Subject: Guns of Icarus Online Thu Mar 22, 2012 11:21 am
Guns of Icarus site
Last edited by Arnox on Fri Feb 22, 2013 10:03 pm; edited 1 time in total
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Wed Jan 09, 2013 12:59 pm
http://blogs.wefrag.com/madfox/
Promo steam en ce moment. Si voler en POB vous manque, c'est l'occasion. Vraiment bon et fun comme dirait l'autre.
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Fri Feb 22, 2013 7:55 pm
http://store.steampowered.com/app/209080/?snr=1_4_4__43 promo sur Gun of Icarus ce week-end. Double utilité : vous éviterez de manger de la merde en ne dépensant pas chez Mcdo, vous serez utile car vous aiderez une équipe de dev indépendante à manger (éventuellement de la merde, mais on ne peut hélas pas tout avoir).
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Thu Mar 21, 2013 7:30 pm
http://store.steampowered.com/app/209080/?snr=1_614_615_indiespring2013_104 Nouvelle promo sur Guns of Icarus : 4.74 €.
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Fri Mar 22, 2013 3:04 pm
http://www.kickstarter.com/projects/musegames/guns-of-icarus-onlineadventure-mode Kickstarter du mode Aventure.
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Tue Mar 26, 2013 6:54 am
http://gunsoficarus.com/gameplay/weapons/ Stats des armes.
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Fri Mar 29, 2013 2:56 am
Nox Laugh Button. Do not click.
Last edited by Arnox on Thu Apr 11, 2013 3:34 pm; edited 1 time in total
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Wed Apr 03, 2013 2:04 am
When there is 1 charge on a component, there is 8 fire DPS applied to that component (base fire DPS) Each additional charge applies another 2 fire DPS per charge A component can have a maximum of 20 charge Guns will be disabled if it reaches 8 or more charges and must be extinguished until below 8 charges to be used again As a gun takes any kind of damage, it's turn speed is decreased
Explosive damage causes a chance of fire ignition on a component depending on the amount of damage it does. The more dmg a single hit of explosive projectile does, the more chance the component will ignite with a charge of fire.
I'll double check with what we can do with fire but we've had ideas for them spreading at some point. The question is a display issue and what we think makes sense enough without being silly. Like green fire? I don't know if we would like it as far as art direction goes. Again, I'll double check.
I'll take a look at Chemical Spray. « Last Edit: April 15, 2013, 05:28:36 pm by awkm »
Just so everyone knows, acceleration and mass was broken ever since the game's release. There was a bug that was found during another check between calculated speeds and actual in-game speeds. Previously, all ships had the same mass and accelerated at the same rate. This is not the case now. Each ship accelerates very differently on each axis (forward/backward, turning, and ascent/descent), has varying masses (Squid being lightest, Galleon being heaviest), and varying top forward/backward and turn speeds. Top ascent/descent speeds are all the same at approx 12m/s.
Due to the existence of mass, pilot skills will affect a ship's movement slightly differently. For example, using Hydrogen on a Galleon will still increase its top ascent speed as well as ascent acceleration, it will not affect it in the same magnitude as it does the Squid due to mass differences.
The Squid's handling may be more sticky than in the previous versions but when compared relatively to other ships the Squid still outclasses everyone else in maneuverability.
So far, there are no planned changes unless something egregious arises here. I will continue to keep watch.
« Last Edit: Today at 02:31:34 pm by awkm » "
Everything about guns in v1.2
No major revisions occurred in this round aside from improved particle trails/effects. Some slight adjustments to turn radius and spread on some guns to account for these visual tweaks.
Upcoming is experimentation for Field Gun shots penetrating through objects. Again, this is just testing for now although I'd like to hear everyone's thoughts on it anyway. For each NEW component the bullet hits, it will apply both primary and secondary damage. Again, only NEW components. A component cannot be hit twice with the same bullet.
Mine launcher has been delayed. Hopefully out within the next few weeks.
« Last Edit: Today at 02:34:53 pm by awkm »
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Sat May 18, 2013 5:00 pm
aeron_man
Posts : 3 Join date : 2013-05-18
Subject: Re: Guns of Icarus Online Tue May 21, 2013 7:31 am
join the bounty head and show what they must expect from arnox
cusell
Posts : 1 Join date : 2013-09-01
Subject: Re: Guns of Icarus Online Sun Sep 01, 2013 12:56 pm
Just passing by and saying hi . See you guys SW are rocking hard with the role playing.
Nox
Posts : 801 Join date : 2008-12-30
Subject: Re: Guns of Icarus Online Sun Sep 01, 2013 7:11 pm
Thanks Cusell . My numerous matters with Gun should be fixed soon. See you soon !