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Author Topic: Let's conquer the skies in Guns of Icarus! Join the Steam group! Blow things up!  (Read 35013 times)

CognitiveDissonance

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So, new strategy.

Galleon. 2 Heavy Flak and a Mercury field gun on the left side. (Mines in back) Moonshine. Loch rounds. Tar Barrel.

Race in, unload volley on fly by, get the hell out of dodge.

How do the experimental rounds work with flamethrowers and mine launchers?

Also, I've noticed they do NOT destroy Heavy Flak Cannons - they damage them enough that you need to hit 'em once with the hammer, but you can do that while it's reloading. This actually gives you a significantly higher DPS than normal heavy flak cannon shots.

Seems like it could make a decent hit and run ship, racing by, dealing damage, and then covering it's retreat until it's in a condition to fire again. Picture a team with two of these babies, moving in tandem, approaching an enemy ship and blasting it one after the other (or even at the same time, going to each side!) and then creating a field of death behind them.

It's just like you read my mind. Of note, the FIELD GUN deals more damage to the armor, and the FLAK deals more (WAY, WAY more) damage to the hull. It would be worthwhile to hit the armor a few times with Charged Rounds in the Field Gun, then turn and pop them with one volley from the Lochanagar flak.

We should try this tonight.

The Lochnagar, by the way, completely worthless on rapid-fire guns like the flamethrower and the gatlin'.

You guys have gotten me interested enough to purchase this game.  Despite not actually doing much research.  At any rate the current price seemed reasonable enough to be worth it if I get at least a few hours of enjoyment out of the game.

Questions: Can I fly a plane?   I've been itching for a good air and or space combat game lately, this might help scratch that itch.

Is there a microtransaction model?  If so, is it pay to win or pay to look good?

How do I join you guys?

To join, all you have to do is pop into the Steam group and look for people playing. Note that the in-game name is separate from Steam name.
If you want to fly a plane, there are three ships you should try:
- The Pyramidion is a ramming/strafing ship. It's all about forward motion.
- The Mobula moves like a heavy bomber in many other games
- The Squid. It's actually more like a rapid strike helicopter, but it might just fit what you're looking for

---

Hey guys on the Death Mobule, I have a suggestion for you. You have those Flamethrowers, but they are somewhat ineffective (I know from experience). May I suggest you replace them both with rocket carousels? Quote:

Quote
A high fire-rate medium range fireworks launcher, the Banshee Light Rocket Carousel has no bullet arc and mildly poor accuracy, which makes useful as a detterent, smokescreen, close-range punisher, or in a similar fashion to the mortar. An interesting special property of this weapon is that hits have a chance to light systems on fire. No fire damage is done directly from the gun, but the charges from the fire will do damage over time. Harassing and damaging an opponent go hand in hand with this gun- especially so since this weapon has the largest AoE in the game. 

With Incendiary Ammo, a full volley will set the ENTIRE ship on fire. With Burst rounds, you'll break everything. I may live to regret this advice...


A few things I learned from research:
- The secondary type of damage on the ammo relates to the post-hit explosion. Every weapon has that, and it takes place momentarily after the hit is achieved
- Flak-type weapons have huge AOE but have minimum range; they are not effective in close range
- Lumberjack mortar pops balloons. I have no idea why that would be useful.
- Heavy rounds actually REDUCE effective weapon range; they do make them more accurate. If you want to snipe with most guns, try the Lesmok round.
- Theorycrafting says you will never kill a ship with the Hwacha. Huh.
- Greased Rounds are magic.
- The Gatlin' Gun doesn't do that much versus hull. You should try and supplement it with something else, like Flak, Rockets or Mortars. Once the armor is down, it's best to try and shoot down their systems like you would with a Carronade.
« Last Edit: July 30, 2013, 11:53:36 am by CognitiveDissonance »
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Ygdrad

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The two hallway/engineer guns are missile launchers which already deal good hull damage for once the mercury has pierced through, my gungineers use burst rounds for the aoe to break everything while at it. The 2 extra top deck flamethrowers are there mostly as extra utility to discourage ships from getting into close range since we're flying a sniping ship. Plus, if something comes at us with a flamethrower... we've got one more than them. If a ship comes into close range, where the mobula isn't too good, I want to make sure they're the ones on the defensive. Flamethrowers are good for overloading engineers.

Edit: Is anyone going to be taking part in the 1pm event?
« Last Edit: July 30, 2013, 12:00:49 pm by Ygdrad »
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Ozyton

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Huh, I never knew about the flaming properties of the rocket carousel, I may have to try it sometime...

CognitiveDissonance

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Huh, I never knew about the flaming properties of the rocket carousel, I may have to try it sometime...

I am now thinking of trying a Fireworks junker. Load it up with 4 carousels and rockets/field guns. The explosives will never stop!

Quote
Edit: Is anyone going to be taking part in the 1pm event?

I wish; but I'm at work. The event is for you guys across the ocean!
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Greiger

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I should be able to join if you guys don't mind a newbie gunner.  I'm currently in Dwarf Fortress Community and
Dwarf Fortress Players.  Is there another one I should join?
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I don't need friends!! I've got knives!!!

CognitiveDissonance

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I added some better instructions to the OP. If you need directions, all the info is there!
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GlyphGryph

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Also, again, I want to stress that for the Heavy Flak cannons, using the Loch ammo does NOT DESTROY THE GUN. It only damages it, and a single hit with the mallet rewinds that damage, which is something that's easy enough to do while it's reloading if you don't want it destroyed and you only fire 1 round per reload. Alternately, you can fire two rounds and destroy the gun, which essentially means you can hit an enemy with 5 heavy flak rounds in one broadside in about 3 seconds, plus the damage from the mercury.

It is a strict DPS upgrade, at the cost of serious limitations to turn speed, OR it's overwhelming force for a strong initial volley followed by delay. And we can easily make sure it's buffed for the fight, since we'll probably all be wanting to run engineer on such a ship (except maybe the gunner on top on the mercury to switch between charged on the approach and loch for the final hit)

Note that one of the great things about the flak cannon is the large AOE, which means lots of different components are likely to get damaged. Another option might be, if I plan on getting close with the ship for this run, a flamer on top. Can you imagine 5 hits of flak, PLUS flames? It would damage or take down basically every ship system, and then light it on fire for good measure any system that survives. Of course, the Flak has an arming time of 1 second or else it only does half damage, so that probably wouldn't work.


Also, why is everyone under the impression that the Field Gun is good against armor? It's primarily shatter damage, which sucks against armor worse than the Heavy Flak does (although it is REALLY GOOD against guns and engines, that's the point of it. 200% damage versus guns and engines, 20% damage versus armor).

Against armor it's practically identical to the Heavy Flak - a little better, but not much, and unlike the flak it can't hit multiple systems or fire two shots before getting destroyed by the Loch rounds. (or fire as fast with anything else)

Maybe I should stick a carronade on top instead, make them deal with balloons being out as well... Carronade is also good at disabling systems...
« Last Edit: July 30, 2013, 12:34:09 pm by GlyphGryph »
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CognitiveDissonance

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Against armor it's practically identical to the Heavy Flak - a little better, but not much, and unlike the flak it can't hit multiple systems.

Hmm...

Mercury is: Direct 75 Piercing, AoE 300 Shatter , AoE Radius: 1
Heavy Flak is: Direct 147 Explosive, AoE 148 Explosive, AoE Radius: 5

And damage types are:
Code: [Select]
Damage Types Balloon Hull Guns Engines Armor
Fire 1.5 1.3 0.25 0.25 0.8
Flechette 1.8 0.3 0 0 0.35
Shatter 0.2 0.1 2 2 0.2
Piercing 0.2 0.2 0.2 0.2 1.5
Explosive 0.25 1.4 0.3 0.3 0.3
Impact 1.8 1.2 0.6 0.6 0.8

So adjusted, (and assuming that armor takes the hit from both; uncertain about that, could be either/or)

Mercury Field Gun will deal the following damage:
ARMOR - 112.5 DIRECT hit, 60 from AOE for total of 172.5
HULL - 15 DIRECT hit, 30 from AOE for total of 45


Flak Cannon will deal the following damage:
ARMOR - 44.1 DIRECT hit, 44.4 AOE for total of 88.5
HULL - 205.8 DIRECT hit, 207.2 AOE for total of 413

Of note:
Quote
When a  destroyed system is hit, the damage will instead be applied to the armor, and then the hull.

http://gunsoficarusonline.wikia.com/wiki/Weapons
« Last Edit: July 30, 2013, 12:42:42 pm by CognitiveDissonance »
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GlyphGryph

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Okay, that last bit definitely changes things. I didn't realize damage carried through like that. Hmm.

Objection withdrawn. :P

Question - does that mean for the AoE damage that if components are destroyed it deals extra damage to the armor/hull on TOP of the normal splash damage?

Interesting...
« Last Edit: July 30, 2013, 12:47:49 pm by GlyphGryph »
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CognitiveDissonance

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Question - does that mean for the AoE damage that if components are destroyed it deals extra damage to the armor/hull on TOP of the normal splash damage?

Interesting...

I have no idea, but I would guess that yes. Maybe that's why ships sometimes crumble under certain types of fire.

I, once more, suggest the carousel to be tried out on various ships :D
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Graknorke

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Unfortunately there's no way to make your airships look snazzier than they already are =p
They're going to be adding things to fix that soon. Flags and stuff you can hang from your airship.
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Girlinhat

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We had massive luck with dual chainguns and frontal heavy rocket on the goldfish.  The chainguns just RIP APART armor, so quick, and once they're smoking a salvo of rockets strikes right at the hull.

A modulo with a top chaingun and something anti-hull on the flanks would probably be able to just bite into the enemy.

GlyphGryph

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I'm tempted to try running a variant of my last proposal - a fly-by Galleon with ALL CANNONADES on the left side. Just because it would be hilariously awesome.

Flechette   1.8   0.2   0   0   0.35
Shatter   0.2   0.1   2   2   0.2

Barking Dog Light Carronade   Flechette   160   Shatter   128   3   5
Hellhound Heavy Twin Carronade   Flechette   340   Shatter   220   2   2


Assume loch ammo for the Hellhounds and greased or something for the Barking Dog. That is... a possible 3910 damage to the balloons in one volley. :P

But obviously that damage would be spread among ship systems as well. 2x shatter damage on guns and engines, plus AoE?

Wow. This is just crazy. It's basically instant ownage.

I, once more, suggest the carousel to be tried out on various ships :D
Everyone on a carousel, everyone using Incendiary ammo! :P
« Last Edit: July 30, 2013, 01:40:46 pm by GlyphGryph »
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CognitiveDissonance

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But obviously that damage would be spread among ship systems as well. 2x shatter damage on guns and engines, plus AoE?

I'm quite certain that when the damage is carried over, it's applied as to armor/hull. So it would peter off significantly after the balloon. Still, I've blown ships up with carronades...

EDIT: And then, I figured out you're talking about AOE damage to components. Duh.

To make them really suffer, equip burst ammo for that 50% extra AOE. Yum.
« Last Edit: July 30, 2013, 02:17:08 pm by CognitiveDissonance »
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