:Awesome:, we have to group up all of us some time EDIT: Could people post their ingame name here so we can find you. My name is the same as here, Aspius
Easiest is probably if one person buys it an the rest sends him money via paypal. Atleast that's the smoothest way I can think of.
Good, i'm updating the first post with a player list so that people can see there who is playing this
So I finally got to Guns of Icarus Online Friday night and had a hell of a time for my first two hours playing with a group of randoms all talking like pirates. I started off playing Engineer since from my time spent experimenting in Practice it seemed the easiest class for a newbie to jump into multiplayer as without seriously impacting the crew. Turns out, there is a bit more to playing Engineer than playing in calm, quiet Practice would let on. For anyone just starting I would recommend going as Gunner instead, but be sure to read through the various ammo types in customization so you have an idea of when to make appropriate use of them (Heat Sink if it looks like your enemy has Flamers mounted, Heavy for rapid fire or long range, Flak is good all-around). After playing online for about three hours I decided to give Captain a try. Playing cautiously for the first few games in a Spire fitted for long range with one Flamer as close range deterrent, our crew and ship managed to do quite well. I've since switched to captaining a Squid fitted with rocket launchers and aft-facing chaingun which is really fun in objective games where speed comes in handy.
As a premade crew, myself, Gabvid, Barbie and Aspius did rather excellent in my Galleon "Warhammer" Fitted for long-range death-dealing (with a rocket carousel at the Stern Chase for defense) we utterly hammered the competition The Warhammer's Loadout features 2x Heavy Hwachas and 2x Heavy Flak Guns on the Gun Deck, a light field gun on upperdeck midships (port side) and a rocket cariousel on the stern. I would highly advise anyone to try this build - it allows you to "kite" smaller, faster vessels and if that Squid does come up from behind, the carousel is a good deterrent until you can swing her over to port and bring death.
Perhaps my first hours of playing on Friday were a fluke, but after playing on Sunday I must say it can become incredibly frustrating repeatedly getting nothing but incompetent crewmen without mics, especially captains. Engineers whacking components on fire with spanners in vain. Gunners inexplicably firing carronades on ships well over a kilometer out. Captains with shit weapon configurations or that neglect to turn off engine-damaging abilities. Worse yet, all the above on the same ship. Its sad when you begin to appreciate the AI crewmen. That said, the games I did find at least halfway knowledgeable crewmen were always enjoyable. Here's hoping I can catch fellow Shieldwallers online some time. Oh, and there was a patch today. Version 1.1 patch notes here. Update: With the new patch crews stay together after each game. After playing 2 hours tonight I can say it has lead to a major improvement in game enjoyment. Once you find a good group of crewmen, or at least players who communicate, being able to stick with them makes things so much better. The ability to see what your captain has the ship fitted with while in lobby is also a great feature, though I'm a bit torn over how it is currently implemented. As it is, you can see not only your captain's ship and your teammate captain's ships, but all of your opponent's ships as well. Squid speed buff seems to have been an effective improvement. They're still quite vulnerable but their speed does make them a bit more effective at hit and run harassment. Squids with flamers are massive annoyances though, so make sure you ALWAYS have Heat Sink rounds if you're a Gunner.