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  • Locked thread
always be closing
Jul 16, 2005


Steam Group: http://steamcommunity.com/groups/goonsoficarus
Mumble: http://forums.somethingawful.com/showthread.php?threadid=3521554
Link to old thread:http://forums.somethingawful.com/showthread.php?threadid=3503625

Developers: Muse Games
Release Date: 29 Oct 2012
Official Website: http://gunsoficarus.com/
Where to get it: Steam
Specifications:

OS:Windows 7
Processor:2 GHz processor
Memory:2 GB RAM
Graphics:Dedicated video card with 256 MB VRAM
DirectX®:dx90c
Hard Drive:3 GB HD space
Other Requirements:Broadband Internet connection


Screenshots





What is Guns of Icarus Online

Airship pvp combat in a steampunk setting, with 2-4 ships per side and 4 man crews. Multiple game modes, including deathmatch, king of the hill, and point capture. Customizable ships, characters, and classes offer a variety of playstyles. The game also has active and involved developers that host matches every once and awhile. The game features dedicated servers and latency in cross-continent play is a non-issue.

Gameplay
Guns of Icarus Online is a steampunk/dieselpunk, multiplayer, first-person shooter that focuses on airship combat.Each airship is controlled by up to four players, with each member of the crew taking a specific role. Players can choose three different classes: gunner, engineer or pilot, which will allow them access to different kinds of tools. The captain(the current non-spoken rules dictate that the pilot is always the captain) of each ship chooses which weapons to use in his/her ship. Each class has their own custom set of gear consisting of three items from their own classes loadouts and one from each of the others. Each role will have its own duties and the gameplay for each one is quite different from one another.


Steam Grouphttp://steamcommunity.com/groups/goonsoficarus
The majority of the current goons playing are from Napoleonic War but we are more than happy to welcome anyone else that wants to play with us. You don’t have to be experienced at the game, and you don’t even need to be sober, we will make due. Were playing everyday and almost always have enough goons online or on call to fill two ships.
Youtube Videos
Total Biscuit and Angry Joe play GoIO
High level e-sports GoIO
Youtube Videos of the Goons
To be added.

always be closing fucked around with this message at 11:10 on May 26, 2013

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Murazor
Mar 9, 2011
Classes Guide:

Classes in Guns of Icarus do not restrict you from anything, but rather dictate what abilities/equipment you will have. As an engineer you will often find yourself hopping on and off guns, and as a gunner you will often be expected to maintain your own gun.

Pilot:

The pilots job is just as you might expect, fly the airship. It is arguably the hardest job in the game to learn and master and is often one and the same with captaining. The pilot will start with three items from the piloting equipment which focus heavily on the ship's maneuverability. Knowing your ship is important as a pilot as you will be expected to keep your gunner in-arc of the enemy, as well as tell your crew what to do all while flying.

Piloting Equipment:

Dedicated piloting equipment vary greatly, and will change based on the pilot's flying style and ship. A pilot with the intention to ram other ships may want to use Moonshine or Kerosene for its increased speed, and in order to close the distance between his or her ship and the enemy. Likewise, both tools could also be used to flee from a skirmish. The Impact Bumpers might be picked defensively if the pilot will be flying against others who have intentions of ramming, because it gives protection against impact damage. For exceptional positioning, some pilots may pick the Hydrogen Canister and Chute Vent in order to avoid fire, or in order to get around obstacles. To be safe, a pilot may pick the Drouge Chute if they thinks that the balloon will be put under a lot of stress, or if they plan on spending a lot of airtime at lower altitudes(which would allow less time to repair the balloon before crashing). If the pilot has specific weapons on different sides of the ship for different situations, they may pick the Phoenix Claw to use the extra turning to keep up the DPS, or a pilot may want to do fast turns to stay on an enemy's tail. Lastly, the pilot may need an escape option, and choose the Tar Barrel for smoke cover on their rear as they escape.

Chute Vent: Used to drop your ship very quickly. -200% vertical drag, +200% descent force. 50 dmg/s. Effects last for 3 seconds after deactivation

Drouge Chute: Almost never used by pilots, unless you expect your balloon to be red 90% of the time, don’t bother.. +200 vertical drag, -60% engine output

Hydrogen Canister: Does the same thing as the Chute Vent except you will be going up instead of down.. -300% vertical drag, +300% climb force, +20% fire ignition chance. 50 dmg/s. Effect lasts for 3 Seconds after deactivation.

Impact Bumpers: Thinking you are going to be rammed hard, or are a newer pilot and running into things? Take these. -25% impact damage taken, -60% engine output, Effects last for 5 seconds after deactivation.

Kerosene: Used to increase speed of your ship while only lightly damaging them.. +150% thrust, +50% angular drag, 13 damage per second to all engines.

Moonshine: Used for a very fast entrance or exit, will cause massive damage to engines.. +300 thrust, -300% longitudinal drag, +10000 angular drag, 40 damage per second to all engines.

Phoenix Claw: Turns the ship extremely quickly, a very important item on almost all ships. -65% Angular Drag, -35% Longitudinal Drag, 13 damage per second to all engines

Spyglass: Used to mark enemy targets, rarely used as a pilot as the other classes typically have one. Marks up to 4 simultaneous targets.

Tar Barrel: Fill engines with tar and grease to create Smog Clouds behind you. Use smog to lose and damage pursuers. -80 ship visibility, 25 dmg to engines per second, produces cloud every 3 seconds. Cloud last for 30s


Gunner:

Gunners specialize in taking control of an airship's weapons and attacking enemy crafts. A gunner can switch between three different types of ammunition as the situation dictates, or make use of other weapons aboard the ship during a gun's automated reloading period to make full use of the ship's damage output. Gunners also carry a repair tool into battle, as well as one piloting tool, which will almost always be a spyglass. This allows the spotting of enemy airships, which allows the team to easily find the location of enemies. The repair tool is generally a choice of preference for the gunner. The Pipe Wrench is generally the best all rounder for repairing and rebuilding components and guns; the tactic is to hit the gun whenever the chance arises. The Rubber Mallet, being the best for repairing; the tactic is to repair the gun whenever it is reloading, and thus avoid it being broken in the first place. The Shifting Spanner is used as the best rebuilding tool; the tactic is to rebuild the guns whenever they are destroyed, then use them at their rebuilt health, allowing the gunner to get back into the action as fast as possible after a gun is broken and letting the engineer repair the rest of the way. To be a good gunner, you must learn the arcs of your weapon, as well as the ammo types, and when to use what. Weapons in this game are affected by the speed and direction the ship is traveling in.

Weapon Equipment:
The Gunner has the ability to choose three types of ammunition that they take with them into battle, excluding the default ammunition. Every gun stands ready to fire with the default ammunition . If you need to leave a gun prior to emptying a magazine, you can reload the gun by pushing 'R', but do bear in mind, that if you do not return to the gun and man it before the reload is complete, the gun shall instead reload the default ammunition. Changing ammunition will cause the gun to immediately begin its reload phase, regardless of how much ammo is left in the clip, so it is smart to fire all shots, and then change ammo.

Burst Rounds: A good choice of ammo when the gunner wants to wreak havoc on an enemy ship's systems by increasing the AoE radius on the gun. +50% explosion area of effect, +20% clip size, -15% rate of fire.

Charged Rounds: Used when increased damage is a must. +30% damage, -15% rate of fire, -20% magazine size.

Greased Rounds: Great for high dps assaults, as long as the gunner is able to be accurate, this ammo is best used for weapons with high capacity and lower damage. +60% rate of fire, +20% clip size, -15% rotation speed, -20% damage

The Heat-sink Clip: Useful to prevent the gun from becoming unusable due to fire damage, rendering an enemy's fire-disable assault virtually ineffective. Gun cannot be ignited with fire when ammo is active. +30% clip size, +50% rotation speed, -25% damage, -30% projectile speed.

The Heavy Clip: Perfect for weapons with a lot of weapon spread(like the Whirlwind, Banshee, and Hwacha), because it will lower the spread allowing more accurate shots at longer range. -80% recoil, -25% muzzle speed.

Incendiary Rounds: Perfect for giving enemy engineers grief, as it will randomly ignite systems for damage over time. +10% increased fire ignition chance on hit, -50% projectile speed, -30% clip size, -40% rate of fire.

Lesmok Rounds: Increase the range of a gun by making the bullets fly faster and drop slower. +60% increased muzzle speed, -20% clip size, -30% rotation speed, +30% projectile lift.

Lochnagar Shot: A high-risk, high-reward ammo that increases the damage of the gun to extreme heights, but locks the weapon's turning capabilities and instantly breaks the gun after firing one shot. 1 Round, +150% damage, -100% rotation, -90% recoil, 175 damage to gun per shot.

Choosing the correct ammo to fit your ship's needs is a must when playing as the Gunner, as some ammo will be much more effective than others in certain situations with certain guns.


Engineer:

The engineer is the most adept and versatile crewman when on the ship. An engineer's job is to extinguish fires, to repair, to rebuild, and to enhance the ship's components. An engineer may also be called upon to man the guns of an airship but will lack the versatility of the Gunner's spread of weapon modifications. Goon meta has lead to 2 Engineers per ship, with two differing roles, the main engineer and the gungineer. Main Engi will most often take the mallet, shifting spanner, and firefighting equipment of his choice. Main will be responsible for keeping the hull repaired and some motors depending on which ship you are flying on. The 2nd Engi will be dividing his time between repairs, buffing and shooting a second gun, This allows him to take the buffing hammer along, and usually the pipe wrench for a decent split between repair hp and cool-down as well as a firefighting tool. Engineers will take the spyglass to assist in spotting almost always.

Engineer Tools:

Rubber Mallet: Ideal for a crewman who wants to spend as much time as possible doing something other than repairing. This tool does the most repair power in a single hit, but requires much more attention to fixing up broken systems due to its low rebuild power. Tapping things on your way between systems is an effective method to free up the engineer for buffing or firefighting. With constant attention, the Rubber Mallet will have a repair rate of 25HP per second on a system- the greatest of all repair tools. Its high cool-down also means that an engineer can get higher HP/s without giving a system constant attention. However, rebuilding systems will be a timely chore. It is important to keep these facts in mind when choosing a repair tool. 225 HP repair, 9s cool-down. Rebuild power 1.

Shifting Spanner: A very specialized tool that has few uses outside of its intended role. This tool has a relatively poor rate of hit point restoration and short cool-down. Both of these facts require the repairer to, effectively, nurse a system back to health with constant attention. However, this tool shines because it fixes destroyed components faster than the other two tools, bringing systems back to working condition 3 times faster than the Rubber Mallet. This makes the spanner invaluable to have on a ship. In some heavy fire situations, the spanner can be the difference between repairing the hull before a killing blow, or fixing up the balloon before a crash. Gunners may want to equip this instead of the mallet, as they will able to quickly repair their destroyed guns and continue fighting. With constant attention, the Shifting Spanner will have a repair rate of 20HP a second on a system. 40 HP repair, 2s cool-down. Rebuild power 3.

Pipe Wrench: A versatile tool commonly used by engineers who want the best of both the Rubber Mallet and the Shifting Spanner. This tool fixes broken ship systems twice as fast as the mallet, and repairs three times as fast as the spanner. However, it fixes systems 1 Rebuild Power less than the spanner, and repairs about half as much as the mallet. With constant attention, the Pipe Wrench will have a repair rate of 24HP per second on a system- one HP less than the Mallet. For this reason, the HP/s is very similar to the Mallet(but the system will require twice the attention in order to keep up the HP/s)- it is important to keep cool-down time and rebuild power in mind when picking one of these tools.

The main disadvantage comes from the shorter cool-down, meaning it's less useful when running between guns, but is still long enough for a dedicated engineer to manage multiple subsystems. Some gunners and pilots use this tool in order to repair and rebuild on the fly.

Fire Extinguisher: An engineer tool used to put out fires on ship equipment. The fire extinguisher puts out fires instantly by completely removing all fire charges on a system, but does not prevent them from starting back up. A constant assault from a flamethrower may render this tool useless, because of its inability to prevent fires(however, the user can re-extinguish the flames while the system is on cool-down), unlike the Chemical Spray. Instantly put out fires! Starts a 10 second repair cool-down.

Chemical Spray: An engineer tool used to put out fires on ship equipment. The chemical spray reduces the level of fire on equipment by 3, and will make that piece of equipment immune to catching back on fire for 12 seconds. This is an extremely useful tool against Flamethrowers, but may become less useful against weapons using Incendiary Rounds due to higher flame charges on individual systems. Extinguish Power 2. Component immune to additional fire charges for 12s. Repair cool-down 6s.

Buffing Hammer: A hammer used to increase the output of ship components without damaging them, as the helmsmen equipment often does. Every ship component, aside from the helm, can be buffed for bonuses. Guns gain damage, engines gain extra pushing and turning power, hulls gain extra armor, balloons gain extra vertical(up and down) movement speed. A clever strategy is to buff a system until it is active, and then fill up the left gauge until it is within a whack or two of reactivating the buff. The left gauge does not decay, and will remain at its level until the system breaks. If the system doesn't break, this allows for a quick reactivation of the buff. Engines: 3s buff time/lasts 2m, +25 power. Guns: 6s/20s, +20% dmg. Hull: 10s/2m, +30% armor. Balloon: 8s/20s, -300% vertical drag.

The standard engineering setup is spanner, mallet, and fire extinguisher, do not change this fit unless the captain of the ship specifically requests it or is made aware that you have.

Murazor fucked around with this message at 23:13 on May 26, 2013

Murazor
Mar 9, 2011
Weapons:

All guns are based on five basic damage types, explosive, fire, shatter, piercing, and flechette.

Some damage types are extra effective against particular types of ship components. For example, flechette is great against a ship’s balloon. At the same time, some ship components are resistant to damage types.



Different weapons also have different firing mechanics. Some have recoil, some fire shells in arcs, others use fuel-propelled rockets. Part of the Gunner’s job is to understand how each gun operates and be able to aim, lead, and shoot effectively.


Small Weapons

The Artemis Light Rocket Launcher:


The Artemis is a slow fire rate missile sling with good range and damage, along with lots of explosion damage for AoE. This weapon is sometimes used by crews as an artillery-type weapon, much like the Typhon Heavy Flak Cannon or Lumberjack Heavy Mortar, by equipping the missile with Lesmok Rounds to greatly increase the missile's speed and distance. In the current meta, this weapon is outclassed in everyway by the flak cannon, so don’t expect to see it much.

Damage: Direct 60 Explosive, AoE 120 Shatter
Range : 1750m
RoF: 30/minute
Magazine: 4 rounds, 5 seconds reload.


The Banshee Light Rocket Carousel:


Also known as Pufferworks, as that is the only ship to use the drat things. This gun is a high fire-rate medium range fireworks launcher, the Banshee Light Rocket Carousel has no bullet arc and mildly poor accuracy, which makes it useful as a deterrent,and smokescreen. 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. Does decent damage against enemy modules, so it will keep their engineers on their toes.

Damage: Direct 15 Explosive, AoE 20 Explosive
Range : 1170m
RoF: 240.00/minute
Magazine: 8 Rounds, 6 seconds reload.


The Barking Dog Light Carronade:


A single-barrelled version of the Hellhound Heavy Twin Carronade, the Barking Dog fires several shots in fairly rapid succession before needing to reload. As with the larger version, it's highly effective against the balloon due to its flechette ammo and not particularly against hull (although again, the sheer numbers of hits and the spread on the weapon can mean a busy time for the poor receiving ship's engineer). Short range only, though Lesmok Rounds can give more experienced captains a nasty surprise when they realise they're not out of range after all.

Damage: Direct 192 Flechette, AoE 128 Shatter
Range : 350m
RoF: 100.00/minute
Magazine: 5 Rounds, 6 seconds reload.

Beacon Flare Gun:


The Beacon Flare Gun is weapon that does a very small amount of damage to an enemy ship and will start fire with full stacks on a module, but is primarily used for its utility: lighting up cloud cover and displaying enemy ships. When fired into a cloud, it will begin to emit a green light which will sillhouette ships trying to hide there. Like with the harpoon, this weapon requires clever use and placement in order to use it effectively. Due to its unique function of showing hidden ships, using the flare to uncover enemies will allow the rest of the ship to concentrate fire on the newly visible target, instead of every gunner 'stabbing in the dark' for a hit.

Damage: Direct 10 Fire, AoE 5 Fire
Range : 600m
RoF: 30.00/minute
Magazine: 2 Rounds, 5 seconds reload.


Dragon Tongue Light Flamethrower:


A very rapid-fire low damage weapon which has a couple of unique qualities. It travels straight for a short distance, like a bullet type, but it passes around/through an enemy ship, damaging anything it hits with a good chance of setting systems on fire (as you might expect). Weapons that catch on fire become unusable if there are more than 8 stacks, which makes this weapon extremely effective as a disabler. As effective as it is defensively, it is often used offensively (though usually on an off-side) although to use it as a primary tool in an attack tactic requires a very aggressively flown ship. It is particularly effective against large ships when equipped on smaller more maneuverable ships such as a squid. This weapon’s damage type does good damage against the balloon and the hull, but does terrible damage against armor. For longer ranged attacks, use Lesmok Rounds to extend the flame's attack distance. For severe punishment, use Greased Rounds for a larger clip and quicker fire rate. Avoid using Lochnagar Shot, because it will spurt a small flame and break the gun instantly.

Damage: Direct 4 Fire. No secondary damage.
Range : 200m
RoF: 800.00/minute
Magazine: 300 Rounds, 6 seconds reload.

The Echidna Light Flak Cannon:


The smaller brother of the Typhon Heavy Flak Cannon this gun carries four shots before reloading and fires rapidly, though the long reload time means it appreciates careful aim. At long range, the gun pairs well with Lesmok Rounds. The combination of good mid-range accuracy and good DPS makes this a popular choice with gunners.

Damage: Direct 96 Explosive, AoE 30 Explosive
Range : 787.5m
RoF: 139.53/minute
Magazine: 4 Rounds, 5 seconds reload.


The Javelin Light Harpoon Gun:


Another weapon with a unique application, the Javelin Light Harpoon Gun is used to attach another ship to your own. It doesn't do much damage, so the harpoon is primarily used for its utility; the ship will turn so the harpoon-side will constantly face the hooked target for a few seconds. Very rarely seen, as the niche of usefulness is very narrow without another gun facing in the same direction to maximize damage. Best used to hold an enemy's blindspot facing you or to hook onto fast moving targets. The Galleon can make excellent use of this weapon due to its four broadside medium weapons and slow maneuverability.

Because this weapon is used for utility, use Lesmok Rounds for added accuracy when skewering enemy airships. Using Lochnagar Shot will increase the damage of the harpoon slightly, but it will instantly break the gun, and it will lose the rope attached to the enemy ship. The current meta makes this weapon basically useless except for on Galleons, but even then, that is debatable

Damage: Direct 70 Flechette, AoE 60 Shatter
Range : 600m
RoF: 50.00/minute
Magazine: 1 Rounds, 4 seconds reload.

The Mercury Field Gun:


The Mercury Field Gun is the go-to sniper rifle of Guns of Icarus Online. Even though several other guns can shoot at a long distance, the Field Gun has the longest distance shot and the fastest moving projectile in the game. For crazier harassment, its distance and projectile speed can be increased even more with Lesmok Rounds to ensure a hit each shot. The added scope makes harassing an opponent from a great distance a piece of cake. A slow firing rate (almost 2 seconds between shots) means that this gun is highly recommended for fire support and nothing else. Do not expect to use this gun for its damage per second. Slow reload time allows a full buffing to be applied while reloading. Because of its damage type, the Mercury Field Gun works at its best when aimed at the body of the ship. Direct hits will punch through armor hard. The shatter damage type also obliterates guns and engines, a buffed field gun will disable most components in one hit.

Damage: Direct 75 Piercing, AoE 300 Shatter
Range : 3000m
RoF: 24/minute
Magazine: 2 Rounds, 6 seconds reload.

The Scylla Double-Barreled Mortar:



The Scylla Double-Barreled Mortar is a high fire-rate weapon that fires slow, deep arcing explosive projectiles. It is tricky to use if you are not accustomed to its shooting style. The moderate DPS, explosive damage and smokescreen make it popular amongst experienced crews as a harassment and closing range weapon.

Damage: Direct 60 Explosive, AoE 20 Explosive
Range : 1875m
RoF: 150.00/minute
Magazine: 16 Rounds, 7 seconds reload.

Whirlwind Light Gatling Gun:


The Whirlwind Light Gatling Gun is a high fire-rate medium range gun with good accuracy for use at short to mid ranges. This gun is best used to apply constant pressure to an enemy. Because of its ammo type, it is most effective at damaging a ship's armor, guns, and engines. The constant pressure that this weapon can dish out can sometimes require an engineer to ignore all other duties in order to repair the target. The Whirlwind is probably the most familiar gun to use for new players due to its ease of use, and effectiveness of damage.

Damage: Direct 10 Piercing, AoE 10 Shatter
Range : 700m
RoF: 375.00/minute
Magazine: 60 Rounds, 4.25 seconds reload.

Medium Weapons

Hellhound Heavy Twin Cannonade:


A large double-barrelled shotgun type weapon, this gun fires a devastating scatter burst of red-hot scrap metal shards over a short distance. The shards aren't especially effective against hull armour due to its flechette nature(though the sheer number of shards fired by this weapon means it still does significant damage), however, it will do great damage to an enemy balloon. Its AoE shatter will do a good amount of damage to guns and engines, as well, making this an extremely effective disabler during close range encounters.

Damage: Direct 340 Flechette, AoE 220 Shatter
Range : 450m
RoF: 50.00/minute
Magazine: 2 Rounds, 4 seconds reload.

Lumberjack Heavy Mortar:



The Lumberjack Heavy Mortar is a high-arcing weapon with balloon damaging flechette AoE. The Lumberjack is an excellent mid-range weapon for both destroying hull and balloons alike. Although the gun has a high range, the projectile's drop makes aiming for inexperienced users difficult. Using this weapon as a distance-closer may pop the target's balloon, and therefore make the enemy pilot's movements predictable for further attacks. Rumors say that this gun will be receiving a nerf in upcoming update due to its catastrophic balloon-, gun-, and engine-shredding power.

This weapon has an arming time of 0.8 seconds, which means that after 0.8 seconds, the projectile will 'arm' and do the additional Flechette damage.

Damage: Direct: 50 Explosive, AoE; 300 Flechette AoE.
Range : 3750m
RoF: 48.00/minute
Magazine: 6 Rounds, 8 seconds reload.

Note: If the projectile hits before the arming time of 0.8 seconds, it will only deal the direct 50 explosive damage.

Manticore Heavy Hwacha:



The Manticore Heavy Hwacha is a medium weapon capable of launching barrages of 20 rockets over a very short duration. Each rocket does light explosive damage. While the rockets fly far, the Hwacha's poorer accuracy makes it more suitable as a method of area denial or scare tactics when used from medium range. Using Heavy Clip on this weapon will tighten the spread of the rockets, allowing for more accurate and devastating volley at all ranges.

The Hwacha has the longest reload time of all weapons, so careful use of its burst, ammo selection, and buff will seperate the good gunners from the bad.

Damage: Direct 25 Explosive, AoE 45 Shatter
Range : 1200m
RoF: 500.00/minute
Magazine: 20 Rounds, 14 seconds reload.

Typhon Heavy Flak Cannon:


A large, double-barrelled artillery weapon, the Typhon Heavy Flak Cannon fires extremely powerful, fast, accurate and long-range explosive AoE shots that wreak havok on targets. Combined with Lesmok Rounds to further improve accuracy and range, this is the medium weapon of choice for long-range engagements on ships that can mount it. Ships that use this weapon usually rely on long-range tactics due to other medium weapons out-performing it at closer ranges. Burst Rounds are particularly effective on this gun. Combined use with the Mercury Field Gun can cause a hail of unrequited permanent damage from afar.

Damage: Direct 147 Explosive, AoE 148 Explosive
Range : 1008m
RoF: 139.53/minute
Magazine: 2 Rounds, 5 seconds reload.

Murazor fucked around with this message at 11:01 on May 26, 2013

Murazor
Mar 9, 2011
Ships Strategy, and Sample Fits

This section will be updated as the Goon-boats change, and balances are done. The optimal build will be in the picture of the ship.

Spire


Skill to Pilot: Hard
Type: Sniper Weapon Platform
Weapons: One medium and light gun facing forward, two small weapons on the left and right.

Role: Also known as the Legendary Pufferfish, the role of the Spire is to hit quick and hard. It is often laughed at by pubs but well piloted and this is possibly the single deadliest ship in the game. Its armor is paper but its ability to fire three light guns and one medium gun forward make it a deadly opponent. In terms of speed it is quite maneuverable, second only to the squid. This ship is also the current Goon flagship.


Galleon


Skill to Pilot: Medium
Type: Broadside Ship
Weapons: Two medium guns on the left and right, one light on the left and the back.

Role: Your standard broadside ship, except in the air. This ship is very large and very tanky, but what it gains in tank and firepower it loses in maneuverability. The unique ability of this ship is that it can fit four medium guns with two on each side and can often one volley ships under the correct circumstances. This ship is not an easy ship to fly, but it performs well in trained hands.[/b]


Goldfish


Skill to Pilot: Easy
Type: Brawler
Weapons: One medium weapon on the front, two small weapons on the sides (one left, one right)

Role: The goldfish is a very well balanced ship. It has durability, tank and firepower. It can be fit in a variety of ways depending on the situation, but the most fun one is to brawl with it, strap a carronade to it and make it so your enemies can’t leave the ground. Most optimal ship for newbie pilots.


Junker


Skill to Pilot: Easy
Type: Weapons Platform
Weapons: All light guns. One gun up front, two guns on each side.

Role: The Junker is a medium speed ship that packs considerable firepower and can be fit for pretty much anything. It's speed and maneuverability are average and it's armor is not impressive, but it does pack a considerable punch. It has a small vertical profile but it has a huge balloon. Often used to support a pyramidion or a goldfish. A decent ship for newer pilots.


Pyramidion


Skill to Pilot: Medium
Type: Brawler/Grappler
Weapons: Two light guns in the front, two on the left.

Role: The Pyramidion a deadly ship to fly. On the front it normally packs its close range setup designed to chew through hull and destroy enemy ships and when turned to its left side it is designed as a sniper. The ship can ram as it has heavy armor, and the second highest mass in the game. The Pyramidion is currently part of our tournament setup.


Squid


Skill to Pilot: Just don’t if you enjoy winning.
Type: Harasser/Disabler
Weapons: One on the front, left and back.

Role: Often seen as the underdog due to its paper-thin armour, and sub-optimal firepower. Its one strength is its speed. This ship is the fastest ship in the game and often plays that to its advantage. It is not a good death-match ship, however it works wonders in capture point based maps.

Murazor fucked around with this message at 10:26 on May 26, 2013

wynott dunn
Aug 9, 2006

What is to be done?

Who or what can challenge, and stand a chance at beating, the corporate juggernauts dominating the world?
The most important lesson a new captain/pilot can learn is to distinguish when you should put moonshine into yourself and when to put it into the engines.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
As a pilot, know your ship's firing arcs! Use your own ship's scenery to judge whether your guns can bear on the target. I've only played for a few hours, but on my Goldfish there is a hwacha on the front, light flak on the right and flamer on the left. I know that if an enemy ship is obscured by my speed gauge circle, I am just in the firing arc of the flak gun and just outside of the hwacha.

In combat, I keep the ship within that circle and I slew right slightly, let the hwacha fire, then slew back for the flak gun until the hwacha is reloaded. I generally fly backwards and keep in medium to short range, and if things go bad and I need to get out, or I get charged, I generally shout to man the flamer and try to retreat along the right side, with my flamer providing cover/annoyance.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
Last posts from the old thread:


DesoUK posted:

Does anyone have a spare copy of the game from the four pack they would be interested in selling?

The game itself is pretty drat fun, and a good team that works together is mostly unstoppable on casual play. If you want to buy some of the junk in the store sell some old TF2 stuff as said store uses the STEAM Wallet method of payment.

Boogoose
Oct 5, 2003

GIVE ME THE CASH !
This took me much longer than I'd care to admit:

ijyt
Apr 10, 2012

SeanBeansShako posted:

The game itself is pretty drat fun, and a good team that works together is mostly unstoppable on casual play. If you want to buy some of the junk in the store sell some old TF2 stuff as said store uses the STEAM Wallet method of payment.

Um, his friend wants to buy the game for £3.50, what does the in-game store have to do with that?

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

ijyt posted:

Um, his friend wants to buy the game for £3.50, what does the in-game store have to do with that?

I'm just quoting the post not replying to it.

Zombie #246
Apr 26, 2003

Murr rgghhh ahhrghhh fffff
This game is awesome; is this inspired by Air Buccaneers (the old Unreal Tournament mod)? It seems to play an awful lot like I remember.

ijyt
Apr 10, 2012

SeanBeansShako posted:

I'm just quoting the post not replying to it.

Oh I totally missed the first line.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

Zombie #246 posted:

This game is awesome; is this inspired by Air Buccaneers (the old Unreal Tournament mod)? It seems to play an awful lot like I remember.

Sort of like that yeah, there isn't any direct player versus player fighting all the hard work is done by the ships guns.

Boogoose
Oct 5, 2003

GIVE ME THE CASH !
Okay how about this is a design for the tournament logo:

Nice clean lines, a subtle reference to Zybourne Clock, and blue and white are the SA colours.

Potential additions: make the blue the actual hue off the front page instead of sky blue, and the letters SA in top right and bottom left like a playing card.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
I approve of those changes.

Boogoose posted:

This took me much longer than I'd care to admit:


This should be used for the STEAM group instead of being discarded.

Tamayachi
Sep 25, 2007

Did you think about it?


Yes. Yes you did.
Just picked up the game last night and dabbled a bit, our ship had a pilot and 3 gunners which I think might have made the repairs a bit difficult. All in all though quite a bit of fun and I'll be looking forward to playing with goons!

Pr0phecy
Apr 3, 2006
I'm looking at the Steam stats page and it seems it doesn't even appear on the list.

This is one genre of game that I would just love to be popular, but it never was. Buccaneers was the best but that too, suffered from lack of player base.

My question is, how many people are currently playing it?

Macintosh HD
Mar 9, 2004

Oh no its today
Well, it's 50% on Steam right now. That makes it $10 or so. Even less in a 4 pack. Anyone want to join up for one?

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

Pr0phecy posted:

I'm looking at the Steam stats page and it seems it doesn't even appear on the list.

This is one genre of game that I would just love to be popular, but it never was. Buccaneers was the best but that too, suffered from lack of player base.

My question is, how many people are currently playing it?

Between 130 min 400 max from the times I've played it. It is best really piling on together with friends or goons using voice.

always be closing
Jul 16, 2005

Pr0phecy posted:


My question is, how many people are currently playing it?

225 people on right now.

e- I heard a rumor that the devs are considering backing a goon in-house tournament, with prizes from the cosmetic cash shop.

keeb
Sep 24, 2003
The Shocker
My friend bought me this game and I absolutely hated it. Mainly because I would need a desktop that is wider than my living room just to scroll the guns from side to side, even with the highest mouse sensitivity settings. Since gunning was impossible I quit after 2 hour long games that took 20+ minutes to find people for.

I feel bad for my friend because he wasted his money on this piece of crap for himself and 3 other people and no one had any desire to play it after the first day.

keeb fucked around with this message at 21:23 on Jun 1, 2013

Drunk Tomato
Apr 23, 2010

If God wanted us sober,
He'd knock the glass over.

keeb posted:

My friend bought me this game and I absolutely hated it. Mainly because I would need a desktop that is wider than my living room just to scroll the guns from side to side, even with the highest mouse sensitivity settings. Since gunning was impossible I quit after 2 hour long games that took 20+ minutes to find people for.

Did your ship not have a pilot or what?

Meme Poker Party
Sep 1, 2006

by Azathoth
The only explanation I can think of for the scrolling is that he was using heavily damaged guns since it brings their movement to an unusable crawl. But there is no way someone wouldn't figure that out in a whole hour of play.

Drunk Tomato
Apr 23, 2010

If God wanted us sober,
He'd knock the glass over.

Chomp8645 posted:

The only explanation I can think of for the scrolling is that he was using heavily damaged guns since it brings their movement to an unusable crawl. But there is no way someone wouldn't figure that out in a whole hour of play.

Well, I remember realizing early on that the game was about positioning your airship so that the guns can hit the enemy, not just plopping the ship anywhere nearby and swiveling the guns 360 degrees around like in star wars. But that took me, like, 3 minutes to realize. I can't even imagine playing a single match for an entire hour. How did that even happen?

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
Yeah, that is not my experience at ALL. Getting curbstomped by some level 8 and his buddies who ram me over and over while my repair guy doesn't have the buff tool and my gunner can't hit anything? Now we're talking.

It's a fun game for $10 but I wouldn't pay more than that. I find the store obnoxious, why would I pay multiple dollars for outfits that my enemies can't even see, on a game that I paid $10 for? Ship colors and designs might have been more popular. Maybe.

Bhodi fucked around with this message at 04:22 on May 28, 2013

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
Just roll with us if Blue Spy convinces the developers to let us structure some tournies with pubbies. We'll get free clothes!

Plus you unlock some decent looking stuff through just playing casually and unlocking the STEAM achievements.

Murazor
Mar 9, 2011

keeb posted:

My friend bought me this game and I absolutely hated it. Mainly because I would need a desktop that is wider than my living room just to scroll the guns from side to side, even with the highest mouse sensitivity settings. Since gunning was impossible I quit after 2 hour long games that took 20+ minutes to find people for.

I've never seen a match last more than thirty minutes, and unless you were playing at three in the morning most lobbies take around 2 minutes to fill. Also, are you sure your gun wasn't damaged? That slows down its turn speed.

always be closing
Jul 16, 2005
Were playing right now and need a couple more for 2 complete ships!

BR0ME0
Apr 6, 2010

always be closing posted:

Were playing right now and need a couple more for 2 complete ships!

On the way capn!

edit:

So, I was in a 2v2, and we were dominating, and one of the enemy ships surrendered. It was then 2v1, and me and my ally just COULD NOT destroy the enemy galleon. We were surrounding it, broadsiding the hell out of it, and it just would not die. the match lasted an hour and a half, before I had to surrender because it was time for me to head out. Is the galleon that good? My ship was hitting it with a constant barrage of 2 mortars, plus whatever the ally ship had on his goldfish

BR0ME0 fucked around with this message at 01:52 on May 29, 2013

Biaga
Oct 27, 2009
I am glad to see that this has caught on with the goon community and it will be fun to play again with you pyrion flax (we were in groon together).

Biaga fucked around with this message at 04:55 on May 30, 2013

nohitcharlie
Sep 7, 2011

Soldaten bereiten zu dieser Phantasie Vogel schieben!
Here's DPS per weapon, to include reload time as the stated rate of fire for each weapon does not include reload time, using base ammunition. I've annotated recommendations based on personal observation (read: may not be the best) on how to utilize the strengths of each gun. Keep in mind any damage done to destroyed components deals damage to the armor. If the armor is destroyed as well, it deals damage to the hull. Also keep in mind, a component can only be damaged once per attack, so I believe this means the hull cannot be damaged by both direct damage and AoE from the same round fired:

DPS:
Heavy Carronade: 106.25 Direct 68.75 AoE (Target the Balloon, Lochnagar for short?, Lesmok for ranged)

Heavy Flak: 50.17 Direct 50.51 AoE (Explosive damage, Target hull. Lesmok for ranged attack, Charged for close range)

Manticore: 131.58 Direct 236.84 AoE (Shatter AoE is more, but aim for hull and catch modules in AoE. Heavy for tight spread at range, Burst for close range)

Lumberjack: 19.35 Direct 116.13 AoE (Target Balloon, Lesmok maybe, Lochnagar?)

Light Carronade: 152.38 Direct 101.58 AoE (same as heavy)

Light Carousel: 15 Direct 20 AoE (Target Hull, Shatter AoE hits Modules)

Mercury Field: 13.63 Direct 54.54 AoE (Target Hull near modules, Lesmok ensures hits at range, Burst or Charged for closer, Lochnagar?)

Light Flak: 57.14 Direct 17.86 AoE (same as heavy)

Gatling: 43.32 Direct 43.32 AoE (target hull next to modules, greased for added DPS without decreasing clip size or RoF, incendiary)

Artemis: 18.36 Direct 36.92 AoE (target hull, shatter AoE, lesmok increases rocket speed for less lead angle)

Scylla Mortar: 71.64 Direct 23.88 AoE (Aim for Hull, All explosive, Charged)

Flamethrower: 42 Direct (greased for more fire procs faster, lesmok for increased range)


Now, DPS is not everything. The Mercury Field gun, for instance, is amazing at taking out modules, but it is not a primary damage dealer. This chart is for choosing primary damage dealers instead of situational or secondary weapons, which is why the Javelin and Flare gun are absent. I have also never used mortars or done much with Lochnagar, so that is speculation. Furthermore, I do not know how large the AoE is for those guns which have it, so for the ones that do better shatter AoE than piercing or explosive direct damage, it is best to aim for the hull directly next to a module you want to take out.

Also, I suck at formatting, so if anyone wants to clean this up, feel free.

nohitcharlie fucked around with this message at 08:08 on May 30, 2013

OtspIII
Sep 22, 2002

nohitcharlie posted:

Keep in mind any damage done to destroyed components deals damage to the armor. If the armor is destroyed as well, it deals damage to the hull.

At what rate does it damage the armor/hull in these cases? Flechette does amazing damage versus the balloon but terrible against both hull and armor. If you shoot a destroyed balloon with a flechette weapon will it use the 1.8x damage or the 0.2/0.45x damage multiplier?

nohitcharlie
Sep 7, 2011

Soldaten bereiten zu dieser Phantasie Vogel schieben!
Great question. I have no idea. Here's the ambiguous quotation: "When a destroyed system is hit, the damage will instead be applied to the armor, and then the hull."

OtspIII
Sep 22, 2002

I assume it uses the armor/hull damage multiplier, since otherwise it would be a really good strategy to just use an anti-balloon gun to focus fire completely on the balloon, letting you cut through both armor and hull relatively easily with just one gun. Needing both, like, a whirlwind and a flak to quickly take down a ship is a big deal, and I'd be surprised if it could be circumnavigated that easily. If anybody knows for sure they should say, though.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
A mostly full 4 on 4 King Of The Hill match in this is amazing I must say.

Will there be developer games tonight guys? I'm in especially if I can get freebie.

always be closing
Jul 16, 2005
Yeah buddy, dev game at 2pm est. Get on mumble about ten minutes prior. Murazor should be on.

Paradoxish
Dec 19, 2003

Will you stop going crazy in there?
So is the multiplayer community for this game pretty healthy? I'm about to throw down for a four pack with some friends, and I just want to make sure I'm not buying into a ghost town.

edit- vvv Good enough for me. Thanks. :)

Paradoxish fucked around with this message at 15:44 on May 30, 2013

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
There seems to be at least a hundred people playing every hour and plenty of games to latch in onto.

Plus there is us too.

Murazor
Mar 9, 2011

always be closing posted:

Yeah buddy, dev game at 2pm est. Get on mumble about ten minutes prior. Murazor should be on.

Its 1pm EST, so, in approximately a half an hour from when I post this.

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Drunk Pledge Driver
Nov 10, 2004
Anyone want to play right now? This is Shotgoon/CSP. Add me to steam if you don't have me: glowinthedarkninja

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