Tuesday 29 January 2013

Guns of Icarus: A How to Guide for Pilots, Captaining, and my wishes!


Update: There was an update just as I finished this up, with new weather effects and match making and types and other balancing acts and more stuff... that's not in here. Don't expect them to be, it came out TODAY. But maybe at a later date I may add some more relevant stuff.

Finally, the last class, the pilot. The pilot is more often than not, the captain of the ship, and will often be supplying orders even if he's not. Controlling a ship takes practise, and many players are put off but some of it's complexities. Persevere, and command a zepplin!

One of the problems with flying is the controls kinda switch on you. You get used running around WASD style but at the helm it's not relevant, as W and S control you height, not speed, which is relegated to R and F. Practice, practice, practice, until this seems natural. Flying a ship has a lot to do with momentum, planning your move before you make it and letting the ship swing itself around.

Unlike the other classes, pilots are like Highlanders. There can be only one. If the ship you are trying to join already has a pilot: be something else. With no ammo or repair versatility  additional pilots are completely and utterly useless.

Equipment

First of all, take whatever ammo you feel like 'cos you ain't using it. For repair items, you'll equip similar to a gunner; Rubber Mallet, Pipe Wrench or Spanner. I'd actually recommend the Spanner and the Pipe Wrench over the Rubber Mallet; you should be glued to the helm, and if you're leaving it is because of a pretty big damn emergency, not minor repair work. Now for the real stuff, the Piloting equipment! Piloting equipment is very similar to the 'Get out of jail free' card, in that they're designed to get you out of sticky situations.

Spyglass: Don't take it. I've recommended everyone else take it. Spotting ships? You have people do that for you.
Phoenix Claw: One of my favourites and completely recommended: For a little engine damage, the claw lets you turn on a dime. Great to end a circle strafe war, or to chase off a ship peppering your ass.
Drogue Shoot: Gain height fast but lessens engine power. Another strong recommend as it does no damage and let's you pop up like a cork from a bottle. Use when you really don't want to be some place or if you feel a balloon failure is imminent and you need some height to counteract the fall.
Kerosene: Shoot forward quickly with engine damage. With the Drogue Shoot and Phoenix Claw this is my set of recommended starting equipment. Great to get to capture points early or escape situations, but be careful not to over tax the engines. Warn the engineer before use.
Moonshine: Kerosene's big brother. Faster, but more damage. So much damage that you can very easily overwhelm engineers with it, so communication is vital.
Chute Vent: Rapid descent with balloon damage and lingering effects. I am not a fan of this item. Unless you're very high up, with a flat, bump-free ground, with a balloon and hull at high health and a razor sharp engineer, use of this item can easily see your balloon getting destroyed a mere three inches off the ground that will result you smacking your hull against the ground in a futile attempt to grind the sky barnacles off. (Hint: There is no such thing as sky barnacles.) It's a very costly escape attempt, and coupled with the fact if you are using you've probably taken some damage anyway... and that most people have an easier time shooting down rather than up... steer clear of this one unless you really know what you're doing.
Impact Bumpers: Go a little slower but brace against impact damage. I tend to avoid ramming people, but if it's you thing, go for it. Hell, the Pyramidion has an armoured front prow for this very reason.
Tar Barrel: Creates clouds that damages enemies and breaks sight, hurts engines. Try the Kerosene instead. It'll hurt your engines less, and get you out the way of guns quicker.

Let's look at the helm:

I've decided that my crappy handwriting is funny. So. Laugh at it.
We see, with my crappy writing, the wheel (ignore) but more importantly the spirit gauge thing and the speedometer. The spirit gauge thing is an approximate gauge of height, and the speedometer shows the speed you're set to; once set, you can leap off the wheel, and it keeps going. Remember, in combat, whilst high speed will help you to avoid being hit, it'll take you out of range quickly and make your own gunners job of hitting the enemy much harder.

How To Play

There are two key things about being a good Pilot: ship positioning and communication. Now ship positioning doesn't just mean, 'Don't slam it into the floor.' It means placing your ship in a way that maximizes the amount of guns that can shoot at an enemy, whilst positioning yourself in such a way that minimizes the the amount of enemy guns capable of firing back. Remember, a single medium gun will not really do enough damage to overwhelm an engineer. Two medium guns? That's completely different. Let's look at the ships:

Goldfish: Using: Big heavy gun up front, you want this pointed at the enemy at all times. Not bad speed and deceptively high hull health. But considering the slowness of heavy guns, if you've weakened you opponent circling it using your side cannons is a good finisher. And to all those who combine flame throwers and heavy flak cannons: Don't ignore the flame throwers. They are devastating up close, and refusing to do anything but use flak will to slow, boring, and often unsuccessful, work. Attacking: From above, below, or behind. Most Goldfish take closer range side weaponry so don't get closer than medium range from the side, and be careful or sudden turns.
Spire: Using: Terrific firepower from the front, but not that quick. Get them in front and laugh. Be careful manoeuvring where the enemy can creep up on you. Attacking: Creep up on them. They're slow and vulnerable from behind.
Pyrmidion: Using: It's all about the front cannons, baby. Point and shoot. If you're charging, and it looks like you'll pass one another, try to get them on your left side for the chance to use both of your side guns, or ram 'em. But please don't ignore the front for the side cannons. Don't do this. Slow acceleration but reasonable speed. Attacking: Hit the right or the ass of the ship. Once the balloon or engines fail it's vulnerable due to it's poor acceleration letting you stick in it's blind spots.
Galleon: It's all about the broadsides. For best results, the use left broadside where an engineer can man the medium gun up top. If you do decide to take a Field Rifle in that medium slot, try to remember if you see crew hits pop up from the Field Rifle that you might not be in your most effective range as the Field Rifle has superior range to anything. Lots of health to play with, and surprisingly, not the slowest ship, beating out the Spire and the Junker.. Attacking: If you see the left broadside, RUN. It's slow, so the front and back blind spots are nice and tempting, but stick to the back as pilots find it easier to turn to face a enemy in front than behind.
Squid: Using: I hate this ship. It's fast, but with no overlapping guns, and, well... look... The best tactic is to circle strafe with the enemy on your left. Which you can't see due to your own ship blocking line of sight. Like the Spire, this ship does better in support roles, but jumping in and out of combat rather than slowly lumbering covering fire. Attacking: No guns on left side, but this ship is hella fast, and will run the hell away.
Junker: Using: Think of the junker like a mini Galleon, and try to avoid the temptation of the front gun to attack head on – it's all about the broadsides. Attacking: From behind and above and that balloon is huge and can't be missed. It turns quicker and the Galleon, and is more compact, so take care there.

Three further details about ship positioning, the first being clouds. Jumping into clouds not only hides you from physical view but gets rid of being spotted. Of course, Guns Of Icarus Online likes to balance, and clouds will damage your engines and guns over time, so it's worth noting if that's your exit strategy to hit them with a bit of speed in case your engines go down and you have to drift. The next detail is map knowledge, and that'll build over time, which is a fancy way of saying, 'Don't look at me, I'm useless with directions.' Yeah, and try not to spawn camp. It's a dick move. Finally, teamwork. As mentioned, one gun not enough to make a kill, two guns more like it... what about three? Or four? Or five? Well, that's a conclusively dead opponent. Stick with your teammates as lone wolfs get killed. Use your ship to compliment theirs, like using a Spire impressive front armament whilst a quicker Goldfish or Squid keeps the enemy from effectively flanking and chasing down those that flee.

Now, to return to the second part of great pilots, is all about communication. If you're a pilot, I'm sorry, I'm going to insist you get a mic, or be a tremendous touch typist. Crew management is a fundamental skill, either giving gunners orders to target wounded ships, to relocate to side guns, organizing repair detail, or most important, telling your crew they did a good job. Seriously. Every kill you make, congratulate them, tell them to keep it together, and you'll see great dividends. For starters, if they do fuck up, they'll try extra hard to make it up, they'll listen to your advice more (helpful for new engineers) and stick with you between matches. Even if you lose your crew will appreciate the feedback.

Unlike other classes, you won't get the luxury of wandering round the ship when the fancy takes you, but you'll at least take comfort being more engaged in actively doing something. Because of this, I find the pilot a really fun class to play as it has a lot less downtime than other classes. But being a pilot naturally flows into being...

Captaining

… a captain of your own ship. The way captains work is that you select to head a ship, whatever class you desire, but it's almost exclusively a given that captains will be pilots. This is mainly because of being a captain means it's your choice of ship weapon loadout, and captains get access to the captain's channel on 'C' that let's you talk to other captains on your team. Choosing your own weapon loadout means you already know how you want your ship to be used, which another pilot may not quite get, and as most inter-captain communication involves ship movement it's easier to steer the ship yourself than to constantly relay instructions to a pilot. If you want to try out a weapon combination but lack the confidence in your own piloting ability then please feel free to try out being a captain as a different class.

Captaining involves a lot of the communication previously mentioned, like a few paragraphs ago. But lets look at ship weapon load outs. Here are some I've used or been crew on that I've found quite fun, but feel free to experiment. The silly names are my invention.

Sniperidion: A Pyramidion with two Field Rifles on the front mounts. Stay back and laugh.
Gatflakfish: A Goldfish with a Heavy Flak Cannon and side Gattling guns. Hit with the flak, circle with the gatt! (I promise to never try to rhyme again.)
Flaming Death: A Goldfish with a Mortar or Heavy Cannonade on front with flame throwers on side. Same tactics as the Gattflakfish, but disabling the balloon makes the close range flame throwers a lot easier to score hits.
The Stay the Hell Right There: A Galleon with a harpoon on the left side, with flak/cannonade below. Flak for range, harpoon and cannonade up close. Heavy Cannonades are so powerful up close regardless of their lessened hull damage they'll still royally wreck shit.
No Balloon, No Hull, No Problem: A Junker with Cannonades on the top side mounts, and Gattling on the bottom side mounts. Devastatingly effective when fired together. Similar results can be achieved with a Pyramidion with a Cannonade on the front left mount, Gattlings on the front right and left side mount.

And I think we're done! All that's left is to wish you happy hunting, and hopefully you got some sense outta my rambling. But as a finale, let's have a look things I'd love for the devs to implement:

My final suggestions for Guns of Icarus Online to implement:

3rd person camera option on person: I spent all this time designing my character and I can't see 'em in action? Lame. Edit: I have been kindly informed by a commenter that if you press 'P,' BLAM! 3rd person view. So. Well done devs for getting the best of me there. Ahem. 
Dynamic spawn points: You should never spawn in gun range of the enemy. Never. No. Bad. Sort this out. You're lucky your still in beta.
1 vs 1 matches: If you didn't have backup, and MY TEAM WEREN'T USELESS, I would totally kick your ass, LET ME PROVE IT. It's probably not there to avoid people just grinding achievements, but I'd love to see it work somehow.
Greater customization options: Different heights, body types and some choice of clothing colour would be nice if possible. Every male looks a bit androgynous right now, and I'd love to have a wiry gunner, a burly engineer and a husky pilot. Also. Fuzzy dice / swaying hulu girl helm options. You know it makes sense. Of course, if you do this and not the 3rd person camera option, that's just being mean.
Ability to turn the fucking Film Grain off: I hate Film Grain. A visual effect deliberately aping the shite technology of yesteryear. Ah, no thanks. This game is very pretty. Let me look at it without smearing the camera brown. Edit: Turns out another commenter pointed out to me it is possible. In my defence it wasn't called 'film grain,' but 'Post Processing Effects,' so I'm not stupid, I'm just... stupid. Gah. On the plus side, I highly recommend you do this, and let some COLOUR into your experience.
Bigger icons: Oh god yes. Please. In different colours. Against white clouds I lose everything, and I haven't found an option to mess with the brightness, though that could be due to stupidity.
Collision stun: Every time you hit something, a small delay animation or slowdown might be interesting, that could be avoided be holding onto something. Nothing that could cause a stun lock,
but I would like ship collisions to have a lot more weight and consequence, and I really love the idea of a pilot yelling 'BRACE BRACE BRACE,' in panic.
Boarding: Boarding would be... hah, just messing with you there. I read your FAQ Guns of Icarus Online, I know why you aren't putting boarding in, and I agree with you.

Do any of you have any tips or suggestions of what you'd like to see, or like to point out I've clearly made a stupid mistake and can think of much better, saner, sober advice? Well, we have a comment box for a reason. Go. Point out what an idiot I am. But please. Politely.

These guides will soon be edited for Steam Workshop, suggested by the Guns of Icarus Online Facebook group.

Guns of Icarus website: http://gunsoficarus.com/

You can find the beta for sale on Steam here: http://store.steampowered.com/app/49800/

5 comments:

  1. There's already a third person option. Just press P.

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  2. Annnnnnnnnnd now I feel stupid. Yes. Okay, edit time! Thank you for that!

    ReplyDelete
  3. Film grain can be turned off in the settings - it is under video -> post processing effects

    ReplyDelete
  4. What. Oh look, yep, you're completely right. I'm torn. On the one hand, you helped make my game very pretty. On the other, well... let's just say I'm applying my head to my desk a couple of times here. Thank you, edit inbound!

    ReplyDelete
  5. *Is two years too late*

    This guide helped me a lot despite it being two years old. I'm a beginner captain and this helped tremendously. Thanks!

    ReplyDelete