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Author Topic: Let's conquer the skies in Guns of Icarus! Join the Steam group! Blow things up!  (Read 35036 times)

Ygdrad

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Heh, now that I see the video, I gotta admit I'm surprised we actually killed something that game, due to dying almost as soon as we made contact. Also, I counted about 6 hits at medium range I made with the Lumberjack. But those were also shots I probably shouldn't have made due to the fact on that map, at that range, it was likely half the time the enemy was also behind a building as well as hidden in the fog. Oh well!

The shots were actually giving your position away and saving us the trouble of finding you. A sneak attack might have worked better, but we were standing guard near the point with all 4 crewmen looking for targets. My gunners had been instructed to shoot off your chaingun if you ever got close since it was the only way for you to punch through the hull armor. The balloon damage from the mortar was kind of annoying, but as the video showed it was very quickly repaired.

Edit: The trick to fighting mobulas is engaging them from higher up, you get easy hits on the hull, access to 1-3 engines, it probably can't fire back, the upwards angle on the guns isn't great. They're also rather light, so ramming them with something heavier causes problems. Ramming a mobula is different from ramming other ships though since the hull is on top. You can't just ram their hull with your balloon and fix it up or ram their balloon with your hull to sink them like you can with other ships. Mobula ramming is usually hull on hull or balloon on balloon. Mobulas can fly and turn at a decent speed, but their acceleration is terrible, forcing them to change direction will either buy you some time or force them to damage their engines. Taking out one or both of the maneuvering engines will completely disable it since all guns are forward-mounted. If I had to engage a mobula, I'd probably damage the balloon to slow their ascent and rise higher to shoot at them without them being able to fire back. If a mobula is flying really high, you have easy access to its balloon to bring it down.
« Last Edit: July 30, 2013, 09:38:15 am by Ygdrad »
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CognitiveDissonance

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Heh, now that I see the video, I gotta admit I'm surprised we actually killed something that game, due to dying almost as soon as we made contact. Also, I counted about 6 hits at medium range I made with the Lumberjack. But those were also shots I probably shouldn't have made due to the fact on that map, at that range, it was likely half the time the enemy was also behind a building as well as hidden in the fog. Oh well!

The shots were actually giving your position away and saving us the trouble of finding you. A sneak attack might have worked better, but we were standing guard near the point with all 4 crewmen looking for targets. My gunners had been instructed to shoot off your chaingun if you ever got close since it was the only way for you to punch through the hull armor. The balloon damage from the mortar was kind of annoying, but as the video showed it was very quickly repaired.

I was wondering about that... regretfully, the Goldfish's biggest gun is front facing, so I couldn't do any fancy manouvers as I'm not that skilled yet. I should have just brought my version of the Skeagle (Bay of Magma), it seems :)
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GlyphGryph

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The important thing is that I unlocked a new hairstyle.

Also, I'm thinking about trying to run a goldfish where everyone uses lochnaeger rounds and mans the guns, and I just turn back and forth. Since we'll be playing expecting the weapons to be disabled the weapons getting disabled won't be such a big deal. :P

It means I'll need three people who are good shots though...
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CognitiveDissonance

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The important thing is that I unlocked a new hairstyle.

Also, I'm thinking about trying to run a goldfish where everyone uses lochnaeger rounds and mans the guns, and I just turn back and forth. Since we'll be playing expecting the weapons to be disabled the weapons getting disabled won't be such a big deal. :P

It means I'll need three people who are good shots though...

You would be better served on a Squid for that, as the Squid is even better at rotating/vertical movement. Goldfish is a bit front-heavy, being a ramming boat.
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Ygdrad

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Sadly, the only guns on which lochnaeger is really worth it are ones with only 2 shots per clip, anymore and you lose on damage since repairing most likely takes longer than reloading. Also, you might be better served with charged ammo which i think is a 30% damage bonus which on two shots lands you at 2.6 shots worth of damage compared to the 2.25 you'd get from the one lochnaegered shot. It could be worth it if your enemy is very good at getting his armor repaired before you can break it or do much hull damage though as the damage would come in a sudden burst, but you'd need good knowledge of how many shots it takes to take out different ships' armor and/or hull to make good tactical use of it. I can imagine a quadruple lochnaeger Mercury field gun volley from a mobula being something pretty scary.
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GlyphGryph

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Well, I was more thinking of it as a way to build a ship that's good at countering disabling ships like the Mobula. By constantly turning back and forth (probably using the pheonix claw) I'd be able to get a powerful shot from each gun and have a good chance of sending the enemy into repair mode instead of "pound me over and over in the face" mode, EVEN IF they successfully hit my own guns.

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Girlinhat

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Loch rounds on a Mercury.  Just mount a Mobulo or a Pyramid with two field guns on the front, become an artillery platform.

Ygdrad

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Well, I was more thinking of it as a way to build a ship that's good at countering disabling ships like the Mobula. By constantly turning back and forth (probably using the pheonix claw) I'd be able to get a powerful shot from each gun and have a good chance of sending the enemy into repair mode instead of "pound me over and over in the face" mode, EVEN IF they successfully hit my own guns.

The mobula never goes into full repair mode, at least on mine that mercury field gun above the pilot never stop firing, keeping armor stripped(hint: shoot that gun off to get a break :P). Relying on turning to get a decent damage output could be risky, especially if you damage your engines with the claw to do so as at least one of your maneuvering engines will be exposed at one point or another, or close enough that weapons with a blast radius can take them out. Another downside I see is that while normal guns can reload themselves while you go off and repair something, a lochnaeger-destroyed gun doesn't get "reloaded" unless you're actively repairing it, which costs engineer precious time. If someone takes your volley and decides they can keep firing at you and deal enough damage to get YOU in repair mode, it'll take a while before you can fire again. I've also just tested this and I'm not sure if this is a bug, but basically, you switch to the lochnaeger, it reloads the clip, you repair your gun, the clip is still selected on the second shot, but on the next repair the clip is unselected, forcing you to go through another  reload on top of the repair.

It could definitely be useful as a support ship for an ally to strip armor using lochnaegered mercury guns though, but I wouldn't expect it to take anything organized down on its own. Whatever the case it'd still be something fun or interesting to toy with.
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GlyphGryph

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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.
« Last Edit: July 30, 2013, 10:59:19 am by GlyphGryph »
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Ygdrad

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Keep in mind the -90% rotation speed on the turret from using Lochnagar rounds. I don't know if you've tried it, but it's near impossible to track anything that's moving at all. You'll have to do most of the aiming with the ship.
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GlyphGryph

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The point isn't to track anything. The point is for the pilot to do a flyby of the enemy ship, and the gunner just has to fire at the right time. We'd be aiming for hull and balloons here, I'd say, so I don't think that's too much to ask. The pilot will essentially be handling the aiming in this strategy, as you mentioned. After the initial volley, a quick repair and change to regular arounds might be appropriate to keep up the pressure if the ship is still in good shape.
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Greiger

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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?
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Girlinhat

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No planes.

You pay to look good, you already bought the game they've got your money.  Any further purchases are cosmetic.

Ozyton

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Unfortunately there's no way to make your airships look snazzier than they already are =p

Ygdrad

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A galleon with a mercury and 2 heavy flaks on the left broadside could potentially snipe a ship down before they knew what was going on. Mercury empties the 2 shots from the normal clip, reloads into Lochnagar, breaks the armor, double Lochnagar heavy flak should destroy the hull of most ships after that. Would be an interesting sniping platform. Flame-throwers are useless with experimental rounds as you only get one shot and flamethrower damage is rather pitiful. Mine-launchers only have a single shot per clip, but they reload so fast that the Lochnagar wouldn't be worth it. I have tested experimental rounds with the heavy carronade though and the result was interesting. It didn't seem to have any AOE at all, potentially because of the -50% aoe, just a single, pretty scary hit. On dummy balloon in practice it only took 2 Lochnagar heavy carronade shots to strip the armor off, and seeing as a heavy gun does't get destroyed, this opens doors if you can maneuver the ship to aim at close range. Sadly, the galleon isn't really the king of speed or maneuverability.

I personally view the Lochnagar shot as a utility clip for experienced gunners. Something to reload into when you know it'll make your next shot destroy something before it is repaired. Since you keep your rotation speed until the round finishes loading, the experimental shot can also be aimed in this manner. Could also be used when your gun is on fire to break it right away and fix it up to get rid of flames without losing out on too much damage(unless this was changed at some point, you cant get back into a burning gun once you get out, so this would be useful).
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