Author Topic: The lumberjack  (Read 31385 times)

Offline Skrimskraw

  • Member
  • Salutes: 160
    • [GwTh]
    • 21 
    • 45
    • 45 
    • View Profile
The lumberjack
« on: March 17, 2013, 08:46:08 pm »
so I recently started playing with the lumberjack.
But the problem is, I don't know how it works other than it does flechette damage at range.

What i am asking is what ammo should you use, where to hit and which ships to use it on?

and can anyone give a detailed description on how it works excactly?

thanks :)

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: The lumberjack
« Reply #1 on: March 17, 2013, 09:19:26 pm »
The way the arming time works is basically...

The lumberjack has two damage types. Number 1 is 50 shatter damage. Number 2 is 300 flechette damage. When you shoot a lumberjack, it has an arming time of 0.8 seconds. If it hits before 0.8 seconds has passed, it'll only do the shatter damage. After 0.8 seconds, it'll do its flechette damage as well. This makes the lumberjack virtually useless if the target is right next to you, but incredibly powerful at range.

In terms of ammo, go lesmok at long range to reduce the drop, burst at mid-range to get a bigger clip and AoE with no damage penalty, and heavy (or incendiary) clip at short range. The reasoning behind using heavy is that it lowers the muzzle speed, so the lumberjack can reach its arming time at shorter ranges. You should always aim for the balloon, as it deals tremendous flechette damage. It works best on the long range broadside of a Galleon; using on a Goldfish or Spire is less conventional.

Hope that helps.

Offline Queso

  • Muse Games
  • Salutes: 126
    • [Muse]
    • 13
    • 25 
    • View Profile
Re: The lumberjack
« Reply #2 on: March 17, 2013, 11:35:28 pm »
I've had success with it on a goldfish. Certainly requires team play.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: The lumberjack
« Reply #3 on: March 17, 2013, 11:43:50 pm »
I've had success with it on a goldfish. Certainly requires team play.

Yeah, it can work well, but it's risky. It's really effective on open maps like Dunes.

Offline Squash

  • Member
  • Salutes: 71
    • [Duck]
    • 11
    • 10 
    • View Profile
Re: The lumberjack
« Reply #4 on: March 18, 2013, 01:07:10 am »
You know at short range the lumberjack isn't still useless, 50 shatter with 6 shots is still 300, that's enough to knock out a gun. I'm not saying it's a strategy, I'm just saying that gunners can still be pro-active inside that arming time.

Offline Lord Dick Tim

  • CA Mod
  • Salutes: 119
    • 7
    • View Profile
Re: The lumberjack
« Reply #5 on: March 18, 2013, 01:34:43 am »
If the gunner can adapt fast enough for the screwy way the arc changes with different ammo types.
I did some practice rounds in a sandbox to get use to hitting target with all applicable ammo types, its easy now I know how, but I'm sure the majority of players who don't actually practice won't be able to do it on the fly.

Offline RearAdmiralZill

  • CA Mod
  • Salutes: 144
    • [MM]
    • 31 
    • 44
    • 45 
    • View Profile
Re: The lumberjack
« Reply #6 on: March 18, 2013, 09:31:15 am »
Sunderland pretty much hit it on the head with his description. Another option for short range engagement is heatsink. Yes itll lower the DPS, but you get more shots and it increases the turning of the gun, which at short range can only help especially on a lumberjack.

Lumberjacks on a galleon can be deadly if you know its firing arc as pilot. Its a rather small window. Ive used it on goldfish with pretty good results, but as everyone says it does require a level of teamwork. It is very good in a spire. The turning rate lets you aim it well, and with a howitzer up front you have a very good combination for long range harassment. This all depends on your gunner of course. It takes practice but is far from impossible.

Offline awkm

  • Muse Games
  • Salutes: 77
    • [Muse]
    • 16 
    • 45
    • 28 
    • View Profile
    • Notes for Next Century—n4n100
Re: The lumberjack
« Reply #7 on: March 18, 2013, 11:32:03 am »
In general, I want this gun to make it back into play.  Hwacha is getting more attention than it should since it's strategies are easier to pull off than Medium Flak now.  Although I think Medium Flak will be back once people get used to it.

I've made the Lumberjack a little easier to use as a hot fix a week or so ago.  If anyone else has any other suggestions let me know.

Offline RearAdmiralZill

  • CA Mod
  • Salutes: 144
    • [MM]
    • 31 
    • 44
    • 45 
    • View Profile
Re: The lumberjack
« Reply #8 on: March 18, 2013, 11:38:59 am »
In general, I want this gun to make it back into play.  Hwacha is getting more attention than it should since it's strategies are easier to pull off than Medium Flak now.  Although I think Medium Flak will be back once people get used to it.

I've made the Lumberjack a little easier to use as a hot fix a week or so ago.  If anyone else has any other suggestions let me know.

I think the Lumberjack has been making a slow comeback, just because it does take a learning period to consistently make shots. I think the big thing is the arming time. I dont disagree with it at all, but a lot of players dont fully grasp it, or notice when they get too close to other boats. We vets know and can compensate, but ive seen too many new players (This is with flak too now) rush in and try to fire point blank. Idk how exactly to tell them apart from what we do now, unless you make the descriptions of arming time a different color or something to draw attention in the gui.

Offline awkm

  • Muse Games
  • Salutes: 77
    • [Muse]
    • 16 
    • 45
    • 28 
    • View Profile
    • Notes for Next Century—n4n100
Re: The lumberjack
« Reply #9 on: March 18, 2013, 01:02:58 pm »
Yes, this is a problem.  It's not an obvious thing.  The LJ has a subtle effect on its projectile that's not enough.  The Flak hasn't gotten the attention yet, unfortunately.  Something that we're working on is changing the explosion particle and sound effect on below arming vs. above arming distance.  Hopefully, via experimentation, new players will intuit the differences in range for these items.

Any other ideas for the types of effects that you might find useful are welcome.  One thing about sound there will be more than one projectile on screen.  Doing a ticking sound or timer won't work because of this, too many on screen means lots of ticking or whatever.  A subtle sound effect of the projectile whistling through the air might be interesting though.... hmmm.  Still tough to hear probably.  We don't want to deafen you lol.

Offline Pickle

  • Member
  • Salutes: 42
    • [AeBr]
    • 14 
    • 38
    • 31 
    • View Profile
Re: The lumberjack
« Reply #10 on: March 18, 2013, 01:16:21 pm »
If the shot splashes are being reviewed against the arming time, is it possible to add in at the same time some way of distinguishing which gun is hitting the target?  If your co-Gunner is firing a Whirlwind or Dragon Tongue you've no chance to see whether your shots with the flak/mortar/etc. are hitting amongst the splash-spam lighting up the enemy..

Offline -Muse- Cullen

  • Muse Games
  • Salutes: 47
    • [Cake]
    • 13 
    • 23
    • 20 
    • View Profile
Re: The lumberjack
« Reply #11 on: March 18, 2013, 01:17:18 pm »
One thing about sound there will be more than one projectile on screen.  Doing a ticking sound or timer won't work because of this, too many on screen means lots of ticking or whatever.  A subtle sound effect of the projectile whistling through the air might be interesting though.

How about, when the weapon arms, it creates a quick burst of hissing noise that dies down quickly as it gets farther away? So... something like

*Whump*

.8 seconds of waiting...

*PFFSSSSSSSSSSS...*

The sound wouldn't become deafening because of the distance it would be at by the time more shots activate, and its fizzing effect would work well with the sound. The initial PFF is staccato enough to be able to pick out in conjunction with its current visuals.

Offline Letus

  • Member
  • Salutes: 34
    • [SAC]
    • 45 
    • 45
    • 33 
    • View Profile
Re: The lumberjack
« Reply #12 on: March 18, 2013, 02:11:52 pm »
Being someone who has loved the Lumberjack since it's release (and making one of those imfamous Lumberfish) I will say it is a highly communicative weapon since the arming rate.

I have read someone mention a good loadout, however I tend to go for Lesmok, Charged, and Incendiary.  Again, Lesmok for distance, Charged for medium, and Incindiary for up close; however, I also have charged for if they get too close for the Side mortars.

As a Pilot of a Lumberfish, half my job is to watch the damage indicators and relay the info to the Gunner, just in case they don't get it.  I also give them great praise (the first time I flew my Lumberfish in Ages, I had a Gunner who got us 5 kills in a 3 v 3 deathmatch...granted 3 of those were side mortars...) it's a tough gun to use, but I think it's the most fun, definitely when you can utilize it well.

Basically, as a Pilot, you have to know when to go from long, to close, to "dang they're too close" combat, and keep in touch with your Crew, let alone contact with your other captains.
As a gunner, you just have to get a feel for the rounds and the arming.  Again, I chose incendiary for closer range, but the drawback to that is that incendiary rounds drop immensely, so you have to aim higher.

Offline Pickle

  • Member
  • Salutes: 42
    • [AeBr]
    • 14 
    • 38
    • 31 
    • View Profile
Re: The lumberjack
« Reply #13 on: March 18, 2013, 02:16:08 pm »
I need to get some Lumberjack practice in, I have the 2 or 3 kills with Lumberjack achievement open on Gunner at the moment.  So if anyone's looking for a mortarman and will forgive a few misses until I get my eye in, drop me a shout in-game..

Offline awkm

  • Muse Games
  • Salutes: 77
    • [Muse]
    • 16 
    • 45
    • 28 
    • View Profile
    • Notes for Next Century—n4n100
Re: The lumberjack
« Reply #14 on: March 18, 2013, 02:50:28 pm »
How about, when the weapon arms, it creates a quick burst of hissing noise that dies down quickly as it gets farther away? So... something like

The problem is that the rate of fire or rather the time inbetween each bullet is very close to the arming time.  It'll be constantly hissing.  And it doesn't really make sense, it's not like the gun itself is remote triggering the projectile. 

Yeah tough issue to solve. I really do want to do something with sound though.... sound on the projectile is tough because the farther it goes the more quiet it gets :P