basics come in a few categories.

Overview the role of the guns

The guns will determine how and where your ship fights in combat, so it’s good to go over briefly what you need when attacking the enemy. Go over who gets what gun, and then explain their role.

Let your gunner know what their gun’s role is. If it’s an artimis, tell them to aim for components at all ranges. If it’s a carronade, tell them to aim for the balloon when they are close. If it’s a mortar, let them know to only fire when the enemy ship’s armor is broken.  Finally, briefly go over ammo types and how each ammunition may help.  Remember, the goal is not to micro-manage, but instead give them enough information to make infr

This is a bit more tricky than it sounds, as some engagements are decided by the first hwacha volley. Again, stick to guidelines and explain the role.  For example, when I fly an ambush spire, I always let my gunner know that they must fire first to take out the front gun of that hwachafish or galleon, but can hold fire until a metamidion’s armor is down.

Once a player has the information about their gun and how to perform their gun’s role, they can make the most informed decision possible when it comes to gunnery. As a captain, you can’t do much about missed shots, but knowing when to fire is the most important factor you can influence.  So influence it. Let them know what is an important time to shoot, and what is not. Once they start to get the hang of it, your results as a ship will only improve.

Overview the role of the engineers.

The engineers keep the ship alive so that it can keep fighting. However, the repair system can make engineers overlap their cooldowns and miss repair timers, or, even worse, neglect to repair crucial components of the ship. As such, the engineers need to be more informed of where to be and what to prioritize.   Save the special routes and tricks for later, they need to know what needs to be active for the ship to function.  This depends on the ship, as a mobula’s balloon is more important than a squid’s, but if you’re a captain worth your salt you’ll know what you need to function. Check out the other guides to become familiar with these loadouts if you are not already.

 
When explaining, think guidelines.  You won’t be able to micromanage in the thick of things, so give them the knowledge they need to function the best at the task their given before the lumberjack hits the balloon.  Let them know “In this pyra, we will get close, so will I need turning engines more than the side guns.” Or  “In this squid, engines are life. If we have the altitude, prioritize engines over the balloon.” Or, “In this galleon, work with the gunner to fix the lumberjack before fixing your heavy flak.”

It may seem blindingly obvious to an experienced player, but newbies haven’t had the chance to learn these guidelines. Saying “you get the right side of this mobula” is a start, but isn’t nearly as helpful as “keep the balloon up, and check it every reload. If it goes down, go repair it.”  You won’t have enough time to explain every situation, but once your newfound crew has the context to make the moment-to-moment decisions to keep the ship alive and fighting.


Overview the role of the ship itself.

Finally, go over the strengths and weaknesses of the ship, and how you’ll fight against your opponents.  Go over the general doctrine of combat to give your crew the most information possible to make the best choices to play to your ship’s strengths and shore up it’s weaknesses.  This will stop the trigger-happy gunner that fires the hwacha burst at maximum range ineffectually, or stop the eager engineer from giving away your ambush position with a gatling. Once your crew knows how your ship will fight, they will avoid actions that undermine that style of combat.

On a sniper mobula, I explain that our role is to pick them apart from far away and disable their weaponry but on metamidion or an ambush spire I explain that we are to ambush them for a quick kill.  A hwachagalley, we ram and broadside, so keep the turners up and don’t fire until you’re sure you can disable their vital components.

By explaining your ship’s intended style of combat, you’re giving your novice crew the information to piece together all the working parts. They can equip their knowledge to choose what to react to. 

Now that you’ve explained the basics to your crew, it’s time to actually start the match!
Onto the match

Now that you’ve explained the role of the ship and the roles of the crew within it, it’s time to put it into practice. On your way to meet the enemy team, keep in mind that your crew doesn’t have the situational awareness of a 45-stacked SkBo or FCD ship. In some cases, Keeping this in mind will help you manage your expectations, and put you in a position to help build your  crew’s situational awareness. Start with the basics, like hull and balloon.

Hull and balloon

With a new crew, you’re going to have to perform double duty and help watch the state of the hull and balloon before they go down. Whether your newbie engineers don’t realize when the armor is down, or if those mallet cooldowns seem a little longer than you’d like. Keep in mind, it takes time run to repair components, and, oftentimes, the fatal mistake has been made long the mortar shots come raining in.

To help with this, keep an extra eye out on the hull and balloon. If you notice a new engineer using the mallet instead of spanner to rebuild, go ahead and correct that. If one engineer is a bit trigger happy, inform them to check their component after each reload.  The key here is to offer constructive advice rather than blame. Remember, part of your role as a captain is to augment the situational awareness of your crew.

Mistakes and the blame game

While your crew’s performance may be frustrating, infuriating, maddening, or otherwise shatter your temperament and open up the salt mines deep within you, focus on helpful advice. It’s natural to get a little tense and quick with your calls in the thick of things. That’s okay. However, once the engagement ends and you’re faced with the respawn screen. MOVE ON. 

Your crew gains nothing from passing the blame around. In my experience, it does negative work. Blaming people demoralizes the ship and makes people less likely to try their hardest to secure the victory. Moreover, passing the blame leaves you with no crew come the next lobby, as they will seek out another captain that doesn’t berate them for their mistakes.  Or, if you’re lacing your commands with incendiary ammo, they’ll quit mid-match. Leaving you, ironically, with no one to blame but yourself.

Furthermore, in my experience, captains that do play the blame game oftentimes underestimate repair cooldowns or how much fire their ship is taking. There is nothing more deflating in guns of Icarus than watching your captain sail headlong into a 2v1, only to die and blame the engineers by shouting “I NEEDED HULL AND ENGINES WHY DON’T YOU REPAIR!?”

A more constructive (i.e: better) approach is to let them know what a success looks like. Tell them how things would have gone if they played optimally. Remind them of their role, and how effective that role can be! I’ll often say, “If we landed the mine, the pyra would have been bumped away out of arc.” Or, “Next time, if we catch their engines in a hwacha, they will be helpless to dodge.”

Giving such advise puts your crew in a position to better understand the game and look for those plays. But sometimes, those shots will still miss, even after deaths, and you won't see much improvement.  The mortar is still missing entierly and your gatling gunner is still wiffing half of his clip. Things can seem a bit hopeless, and that nothing can be done. But something can be done.

So what can be done?

This is the big secret. The whole cake (happy birthday). The big Lebowski. The one sassy section you should take away from this guide if you read nothing else:

Instead of asking “what do I need from my crew?” ask, “what does my crew need from me?”

Draw from your experience and adapt to what your crew can give you. If your engineer is slow to repair the turners, then adapt and don’t burn the pilot tools as much to relive the repair pressure. If your newbie gunner is having trouble landing difficult shots, keep the ship still to give them a steady platform to aim from, or get so close that they can't possibly miss.

Captains don’t carry matches by ship positioning alone. Captains carry matches by playing to the strengths of their crew to maximize their ship’s potential given the tools they have.

For example, My fresh-off-the-boat trainer ship is a mercury-art-art mobula (newbula) with the flamers on the top deck. All the weapons are easy-to-aim with no “wait until red” trigger discipline required, engineers only have one critical component to look after, and staying a long distance away from the engagement improves everyone’s situational awareness. It’s not the most effective ship, not by a long shot, but it is the most effective loadout to take with a crew of newbies that don’t have the awareness, aim, or experience under their belt.


Finally, if it’s your fault, own it.

Captains are not infallible gods of icarus. They make mistakes too. And you, as a captian, will as well. If you mistakenly sail into a 2v1, eat the broadside of a galleon, or linger in a lumberjack’s arc for too long, own it. This will tell your crew that you have the awareness to know what went wrong, and the willingness to improve.

Furthermore, owning your mistakes improves captaining skills.  At level 10, once I changed my frame of mind from “man the engineers didn’t repair that hwacha hit fast enough.” To “I shouldn’t have been in a position to get hit with the hwacha in the first place”, I could start realizing the delicate dance between ships, and realize when I had been outplayed, then adjust my strategy and flying style to not allow myself to be caught in that situation again. Own your mistakes, and I guarantee that you will improve as a captain as well!

In closing

With alliance mode around the corner and a growing playerbase on the horizon, knowing how to make a newbie crew into a well-oiled death machine will be a nice skill to have. I hope this guide has helped you train up a new crew, or just make the level-1 random that happens aboard your ship a bit more easy to guide to the gatling gun. Fly safe!

6
General Discussion / That Best GoI Moment.
« on: July 05, 2014, 11:48:04 pm »
The moment's at the very end of the post,  but It requires the appropriate build-up, of course. Get ready for a Guns of Icarus anecdote (skip to the bottom for the TL:DR version):

So, in pubs, I'm a bit of a newbie newbie magnet. No sooner do I pick an empty captain's slot when my ship fills up with 1's and 2's. I don't mind, I've got a junker all set up for it, the Silversail, with gats on the bottom deck, flaks on top, and an artimis or flare on the front. It's a very point-and-shoot sort of ship that has forgiving range. 

One particular day I got two "1"'s and one "2" engineer. (Who's names I unfortunately forget). So, I start crew chatting on the chatbox to tell everyone the gameplan. Which boils down to the gunner on the bottom deck and the engineers topside.

The map is canyon ambush. The match starts and I re-iterate where people are supposed to be (gunner stay on the gatlings please!) I tell the gunner to keep the gun firing at something all the time, and that I'll say "left guns" or "right guns." While I tell the engineers that they will be bouncing around topside and taking a shot with the flak when I tell them to. At this point, I get a hesitant "okay" on the voice chat and two "alrights" on the text chat. Although, the atmosphere seems hopeful, like they actually may have a captian that knows what he's doing.

Things get hairy in the narrow alleys of the canyon. Things are also a bit of a mess on my ship. The gunner's shooting early, revealing our position, and what flak shots that do land are often while the armor is still up. Do'h I forgot to explain the "wait until you see red" rule, and the "clouds actually do hide us" explanation.  Eventually, we take to much damage and I'm ordering something along the lines of "REPAIR ALL THE THINGS" while smacking the balloon with a spanner, but to no avail.

The Silversail explodes with naught a kill and we're on the respawn again. I tell 'em it was okay, there wasn't much they could do against both ships like that, and that the positioning was my fault. (Which, isn't entirely true, the engies could have gotten to the hull sooner, a chemspray or two would have been nice, and the flak could have been timed right, but that doesn't help 'em much, so I let it slide.) But still, the positioning was my fault. I commend the gunner for keeping the gatling gun whirling, and get to respawning.

So while the Silversail is floating idly at the spawnpoint, I walk the gungineer through his route from flak to hull to balloon and say "these are the three things you need to stick to, and only shoot the flak gun when you SEE SOME RED, LIKE BLOOD. (Because that means their hull armor is down, and this gun makes ships go boom when the hull armor is down).

Now that the crew is on the same page, I tell my teammate captain "Hey, lets stick together this time." Which, I think he got the memo, as we crusied into the canyon together.

This time, things were different, the 1-2 crew knew their roles and we racked up two kills. I tell ya, the first kill of a newbie crew is always great and memorable.  With their first (coordinated gat/flak) kill ever, They always cheer as the last flak shell slams into the enemy's hull and  the ship splinters apart. I'm also finding I can use the piloting tools a little more. The main engieneer is getting better at keeping the balloon and engines up when I put on the helium and kerosine. The kill is not enough to turn the tide of the battle, and we loose 3-5, but it's a moral victory for my crew. What? Oh-no, that's not the best moment ever, it gets better.

In the lobby,  my teammate chooses a galleon. Oh boy. To make matters worse, the enemy team has chosen two metamidions (gat/mortar) at the time. The map is dunes.

So, I don't really remember this part step-by-step.  It was more of a blur as we played escort-duty to the galleon. The pyramidions decided to focus the Silversail, and  from then on it was all reactionary. I had to kick things up a notch to keep the Silversail out of the guns of the two pyramidions attacking like angry sharks. I was too busy flying to keep up the instruction, and instead was barking curt orders like "left guns! Hellium! Gunner, wack the main engine! Right guns! Coming in High!" The crew kept up beautifully, and the Silversail was jukeing 'mideons and spitting torrents of unstoppable hot lead above the bone-dry dunes.

We won the match 5-0, with all the kills belonging to the Silversail and her intrepid 1-1-2 crew.  The moment I've been talking about? When, in the after-match lobby, an enemy crewmember speaks up on the chat and says:

"That junker was a monster."

TL;DR version:
Starting with a newbie crew and turning them into a well-oiled killing machine feared by your enemies is the best feeling of accomplishment ever.

7
It's been noted that there is a significant gap--the lack of piercing heavy weapons-- that needs to be addressed. While I don't know if muse is planning on implementing one soon, I figure I'd put all my ideas on one place and see what I can come up with. The aim is to have these weapons be unique in and of themselves, be fun to shoot, as well as be fun to play against. I'll probably do another one of these threads for long-range piercing weapons when i get the chance. Anyways, here goes:


Zeus Kinetic Silver Cannon
Max range with standard ammo: medium
Optimal range for standard ammo: close
Primary Damage: Piercing (medium)
Secondary Damage: Piercing (high)
Projectile speed: medium.
Projectile arc: a low arc, perhaps even lower than the  heavy flak.

Turret horizontal arc: Limited
Turret vertical arc: Normal
Gun tracking speed: medium.
Clipsize: 1-2
Reload speed: low-medium.

When fired, the Zeus unleashes one giant slug of kinetic silver capable of shredding through the hull armor. However, after a certain range the projectile will deteriorate, and only deal the weapon's primary damage. In essence, this weapon has a "reverse arming time." As a visual indicator of when this weapon becomes less effective, the projectile will cease to leave a silvery trail when it passes into medium range, and ceases to deal it's secondary damage.




Moros autogun
Max range with standard ammo: short-medium
Optimal range for standard ammo: close
Primary Damage: Piercing (low-medium)
Secondary Damage: Impact (low) (If impact is not possible, then perhaps shatter like the Gatling)
Projectile speed: medium-fast; (Just slower than the light flak), this weapon is not a hitscan weapon
Projectile arc: No arc to the projectiles.
Rate of fire: Medium.

Turret horizontal arc: Normal
Turret vertical arc: Normal
Gun tracking speed: slow.
Clipsize: 15-20
Reload speed: slow.
Spread of projectiles: high.

The Moros fires heavy rounds with a wide spread. Under sustained fire, these projectiles could push an enemy ship around. However, the mass of the projectiles makes the gun track very slowly, so it requires teamwork and a good gunner to land these shots.

Tesla Coil
Max range with standard ammo: short
Optimal range for standard ammo: short
Primary Damage: Piercing (low)
Secondary Damage: Fire (low-medium)
Projectile speed: Hitscan
Spread: Wide (carronade wide)
Rate of fire: Fast. (Gatling fast!)

Turret horizontal arc: Normal
Turret vertical arc: Normal
Gun tracking speed: Normal
Clipsize: medium-large
Reload speed: medium
Spread of projectiles: Very high

When fired, a deluge of static electricity will rake across the enemy's ship, stripping off armor extremely quickly and igniting fires. While it's not too difficult to shoot, it requires a crafty captain to get in close. This gun energizes particularly well with the banshee carousel, and would be great to mount on a goldfish.




8
General Discussion / Is it bad that I prefer. . .
« on: January 23, 2014, 02:29:45 pm »
Flak/gat over mortar/gat on the junker? New players seem to hit with the flak, so when I've got 1's and 2's on the ship it's normally my go-to loadout.

But even then, unless I have a particularly good gungineeer on the mortar, I feel that the flak/gat is more consistent in pubs. I also feel that the flak allows for more options while maneuvering around because of it's better swivel speed and range. You don't have to get so darned close and can shoot at some angles more quickly in the mortar. Sometimes I'll stay on the "long" side of short range when trying to avoid flamethrowers (or minimize mortar damage) and other stuff. In short, I guess I prefer the flak's little bit of flexibility, speed, and accuracy over the mortar's raw damage.

I dunno, I catch some flak (hehe, so punny) in the lobby about people going "omgznoez you are playing wrong it haz to be mortar-gat omgnoob" So mark this down as a "validate my reasoning against the meta" thread.

I'll try the hades eventually instead of the gat, but that involves a gunner joining that can shoot the blasted thing.

9
Hi GoI community,

It's been noted  that there is a need for a new, light, extremely close-range weapon. The weapon balance is very good as of now, and, quite frankly, I don't feel like I'm familiar enough for the game to come up with a stellar suggestion. So, I thought if we put our heads together, we could come up with something brilliant. 

Generally, I think that there are a few guidelines which make a successful weapon:

The weapon must be fun and satisfying to use
-Pretty standard. If it's no fun to point and shoot, then people won't like it.

The weapon must bring something new to the table
-Weapons greatly influence the style of play for the whole ship. If it offers something new,  more diverse strategies will develop, and the overall diversity of gameplay will increase.

The weapon must be fun to play against.
-Probably the most important guideline to consider. It's pretty fun to be tugged around by a harpoon, or stay out of flamer/manticore range, or keep a heavy cannonade from getting above you.  Whatever this new close-range weapon is, it has to be just as fun to play against as it is to play with it.

-----------

So, in the interest of sparking discussion, I'll go ahead and suggest what I've come up with. It's a little long, so feel free to just start posting/suggestion and read the quote block later.

Quote
Kinetic Silver Slug-Gun
Range: Extremely Close
Clip: 2
Projectile type: Projectile. (Not raycast or whatever the flamethrower is)
Reload speed: Slow.
Damage Type 1: Piercing
Damage Value 1: 75*(Speed Modifier)
Damage Type 2: Explosive
Damage Value 2: 50*(Speed Modifier)

Why is it satisfying to use?
The faster the ship is going, the more damage the ship does. So, landing a volley as you flash by should be pretty satisfying for a gunner. Plus, the thing could look like a cross between a revolver and a shotgun, and, with proper animation, "feel" the weight of the slugs as they are loaded into the chamber.  For a captain, diving into the fray of enemies, crippling a hull, and then speeding out the other side while

What does it bring to the table?
This gun allows for the use of hit-and-run attacks. A captain must line his ship up and gain speed early, as well as coordinate with his gunners for the best moment to fire. This weapon offers the pyramidion even more ramming potential, and gives the squid some close-range punch. On a goldfish, these could be mounted on the side guns to allow some high-speed side-swipes. On a junker, this gun could be mounted on the front to open an engagement with a punch before switching to side-guns. This weapon, however, does not lend itself well to the galleon or the spire. Finally, this weapon is the only weapon to offer both explosive and piercing damage.

Why would this be fun to play against?
Captains would easily be able to identify the KSSG due to the silver-y trail the projectiles leave behind. Once identified, captains may try to avoid the KSSG attack by dodging, keeping out of range, or simply matching speeds with their opponent to reduce the damage done.  After the initial attack, captains would have many options to engage the enemy ship, mostly having to do with taking advantage of the slow reload time and punishing the attacker who stayed too close for too long. 


That's it for me. I'm not claiming it's the best suggestion by any means, but it is the best I could come up with. 



10
General Discussion / What makes a good captain?
« on: May 21, 2013, 01:35:52 pm »
I'm interested in the community's opinion on this. I know "good" is subjective, and doesn't necessarily mean "wins matches"  I guess we can narrow it down to what sort of captain you like to crew under the best.   

As for me, a couple of bullet points, in no particular order:

-I prefer captains who can admit their mistakes, and are not harsh on their crew when a mistake is made. Getting upset rarely accomplishes anything, and, at least for the match, we're all literally in the same boat.

-I also prefer captains that have at  some awareness about the situation around them. It's troubling when your squid flies right into a galleon's dual-manticore broadside for the third time in a row xD

-I also like captains that switch the loadouts up for the sake of fun. Doing something ridiculous ends in awesome, good or bad. Like a harpoon Spire with a manticore, or a squid with moonshine and impact bumpers. Sure, they may not be the most effective, but they ARE a blast to crew.  Instead of gat/flaking another ship to death for the umpteenth time in a row.

-I really like captains who let the crew know what they are doing, even if it's just the general idea of "we are going to hit this junker from the left." I feel like I know what's going on and am better able to respond as a crew member.

How about you guys?

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