Sunday, May 1, 2016

Preparing the Storm: Choosing Classes and Selecting Ships

Just because you can, does NOT mean you should. Guns of Icarus online has hundreds of thousands of possible ship loadouts, and 24 tools and ammo types across 3 classes, so there's no shortage of possible ways to play.

Most of them suck.

The game has very specific mechanics like damage charts, airship armor/hull stat charts, a 7 tier meta "rock, paper, scissors" chart, and actual freaking physics, you guys. It's all immensely complicated, and it can take months to get enough of a feel for it to come up with a new meta build. This is why I don't recommend you do what I did and just have everyone be gunners and throw a bunch of flak guns on a Galleon. Even if you DO pretend you're in a pirate ship. The gimmick wears off fast when you're in matches for probably close to an hour because nobody could 'break armor' and access the permanent hull (perma-hull) that would net the kills needed to win. 

We called it a night, and through intense searching to find out what was wrong that evening, I discovered the difference between all component types, and advantages to bringing a certain 'Golden ratio" of classes. I've already linked the tables, so I won't go super deep into specifics here, but your best class distribution is Pilot/Gunner/Engineer/Engineer. The two best starting ships are gatling gun/mortar Pyramidion and Hawacha Goldfish. 

We'll start on the smaller, more personal level of class loadout. As a beginning Pilot, you want Phoenix Claw, Impact Bumpers, and Kerosine. Phoenix Claw will help you turn better, and Kerosine will make the ship move faster. However, BE AWARE, as both of these tools will damage your engines. Try to get in the habit of turning them on in a pinch, but don't forget to turn them off when you don't need them. The tools at your disposal is what differentiates classes from another, so don't be afraid to burn those engines! Impact Bumpers reduce impact damage to your ship, so use them before you crash into a wall (you'll crash into many). For your singular engineering tool, you're going to want a spanner for quick emergency repairs (you don't want to be off the helm for long). Your gunning ammo is irrelevant. At this level, if you're shooting, you're playing your role incorrectly.


As the Gunner, the tools (or ammos) you're going to want are dependant on the ship your captain brings. Generally, you're going to want Greased Rounds, Burst Rounds, and Lesmok rounds. Greased is (generally) going to help you deal more damage faster, burst is (generally) going to make explosive disable weapons disable better, and Lesmok is (always) going to increase the distance and speed your bullets travel. Your piloting tool should be the spyglass (click on enemy ships while holding it to have them show up on the map) and engineering tool should be the pipe wrench (a nice balance between repair and rebuild). As a final note: UNLESS YOU ARE USING A SHOTGUN-LIKE WEAPON, AIM FOR THE HULL OF THE SHIP.


The standard engineering kit for both engineers is Rubber Mallet/Shifting Spanner/Fire Extinguisher.
The Spanner is for repairing broken components (red circle) and needs to be 'spammed' for maximum effectiveness. The Rubber Mallet is for repairing damaged components (yellow circle), and will 'clock' when you hit a component with it. This means that it will no longer be responsive to repairs until the circle is filled. Take this opportunity to do tend to other parts of the ship that need tending to. Your fire extinguisher is for putting out fires. Shocker.
Bring a spyglass for spotting, and greased rounds are a nice safe bet for most weapons.


This post is getting long already, so we'll go over the types of ships you'll want to bring next time.

Clear Skies!


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