Wasn't much of a night tonight, but that's because most of everyone didn't come; However the night is still young so there's still enough time to play some more with someone else.
You'll make it up to me next week right?...RIGHT!?!
Man, sorry I missed it. I wasn't feeling well so I went to bed early. I have still yet to play with IC peeps. I should be around tonight if there is another go at it.
I won't be around tonight, but the biggest group is on Monday nights around 8-9 PM CST. That's when most of us try to get on for a weekly game. Feel free to throw me an invite next time you play. Name is Signal in Guns of Icarus.
I had a dream list night that I was playin this game, but it was real life. I was running around frantically from gun to gun while the pilot was circling another ship. It was equally awesome and terrifying.
I've missed playing the last few weeks, but I take it as a sign that I should definitely play this upcoming Monday.
Now there are a lot of people that think ramming is a bad decision (particularly people aboard my Pyramidion) and to be honest ramming is a ballsy move that leaves both sides on a losing point, but that doesn't mean that an accurate and well timed ram isn't the most devastating move a pilot can make.
Head on Collision
When you ram a target you immediately lose all of your momentum and transfer it to the other ship. That's a given, but a skilled pilot can use that to his advantage. On a Pyramidion a front to front ram will ensure that the opposing ship stays in range of your forward guns a little longer as it flounders about with the reverse momentum. Just be sure to hit directly or you may get bounced off and lose that advantage.
T-bone
If an enemy is attempting escape from an ally or you or is even trying to zip by you a proper T-bone will put a stop to it. Ramming from their broadside will not only force them off to the side, but it will more importantly reset their momentum holding them down just a little longer for you or your ally. I have also used this to knock a particularly nasty Pyramidion off of my ally's tail.
Fender bender (I couldn't think of a proper term)
Ramming from their rear is also a good move, and it's easy to do. Once you catch up to your opponent ramming from the rear will slightly damage their engines, but what's more is that it will knock them slightly off course forcing them to lose speed to correct. This will allow your ally to move into position to fire or perhaps to get away.
Glancing
This is what happens when you screw up a ram (which happens all the damned time.) Everything was directly on course up until that crucial moment and you grind against the side, and past the desired location. By the end of this flubbed ram you will be past your opponent and showing him your tail which is the weak point on all ships. What's worse is that your momentum is almost completely shot leaving you as temporarily easy prey for his ally or even him if you screwed up enough. The only solace is that right after a glance you will not be in immediate angle of the other ships guns due to the fact that you always hit him just as hard as he hit you. You can use this to your advantage though. On many occasion I have glanced by an enemy to screw him over while I use an item to make good my escape. Between turn around time, and the extra speed you will have outrun him by a small margin.
Sitting
When you are above an enemy ship you merely lower your altitude, and knock them towards the ground. This will shake off their momentum forcing them to stay longer, and it will ensure that they can't shoot at you for a fair amount of time.
Ships that can ram
Pyramidion Oh God yes this ship was built to ram all of the damned time. It has the armor, and speed to utilize ramming to full effect.
Goldfish The armor is deceptively thick on a Goldfish, and it's just as well that the main gun faces forward. It's not as tough as a Pyramidion, but it's agile enough to get out of a mess if need be.
Galleon It's big, and it's very well armored. You have more momentum to play with so if you use this properly you can still maneuver while they're floundering about.
Everything else
NO NO NO NO NO
A Spire is far too squishy, a Mobula is an uncontrollable flying pillow during a ram, and a Squid (where as it can recover fast enough to out maneuver most ships) is like a piece of paper thrown at almost any other ship.
A story of proper ramming (Giggity)
Against a Pyramidion he had the exact same set up as me, and the exact same tactics. What was worse is that my hull was wrecked whereas his was in perfect order. I managed to get away, and 1v1 him in the open, but that merely guaranteed my disadvantage would come into play. He turned about, and tried take me head on. I knew I would lose that so I took all ahead full, but diverted at the last moment so that I glanced by him as a last ditch effort to buy the engineer time enough to fix the hull armor. To buy even more time I took hard starboard with the eagle claw at astern full to try to keep on his gunless side. I found that I had reacted, and recovered faster than he had, and by using kerosene to boost ahead I managed to T-bone his empty side keeping him helpless against my front guns. The fight ended in a victory with the hull armor in almost perfect condition.
With not having work, I totally forgot yesterday was Monday and therefore GOIO night. Will probably miss next weeks game too as I will more than likely be traveling to ICHQ for ICNY.
midga"There's so much hot dog in Rome" ~digi(> ^.(> O_o)>Icrontian
oh crap, it was Monday...
Also, I agree that ramming is awesome. I've gotten a few kills by running my AuFish into the weakened hull of an opponent. I've also screwed myself with it, so yeah, tactical care.
Was fun tonight even if it was just me and @trooster89, and I learned something. The way that ram damage is figured is based upon your momentum (which is obvious) AND your mass. Which means that when you ram a Galleon you WILL take more damage than the Galleon, and not just because it has a bigger health pool. So if you ARE a Galleon then ram every chance you get. If not then NEVER ram a Galleon.
Comments
derp internet+missed update=lost time
You'll make it up to me next week right?...RIGHT!?!
GGs
Edit: I am BobbyDigi in-game. What do you know?
I've missed playing the last few weeks, but I take it as a sign that I should definitely play this upcoming Monday.
Ramming
Now there are a lot of people that think ramming is a bad decision (particularly people aboard my Pyramidion) and to be honest ramming is a ballsy move that leaves both sides on a losing point, but that doesn't mean that an accurate and well timed ram isn't the most devastating move a pilot can make.
Head on Collision
When you ram a target you immediately lose all of your momentum and transfer it to the other ship. That's a given, but a skilled pilot can use that to his advantage. On a Pyramidion a front to front ram will ensure that the opposing ship stays in range of your forward guns a little longer as it flounders about with the reverse momentum. Just be sure to hit directly or you may get bounced off and lose that advantage.
T-bone
If an enemy is attempting escape from an ally or you or is even trying to zip by you a proper T-bone will put a stop to it. Ramming from their broadside will not only force them off to the side, but it will more importantly reset their momentum holding them down just a little longer for you or your ally. I have also used this to knock a particularly nasty Pyramidion off of my ally's tail.
Fender bender (I couldn't think of a proper term)
Ramming from their rear is also a good move, and it's easy to do. Once you catch up to your opponent ramming from the rear will slightly damage their engines, but what's more is that it will knock them slightly off course forcing them to lose speed to correct. This will allow your ally to move into position to fire or perhaps to get away.
Glancing
This is what happens when you screw up a ram (which happens all the damned time.) Everything was directly on course up until that crucial moment and you grind against the side, and past the desired location. By the end of this flubbed ram you will be past your opponent and showing him your tail which is the weak point on all ships. What's worse is that your momentum is almost completely shot leaving you as temporarily easy prey for his ally or even him if you screwed up enough. The only solace is that right after a glance you will not be in immediate angle of the other ships guns due to the fact that you always hit him just as hard as he hit you. You can use this to your advantage though. On many occasion I have glanced by an enemy to screw him over while I use an item to make good my escape. Between turn around time, and the extra speed you will have outrun him by a small margin.
Sitting
When you are above an enemy ship you merely lower your altitude, and knock them towards the ground. This will shake off their momentum forcing them to stay longer, and it will ensure that they can't shoot at you for a fair amount of time.
Ships that can ram
Pyramidion
Oh God yes this ship was built to ram all of the damned time. It has the armor, and speed to utilize ramming to full effect.
Goldfish
The armor is deceptively thick on a Goldfish, and it's just as well that the main gun faces forward. It's not as tough as a Pyramidion, but it's agile enough to get out of a mess if need be.
Galleon
It's big, and it's very well armored. You have more momentum to play with so if you use this properly you can still maneuver while they're floundering about.
Everything else
NO NO NO NO NO
A Spire is far too squishy, a Mobula is an uncontrollable flying pillow during a ram, and a Squid (where as it can recover fast enough to out maneuver most ships) is like a piece of paper thrown at almost any other ship.
A story of proper ramming (Giggity)
Against a Pyramidion he had the exact same set up as me, and the exact same tactics. What was worse is that my hull was wrecked whereas his was in perfect order. I managed to get away, and 1v1 him in the open, but that merely guaranteed my disadvantage would come into play. He turned about, and tried take me head on. I knew I would lose that so I took all ahead full, but diverted at the last moment so that I glanced by him as a last ditch effort to buy the engineer time enough to fix the hull armor. To buy even more time I took hard starboard with the eagle claw at astern full to try to keep on his gunless side. I found that I had reacted, and recovered faster than he had, and by using kerosene to boost ahead I managed to T-bone his empty side keeping him helpless against my front guns. The fight ended in a victory with the hull armor in almost perfect condition.
Ahead=Forward
Astern=Backwards
Just in case you didn't know.
Also, I agree that ramming is awesome. I've gotten a few kills by running my AuFish into the weakened hull of an opponent. I've also screwed myself with it, so yeah, tactical care.
I found where I can buy hats, I might be in trouble.