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1
The Gallery / Re: Aerodrome: Fin
« Last post by Squidslinger Gilder on Today at 05:45:13 pm »
Thanks and your welcome.

Yeah another limitation was Muse's changes or lack of for the main game. Aero 4 would have seen Cargo Carrier return but beyond that, we hadn't figured out anything else that would really work for what we wanted to do. Part due to the lack of maps on southern nations.

Nowadays with Alliance we could do it. In fact we could have done a hybrid event with both PVP and PVE but it would mostly be for the maps in Alliance. Which many are now making their way into PVP too.

I dunno if we would have done VIP or Skyball. I doubt it. Definitely not Skyball. I've been rather disappointed with both of those. A player managed event with refs actually was more appealing to me than using those. It is a shame we didn't get gametype tools to make our own. Would have helped a lot.
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Gameplay / Re: Magnate Theory
« Last post by Kestril on Today at 03:59:17 pm »
I run gunner mid, and an engie fore and aft. The placement of the heavy guns means the gunner can jump down and man the heavy guns if the rear engie is busy with repairs. When working well, the gunner can use a gatling to strip armor, the engineer can fire the hwacha, then the gunner can hop down to load the hwacha with the appropriate ammo and return to the middle guns.

Under heavy pressure, the gunner can choose to go for armor with the gat, and if a disable is needed they can hop down to a hwacah.

For pupstomps, I like merc-merc-flak for a long range setup as it is the only extreme-range killshot boat. Against more seasoned vets, I prefer lumber-hades-artimis for long range.

For the brawl side I like light carro in the front, gat middle, and hwacha rear. This gives one side the quadfecta of threats: Component disable, armor strip, balloon disable, and hull-kill potential.  Still, I find the magnate stupidly vulnerable to disable at close range, so getting the first volley is a must. The good news is that you will only need that *one* volley. 


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The Gallery / Re: Aerodrome: Fin
« Last post by Dementio on Today at 02:36:50 pm »
Probably noone could have done an Aerodrome event like you did Gilder, and everyone who helped you out with all the Aerodromes.

I liked the rpg aspects of it, I liked playing in it and I liked a, as much as it could be, competitive 3v3 capture point focused tournament. Crazy King, before Muse reworked all capture point maps, is the mode that helped me practise how to communicate in this game due to having to coordinate with your them on when to go to the next point together, communication which is detrimental for any sort of team-based competitive activity. So a tournament for that sort of thing, filled with role-playing aspects, was really cool and refreshing from the rest of the game.

Thank you for the good times and good luck with future projects!
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Community Events / Re: SunSet Blitz: Sign Ups: Week 3
« Last post by earbudmusic on Today at 12:01:25 pm »
Team Name: Half'N'Half
POC: earbudmusic
Team Members: earbudmusic, Petriquiche, Lore de Spades, Lord Rho of Sealand

5
Gameplay / Magnate Theory
« Last post by BlackenedPies on Today at 10:47:01 am »
With the introduction of new content, it's helpful to share your experiences and tips for other players. Here's my impression of the Magnate and ideas on how best to exploit its advantages and mitigate its weaknesses

Front Engi
Front engi choice is pretty straight forward: spanner mallet chem. Due to hull proximity and lack of other nearby components, chem is the right choice. When not facing direct armor damage the main engi can use their stamina and run to the main engine. This can be repaired from below like Galleon but the two other crew may be preoccupied with the four guns, two engines, and balloon. It's probably best to put the main engi in charge of main engine repairs full time when not in combat to allow constant engine burning and avoid engine damage.

This is the best position for a less experienced crew member, but doesn't mean it's any less critical than the rear positions


Rear Positions
The rear two positions are tricky. Normally the mid-deck would be a position for a wrench buff engi, but the position is further from the turning engines and balloon than the heavy gun position. Playing with a wrench buff in the middle and spanner mallet buff on the heavy gun felt lacking in repairs, and for this reason I switched to a second main engi kit with chem

A more natural setup is having the gunner in the middle and a main engi in the rear. This gives the main engi access to repairs and chems during reloads but loses the buff or gunner stamina on the heavy gun

With a double-buff setup it's possible to switch the roles and have the wrench buff on the rear and spanner mallet buff in the middle. The benefit is chem on the balloon and two buff hammers, but you lost the mallet on the heavy gun and balloon. I don't find this tradeoff worth it and would recommend only one buff hammer on this ship against dangerous opponents - similar to Mobula

If using a single buff hammer, there's arguments for both setups but I recommend starting with the buff in the middle and main kit in the rear. This gives better fire protection and is simpler for the crew

Loadouts can be built around these repair limitations. For example, if both guns use the same ammo then either engi/gunner can man them and positions can be swapped. A gunner could also move from the Hwatcha to the upper gun during reload if repairs are required by the main engi


Long range setups
Lumberjack Hades Banshee is a powerful combo. Arcs can get tricky so the 60 degree arcs of the Banshee are helpful. Either heavy clip or greased can be used for the Banshee. Heavy clip is great for long range precision, and greased can be used for closer range or the right side gun. Fewer heavy clip gun choices are available on the right side, but a great choice is Light Carro with its helpful 55 degree arcs

HCarro MK2 and Hflak are also viable for long range but more tricky due to the Magnate's vulnerability to disable. A Merc can even work in place of the Hades for extreme ranges. Coupled with a front Artemis or Banshee, the Merc and heavy gun can be deadly to large targets like Spire and Galleon at long range. Minotaur is harder to justify due to low kill power and lengthy reload


Mid range
Hwatcha is a natural choice due to its effectiveness at close and medium range. Minotaur, Hflak, and Hcarro2 can fit this role but may lack disable and kill power against dangerous opponents


Right side
Assuming your left side is for longer range, the right is usually built for closer ranges. Hwatcha, Hcarro, and HCarro2 can fit this role. HCarro is powerful but has limited arcs. HCarro2 can be used in combo with disable and kill guns, but is quite weak by itself. It holds the advantage of good arcs and being simple to use

Good front arcs still apply for the right side - I recommend Banshee, Flame, or Lcarro due to their arcs and close range power. The mid gun position is flexible with Gat being a popular choice


Favorite Loadouts?
My favorite loadout so far is double mine Hwatcha, flame mortar Hcarro. Mines are fun to use and the heavy clip Hwatcha can buy time before they start impacting. A gunner could fit well on this setup either shooting the mine or jumping to the Hwatcha for better arcs

The right side, flame (front) mortar Hcarro is potent at killing under-chemmed ships, but against Pyra Hwatcha is a clear better choice


Piloting Tips
I'm using the standard Kero, Claw, Hydro loadout. The Magnate is fairly maneuverable and easy to fly. Avoid heavy disable fire by protecting the rear. Be aware of your movement when using long range to avoid throwing off the gunner's shots. Plays pretty standard to me and nothing in particular to report, except to use Practice mode first to learn arcs


In summary, the Magnate is vulnerable to disable and heavily repair limited at the rear. Spread out repair cycles make transitioning from the mid gun to rear repairs time consuming. With organized crew roles or non-standard position setups these limitations can be partially mitigated. Powerful gun combos and good flying characteristics make it effective in pubs


What are your thoughts?
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The Gallery / Aerodrome: Fin
« Last post by Squidslinger Gilder on Today at 01:29:29 am »
Seeing as how I've no time to continue the event and there seems to be no interest from anyone else in picking it up. I figure I'll give it a wrap and reveal the final chapter.

Over a year and a half ago, about around the time Aero 3 ended, storyboards for Aero 4 were brewing. The first seeds of Aero 4 were to come at the end of the Letters series. The final episode which unfortunately never aired due to problems with our audio team's schedule at the time. Syco just was swamped hard with work and it didn't get better for almost a year later. Then on top of that he had some computer issues that compounded it more. It was always a goal of his to get it done and release the final episode but real life wasn't so kind, and by the time Aero 4 was discussed again, it was clear things just weren't happening.

So I'm delivering to you now, what was done of the final Letters to Home episode. There is no music score as it never got completed. Keep in mind, The Letters series takes place during Aero 2. It just aired for Aero 3: Episode Three: Thin Air

Original Signal Tower thread is here: https://gunsoficarus.com/community/forum/index.php/topic,5225.0.html

So now...Aero 4...

The Story of Aero 4

Aerodrome 4 was scheduled to be dubbed: Fires of Revolution. It was to do a few things to build on the conflict of 3 but mostly it was the world war storyline we had planned. The Arashi would finally enter into the fray and at the same time we'd have a new conflict in the north erupting around the Baroness of Everesk. We actually had a voice actress lined up to play her too.

Here is the setting directly from the storyboard doc:

Quote
Nash’s plans are coming undone. He’s been backstabbed by an Arashi friend who has known him longer than anyone. With Nash out of the picture, his carefully laid plans for other nations also begin unraveling. Revolution begins in the Fjordlands with the Baroness of Everesk who finally wakes up and wants Nulia’s head. She is joined by the people who support her coup.

Arashi lands have just been succeeded by the son of the former chief. He’s the one who stabs Nash in the back. Instead of playing along with Nash, he decides now is the right time to begin a massive invasion of the Guild.

Yesha gets dragged into helping the Guild. Anglea in turn gets drafted to helping the Baroness in her coup attempt. While Chaladon sides with the king to fight off the Anglean aggression.

To answer the exact details of why the Arashi friend backstabs Nash, it ties into the end clip of the final Letters video which starts Nash's backstory. With the Mercantile War concluded, the focus turns to the antagonist Nash and his plots. Everything at this time seems to be on the up and up.

Nash decides to exit the after party and attend to personal matters. The Anglean hero who, still wants to kill him, secretly follows and we find Nash now in Liro Dunum on personal business visiting a grave. But who is Elena?

Elena ties in directly to who he is because the last name on her grave isn't her last name. It's his. However, they were not married, only arranged to be.

The backstory behind Nash is he was from a former noble's family in the Fjordlands. Lohengramm (+10 if you get the reference) was to be the biggest clue to his identity because the family was killed in an "accident" along with a Chaladonian family many years prior. Nash's family was gaining a lot of attention by their actions with Chaladon. So much so that there was a marriage arranged that many in Lord's Leap hoped would solidify a lasting relationship between Chaladon and the Baronies.

Trouble was, this brought about jealousy, and in the cloak and dagger society of the Baronies, those that wanted them dead found their chance at making that happen.

Elena and Nash meet when they are kids (exact age uncertain, hadn't decided. Doubtful teens. Likely younger). Nash actually isn't his real name although I forget now what his real name was finally going to be. Same with Elena's last name. But needless to say, they both were nuts about each other. The first meeting takes place in Chaladon, followed by a second meeting to decide on more concrete details back in the Fjordlands. This is when tragedy strikes.

It happens midflight on the way back. Nash and Elena actually are off playing around the ship (hide n seek/etc. Elena is hiding). Assassins act, they pretty much kill everyone else easily in their cabins. Nash witnesses it but hides and is missed. Only then the assassins realizing they've missed two. Instead of trying to find the two kids, they decide to just set the ship on fire and have it crash into the sea.

Nash gets out of there, then finds Elena but it is too late to do anything. The assassins are gone and they've sabotaged the controls. The airship does indeed crash. However the kids survive and are rescued by a trader en route to Liro Dunum. Unfortunately Elena isn't in good shape. They're both hurt in the crash, she's worse off than him.

This starts a point where Nash pretty much watches her slowly pass away while in Liro Dunum. There is a lot of heart to heart moments. She's a much more forgiving person that he is. She was very sheltered within Chaladon.

Growing up a Fjordlander is part of that background of his. He's seen more of the evils of the world even at his age.

She's heard of the bad things but never had experienced them herself. So she very idealistic about wanting the conflicts to stop and the reason for assassins to exist to end.

At the core of Nash's plots is this desire to bring a stop to the conflicts. However, he reaches a conclusion on it that she'd never agree with. Partly because he never quite gives up his desire for vengeance.

When he's older he leaves Liro Dunum. Spends a bit of time traveling and seeing the world. This is where he sees how really ugly the world is. Travels from nation to nation, working for some of the more seedier elements trying to find the assassins, which he does eventually catch up to and kill.

After getting that revenge, he pretty much loses his desire to do anything. He believes Elena would hate him now if she saw him, and ends up wandering into Arashi lands where he saves the life of the friend/chief. He's about in his 20s by this time.

There he realizes that no matter of arranged marriages or well wishing would do any good. The only way to stop the madness is to make the madness destroy itself. Or so he believes. He takes this belief to the point he doesn't care about being a villain to the world. In his eyes he'd rather be a villain than a hero with one of those nations. The Arashi friend agrees with him.

So the Arashi friend is very much in on the entire plan from the beginning. Actually backs it and helps Nash get involved with The Bully Boys, a arms dealer/semi criminal enterprise up in Firnfeld that profits off conflicts up there.

This is Nash's entire desire throughout the Aerodrome series. He learns how to manipulate nations and events. Even if something doesn't go his way, he turns it around and uses it to his advantage. One way or another, his goal is to bring down the major nations and force change. Hence in Aero 2 he suddenly starts trying to promote certain heroes of each faction. Even if they end up martyrs, it'll further his goals of changing the power structure of the nations.

So what goes wrong with the friend in Aero 4?

The Arashi friend comes to realize a lot of things with the death of his father. Many of those past ideas and plans were not what he ultimately wants. Obtaining the position of power causes him to want to help his people more. He doesn't want to be a villain with Nash after all.

So instead of following Nash's plan, he sides more with a plan that would benefit the League, his own.

Trouble is, this forces him to kill Nash. He knows Nash won't stop otherwise. But more than that, he knows the nations are weak because he knows things are still following Nash's plan. Originally this was to bring about a more peaceful future between the Arashi and Guild, but none of the Arashi trust the new Guild leadership. They see the time to strike their old oppressor The Guild, is now. The friend agrees.

The Aero 4 Trailer

In the Aero 4 opening trailer, you'd get the scene where Nash has been lured to Alleron only to be shot by the friend on the balcony of his home overlooking the city. Nash falls, presumed dead. Friend remorseful yet knows it had to be done.

This brings about a string of events where suddenly he's not there to handle the actors behind the scenes. The Baroness wakes up, The Bully Boys entice her, and she starts her revolution. In the meantime, the Arashi take advantage of the Guild's weakened forces to strike.

Princess Nulia returns in the chaos, less stuck up, and tries to save her father's kingdom. Thus it becomes a civil war in the Baronies between the old throne and Everesk's revolution. With both Anglea and Chaladon taking sides. Same as Yesha taking sides in the south.

This would have been the events teams would have played in.

Special finale

In the ending, it is revealed, the Anglean hero who's been following Nash around, saves him.

She's learned a lot about him and Elena in her quest to unravel his secrets. Which hits a chord regarding her own life. Losing someone close to her when she was young up in Anglea.

She still wants to kill Nash for what he's done, but she realizes what he was ultimately trying to do and realizes how right he is about the ugliness in the nations. Kinda sides with him to some degree at this point. Well, at the very least, she wants to kill him later, not now. Kinda would be a running gag with the two of them. Partners in crime yet she's always carrying a bullet for him.

The end!

So there you go, the closing story of Aerodrome and how Aero 4 was to go. We'll never know how the war would have ended since it won't be played, but thinking about it now, it would have made for some fun moments. Actually had planned for Nash to make an exit from the series at this time, maybe have cameo roles later. But mostly to give the story line to a new storyteller from the community, which never panned out. No one seemed to want to attempt an event like Aerodrome or create their own lore so, oh well.

Anyways, was fun writing this all up and finally getting it out. Also running the Aerodrome events. Working with VAs and the community. Then finally with artists to bring the story out from the shackles of a very low quality fan project. Hope this post wraps up some questions regarding the backstory of Aerodrome. Sadly, I'm too busy to do it again. But I've moved onto much better things so yay!
7
Community Events / Re: SunSet Blitz: Sign Ups: Week 3
« Last post by Dementio on July 24, 2017, 12:23:58 pm »


Fashion Ryders signing up again
Point of Contact: Dementio
8
Community Events / Sunday Community Skirmish #163 (Signups for Sunday July 30th)
« Last post by Kajros on July 24, 2017, 03:54:26 am »

163
July 30th @ 7pm UTC (3pm EDT)
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SCS is a 2v2, time limited, competitive event. Teams consist of 2 ships (8 players). The event lasts from 1-3 hours depending on how many teams sign up. Please do not sign up if you will not be able to produce a full 8 player team.
9
Community Events / Re: SunSet Blitz: Sign Ups: Week 3
« Last post by The Mann on July 23, 2017, 04:14:20 pm »

Chocolate Shoulders RETURN FOR ROUND THREE!
Team Name: Chocolate Shoulders
Point of Contact: The Mann
Roster: The Mann, Admiral Antimatter, Ropey Squire and Crusty Skunk.

10
Community Events / Re: SunSet Blitz: Sign Ups: Week 2
« Last post by KitKatKitty on July 23, 2017, 03:19:49 pm »
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