Guns of Icarus Alliance

Guns of Icarus Alliance

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Netsa Jul 29, 2018 @ 9:23pm
Best Ship? Is Gunner Bad?
What's the best ship? I'm still using the starters (Pyra and Spire). Is one better than the other? Is there a ship that dominates later on that I should be expecting?

Also, having a hard time figuring out how I'm supposed to progress. Each class levels separately, but I don't feel comfortable playing anything besides engineer. Piloting is stressful and you're first to blame when things go wrong, while gunning doesn't feel special considering anyone can jump on a gun and kill something. No one can repair like engineer does, no one can pilot a ship like the captain does, but it seems like anyone can do gunner's job. But I can't just only level engineer, can I?
Originally posted by [VGM] Hilliard:
What the best ship is depends on the demands of the mission, and your crew's performance. A group of pros can make a mine squid work, while a crew of novices may struggle to use a basic pyramidion mortar-gatling loadout. Your best bet is trying out all the ships with various loadouts, and with crews of different skill level to see what tickles your fancy the most. Different ships do better in different maps and modes, so read steam guides and experiment.

Gunners are far from bad , in fact a good gunner is something i long for on every build of every ship i'm on. In addition to their wider variety of ammo types and gunner stamina, a gunner makes it his duty to keep the ship on the offensive constantly. I've been on too many ships with 3 engineers where everyone gets so deadset on repairing damage they they forget to dish out any, ultimately leading to the ship being killed. Some new gunners even fall into this trap, trying to repair when they should be giving the enemy engineers something to fuss over.

It may seem easy to " jump on a gun and kill something" , but you'd be surprised how often i see people screw that up. Firing the wrong guns, at the wrong time, at the wrong parts of an enemy ship, and wasting opportunities to kill or critically damage enemy ships. Engineering has a higher skill floor than gunning, but gunning has a far higher skill ceiling.

Competant Gungineers are versatile, but they just can't compete with a dedicated gunner in terms of damage output. A good gunner prevents more damage than an engineer ever repairs because he kills and disables the enemy before they can inflict any damage. Repairing is important, but a good gunner makes repairs unnessasary.

You can level up whatever class you like playing as the most. If you don't like flying or gunning thats fine. There is nothing forcing you to play as another class. Let me be clear though ALL classes are important, and ships that lack a balance of each are at a severe disadvangate in my opinion. Even if you don't like other classes its good to try them out every once in a while for perspective.

May you have fair winds.

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Showing 1-12 of 12 comments
WarnerCK Jul 29, 2018 @ 9:42pm 
Some ships are easier to fly, crew, or kill with than others. The main thing is to find a ship and loadout that fits with the way you and your crew want to play, and that can help you carry out your team's strategy.

Gunners are able to carry more types of ammo, so they can use multiple guns or single guns more effectively than engineers with their single type. They can also reload faster and have extended gun arcs. Triple engineer crews are common, but not universal; whether a particular position would be best served by a gunner or engineer depends on the needs of the ship and the loadout. Two gunners on one ship is always a mistake.

All the roles are stressful at stressful times. Pilot when your ally has the temerity to get themselves killed when you're in a bad position; engineer when everything on your ship is broken or on fire; and gunner when you absolutely positively need to get your gun back up so that you can take that one perfect shot that will kill the enemy and save your ship.
Zetnus Jul 30, 2018 @ 9:37am 
You totally can just level engineer. There are many players that have a "main" class in which they are far better than in the other classes.
Zetnus Jul 30, 2018 @ 9:42am 
Gunners are inferior to engineers unless you actually make effective use of your multiple ammunition types and/or your gunner stamina to turn guns further than is normally possible. If a position does not need gunner stamina or multiple ammo types, then that position would be better filled by an engineer.
Nerdhector Jul 30, 2018 @ 10:20am 
I myself started out as an engineer. I learned the zones that each ship has, mostly playing the buff or secondary engineer until I reached a decent level upon which my pilots trusted me to take care of the maindeck. I learned how to prioritize, chemcycle, and you develop a 6th sense for when your ship is going to take a lot of damage.
Since I shot a lot of guns during that time as well, I trained my engineer and gunner skils at the same time, but my gunner level doesn't display that obviously …
Now I am getting into piloting, which is definitely the most demanding class, but also a very fun one.

Learning to engineer first is probably the best choice you could make. You learn about the ships, get a feel for how fast a crew can repair stuff and when a ship is doomed. You will also shoot guns which will help you becoming a decent gunner without actually playing the role. You learn to get the most out of just one ammotype and get a feel for how it affects the guns if you aren't able to use the optimal ammonition.
All of this is valuable information for the time at which you might want to start piloting. In order to learn how to fly a ship, I suggest playing the gunner on ships of more experienced pilots, this will give you a good idea of how they fly and what they do in order to keep your guns in arcs and the enemy guns out of their arcs.

Gummiel Jul 30, 2018 @ 1:26pm 
Originally posted by Zetnus:
Gunners are inferior to engineers unless you actually make effective use of your multiple ammunition types and/or your gunner stamina to turn guns further than is normally possible. If a position does not need gunner stamina or multiple ammo types, then that position would be better filled by an engineer.
wait what? you can use gunner stamina to turn guns more than otherwise? just hold "sprint" button while turning or what?
Also is there any other uses of stamina not covered in the tutorial then? (running faster for engi, reloading faster for gunner, make the ship fly faster for pilot)
Last edited by Gummiel; Jul 30, 2018 @ 1:37pm
uni790 Jul 30, 2018 @ 2:28pm 
Is there a best ship, not really, I personally fell in with the Shrike, and yes you can level just one class, it helps to have played them all if you wanna be the pilot, so you're better aware of what the others are capable of, but entirely unneccessarry.

Just to note, my pilot is level 21, Engineer is level 5, or 6, and my gunner is level 2(hated it) I learned pretty early that I much preferred stearing the ship, it's fun for me, and the others (espically gunner) are less so.

Also, I never knew stamnia even existed, will definately have to play with that later.
Txirristra Jul 30, 2018 @ 5:16pm 
I play as gunner as part of a crew. We play 1 pilot, 1 gunner, 1 pure engineer and 1 hibrid engineer (engineer with greased ammo, so he can repair and fire a minigun when has no work to do).

As gunner i recommend to bring Greased ammo (super close range) , Shock ammo(close/medium range) and Heavy Ammo (long range).

We play with the Junker, it is our favourite. We can solo any boss with relative ease.
Nerdhector Jul 30, 2018 @ 5:43pm 
Originally posted by Stiletto:
I play as gunner as part of a crew. We play 1 pilot, 1 gunner, 1 pure engineer and 1 hibrid engineer (engineer with greased ammo, so he can repair and fire a minigun when has no work to do).

As gunner i recommend to bring Greased ammo (super close range) , Shock ammo(close/medium range) and Heavy Ammo (long range).

We play with the Junker, it is our favourite. We can solo any boss with relative ease.

Those ammos are only good on certain guns …

Greased is useful in a lot of light guns, namely hades, flak, banshee, mortar and gat
Not sure what you mean with "Shock Ammo" if it's stock ammo … well yeah normal rounds. But I think you might mean Charged, which is also a good choice for a little bit more dmg per shot and a little bit more range.
Now Heavy clip is to reduce Jitter. Which means that it's only good for guns that have jitter, mostly Carronades. If you are talking any other lightgun than the Barking dog Carronade or Flare gun, you DO NOT want to use Heavy clip^^ Take Lesmok for range instead. It gives you more range and you hit perfectly fine with Gats, Mortar and Hades.

Regarding your crew layout, yeah thats how it's supposed to be played^^

Any boss? At what difficulty? :P

(just teasing, have fun out there o/)
Ithaldir Jul 30, 2018 @ 6:17pm 
Originally posted by WarnerCK:
Two gunners on one ship is always a mistake.
LIES!!!
PvE
You don't know the joy of instakilling a boss using tripple gunner ults. We were a glass cannon but boy, when we fired the world burned.
The author of this thread has indicated that this post answers the original topic.
[VGM] Hilliard Jul 31, 2018 @ 1:57pm 
What the best ship is depends on the demands of the mission, and your crew's performance. A group of pros can make a mine squid work, while a crew of novices may struggle to use a basic pyramidion mortar-gatling loadout. Your best bet is trying out all the ships with various loadouts, and with crews of different skill level to see what tickles your fancy the most. Different ships do better in different maps and modes, so read steam guides and experiment.

Gunners are far from bad , in fact a good gunner is something i long for on every build of every ship i'm on. In addition to their wider variety of ammo types and gunner stamina, a gunner makes it his duty to keep the ship on the offensive constantly. I've been on too many ships with 3 engineers where everyone gets so deadset on repairing damage they they forget to dish out any, ultimately leading to the ship being killed. Some new gunners even fall into this trap, trying to repair when they should be giving the enemy engineers something to fuss over.

It may seem easy to " jump on a gun and kill something" , but you'd be surprised how often i see people screw that up. Firing the wrong guns, at the wrong time, at the wrong parts of an enemy ship, and wasting opportunities to kill or critically damage enemy ships. Engineering has a higher skill floor than gunning, but gunning has a far higher skill ceiling.

Competant Gungineers are versatile, but they just can't compete with a dedicated gunner in terms of damage output. A good gunner prevents more damage than an engineer ever repairs because he kills and disables the enemy before they can inflict any damage. Repairing is important, but a good gunner makes repairs unnessasary.

You can level up whatever class you like playing as the most. If you don't like flying or gunning thats fine. There is nothing forcing you to play as another class. Let me be clear though ALL classes are important, and ships that lack a balance of each are at a severe disadvangate in my opinion. Even if you don't like other classes its good to try them out every once in a while for perspective.

May you have fair winds.

Hammer Of Evil Jul 31, 2018 @ 10:07pm 
if you're pubbing solo, generally engineer is more useful in more situations and will keep your team in the air whether pvp or pve. a random ship full of engineers is always viable. a random ship full of gunners is a meme waiting to die, it might get a kill or two but god help them when they're set on fire or focused for more than one salvo.


if you're in a coordinated, friendly team, try to reach that balance of classes and work your build to suit the ship+captain's flying style.

as you go along, you'll start to easily recognize what class you're going to need to best suit a given ship.
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