Guns of Icarus Online

Guns of Icarus Online

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Spire Handbook
By Crafekster
An easy guide for people to follow in making the Spire work like a charm!

Too many people, even experienced players do not know how to effectively use the spire.
If you are out of touch with the spire, get in touch and read this easy guide!
   
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You Chose SPIRE!
This guide is old now. Maybe there is something to find in this guide still, you tell me.

Know that in a spire you will need trustworthy crew, and your ability to communicate with them.
Know that this ship is difficult, but rewarding!

Lemme say again.
Decent Crew and Communication is IMPORTANT
If you cant fulfill this criterea, you are going to have a bad time.

(It is important to have decent crew, or the least crew willing to listen to commands. If you dont communicate, players will run aimlessly in this difficult ship)
Choose your Build!
There are several builds to choose from. But the best builds should come in for the best of times!

REFRENCE IMAGE

Number 1 is the Heavy Gun!
Number 2 is the Front and Top Light gun
Number 3 is the Light gun beside the Heavy gun!
Number 4 is the Light gun to the right of the Helm!
Close Range Builds!
These are the Recommended builds to take for new begginers of the spire, and for close range maps. When you have a close range build like the 'HWACHA dual gat'. It is healthy to be in the mindsett of killing a ship before it kills you. That means not repairing, and just gunning when you are in a firepower struggle against another.

----- HWACHA dual gat -----
Good at close range, small maps and being higher than your opponent.

1-Manticore Hwacha
2-Mortar
3-Gattling gun
4-Gattling gun

Recommend your crew this:
(By setting it up in the ship costumization screen, then clicking the class icon in lobby of the player)
Gunner - Burst Heavy Clip Greased
Engineer - Mallet Spanner Chemspray Greased
Engineer - Wrench Buff Extinguisher Greased

Command the engineer with the Buff to buff the baloon and side engines, along with maybe gunning his gattling gun (3). Command your engineer to be on the gattling gun (4) while keeping aware of the hull. Command the gunner to stay on Manticore Hwacha Burst loaded. Make the gunner jump on the gattling gun after he shot the Hwacha on the enemy (That is if there is no one on that gattling gun).

It is important to have 2 gattling guns with Greased to be firing at the same time. While the hwacha disables the weapons of your opponent. When that happens YOU the pilot must get ready to TURN OFF ENGINES and fire the Mortar (2). Jump off the helm and fire it. It is going to be weird, but easy to get used to.

Tactic: Rush down, or play as an ambusher. Use the map or just go for it. Kill or be killed, remember to go for your mortar.

----- Lock Down -----
Good at keeping a ship to the ground, but not dying. Very good multitasker but is an advanced build in delaying kills.

1-Dual Carronade
2-Gattling
3-Flamer
4-Flare

Recommend your crew this:
Gunner - Heavyclip Lochnagar Incendiary
Engineer - Mallet Spanner Chemspray Greased
Engineer - Wrench Buff Extinguisher Lesmok

Command your Gunner to shoot enemy baloons with the Dual Carronade (1) and occasionaly use Lochnagar rounds. Tell him he can jump on the flamethrower (3) if the ship is too low for his carronade to aim. Command your Buff Engineer to buff baloon and Side engines, and occasionaly jump on flamer, but mostly jump for repairs. Command your Mallet engineer to Man the gattling gun (2) with greased, and in aware of the hull.

You the pilot, simply need to have a glance of the hull being ok, and using the flare to reveal enemies inside clouds. Youl mostly be aiming your ship more to the right giving arcs for your weapons that are mostly in the left side of the ship. This is a good build for tactical rasons in locking a ship down, and then killing it whenever you want to. This is an advanced tactic in delaying a kill so they dont come back way to fast.

Tactic:Get the jump on one guy, and maybe another. You can multitask. Your ship is heavily on the utility of kills. Go in stealthly, have them disabled and helpless for your ally to finish whenever you seem fit.
Mid Range Builds!
These builds fit most maps. This case is more dependant on what enemy ships you are against.


----- Arc Destroyer ----
Good against other mid to long range ships in destroying their arcs if the Minotaur gunner is solid

1-Minotaur
2-Hades
3-Light Flak
4-Light Flak

Recommend your crew this:
Gunner - Heavy clip Greased Heatsink
Engineer - Mallet Spanner Chemspray Lesmok
Engineer - Wrench Buff Chemspray

This build is very good against other ships that have a Hades or a gun relient on keeping aim. Such as long range guns. So keep aim while your gunner hits them with the Minotaur (1) with Heavy clip. He switches to greased if the enemy ship is too close. The Mallet engineer uses Lesmok on the Hades (2) and fires at enemy hull. The buff enginer buffs and repairs and occasionaly using Light flaks. You the pilot can steady the ship and quickly use your nearest Light flak (4).

You will always beat any other ranged ship, rely on the gunner to do that job. Make sure you get closer if your minotaur shots come true and that it is safe. Call out for light flaks when you need an extra fire power to kill the enemy ship for sure.

Tactic: Have the gunner keep annoying the enemy ship arcs with the minotaur, and approach closer and closer for easier hades shots and light flak shots for the kill. Win.

----- Baloon Target -----
A build designed to kill Junkers, but also works well against other ships, where the main goal is to only fire at the baloon.

1-Lumberjack
2-Hades
3-Light flak (or minelauncher)
4-Minelauncher (or light flak)

Recommend your crew this:
Gunner - Lesmok Greased Lochnagar
Engineer - Mallet Spanner Chemspray Lesmok
Engineer - Wrench Buff Chemspray

Almost the same as above build, but depending on where you put the minelauncher or the light flak, is who will be using it. If you put the minelauncher at 4, you the pilot will have to use the minelauncher. If you place it at 3, the gunner will. This is to stop Close combat ships getting too close. While the buff engineer (or you) will have to use the light flak for the kill. Have the Mallet engineer with Lesmok on the hades Firing at the Baloon. The Gunner also Fires at the baloon same goes for whoever fires the light flak should either aim At the baloon or hull, depending on the enemy ship.

Here is a guide in how to fire a minelauncher https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=204785926

Tactic: Fire at the baloon, keep firing, have decent cover from time to time and youl be in the Win. (Make sure the enemy dont end up behind cover, or die before they hit cover)

----- Killer -----
My favourite build. This builds goal is a semi close range build made to kill ships at a certain range before they can rebuild their armor. HIGHLY ADVANCED build and requiers a good gunner.

1-Heavy Flak
2-Mine Launcher (Or Mercury, or Hades)
3-Gattling gun
4-Gattling gun

Recommend your crew this:
Gunner - Lesmok Charged Lochnagar
Engineer - Wrench Buff Chemspray Lesmok
Engineer - Wrench Buff Chemspray Lesmok

Command your engineers on gattling guns much like 'HWACHA dual gat' But more steadfast this time around. Have them put Lesmok on the gattling guns and buff it, and make them fire at longer than usual ranges for gattlig guns. The gunner (On the heavy flak) can fire charged rounds constantly, using Lesmok if he believes wont make the shot. But use Lochnagar if he KNOWS for sure that it will hit. It is also advised the gunner knows that hitting the ship while they dont have armor is going to give them a kill.

Too many people cried out "Heavy flak OP" because of this, make them cry harder because it is justified that the heavy flak should do this. One lochnagar shot can kill most ships. Or all ships if even the heavy flak is buffed.

It is also adviced for you to know how to fire mines, this will keep enemy ships at a distance, you the pilot jump off to fire mines and make their path difficult, or if it hits, easier for you to kill. Alternatively, you can have a quick easy mercury or the more difficult hades to hasten the armor piercing process.

Tactic: Keep any ships that fight you at a worry. 2 Lesmok gattling guns (buffed) are almost equal to 2 gattlings up close. It is a Kill before you get killed type build so be at the edge. When their armor is down, a kill is to be scored every time. (Unless you reeled the ship left or right, making the gunner miss).
Long Range Builds!
Long range builds are specific in helping your ally or fighting in maps that you wouldnt be able to with other builds. Namely, large maps where the enemy will most likely use a long range build.

The Spire is big and it is also very difficult to use it much like a Sniper. There are builds that let you kill quickly. Sniper builds in general are advanced for anyone on guns firing. This is due to targets being far away and hard to hit.

----- Standard -----
The build that was always the same even spanning a long time ago, and still works

1-Heavy Flak
2-Mercury
3-Artemis
4-Flare (or artemis or Minelauncher)

Recommend your crew this:
Gunner - Lesmok Charged Lochnagar
Engineer - Mallet Spanner Chemspray Burst (or Lesmok)
Engineer - Wrench Buff Chemspray Charged

Command your mallet engineer to be on full repair duty if the ship gets heavy fire. In other cases, make him use the artemis (3) with his Burst to try and disable components. The buff engineer keeps firing his BUFFED Mercury (2) with charged, making 2 hits equal to 3 mercury shots. You the pilot should be away of any arcs being difficult and where enemy ships are with the use of Flare. If you feel that they will get too close, have a minelauncher instead. If you think you can keep steady and apply pressure, have an artemis that you can fire yourself.

Tactic: Good build to help your ally with. Focus your target on whatever the ally is aiming for, and youl both be winners very fast!

----- Annoyer -----
Effective at taking away arcs from your opponents, but diminishing your kill power greatly

1-Minotaur
2-Mercury
3-Artemis
4-Artemis

Recommend your crew this:
Gunner - Heavy clip Greased Heatsink
Engineer - Mallet Spanner Chemspray Lesmok
Engineer - Wrench Buff Chemspray Charged

Same thing as 'Standard' but more safe versus other snipers. This can be difficult for the gunner, but if he hits you can wale away with your mercury and artemis guns. You will want 2 artemis to ampen your long range firepower, be my guest if you think a defencive or utility weapon fits better. With the suggestion that it is better to have 2 artemis, it is also advised to be ready for any close range encounters. Be on the ready for suprises if they may be coming.

Tactic: Keep constant minotaur fires, if they are successfull. All other guns will make the enemy ship resort to running or repairing. Win.

----- Long Lock -----
Very good in large maps that also have large Ceilings. You fire from below, then go high.

1-Lumberjack
2-Hades
3-Artemis
4-Flare (or artemis or Minelauncher)

Recommend your crew this:
Gunner - Lesmok Greased Lochnagar
Engineer - Mallet Spanner Chemspray Lesmok
Engineer - Wrench Buff Chemspray Burst

Have your buff engineer in Buffing the baloon and side engines. Make him buff the ally guns also. Make sure you have the baloon buff as it will help you greatly. When the gunner takes out the enemy baloon with the Lumberjack (1), you can rise up with your Hydrogin. That way he will be going down, and youl be going up. Leading up to you being above him. Have your buff engineer then fire artemis down at the opponent. Keep Hades and Lumberjack firing at him at all times. This is a highly effective build on Large maps that have a high ceiling. Also very good on maps with lots of clusters with balanced size such as Canyons.

Tactic: Stay low, preferebly sort of hidden. Fire up at the enemies baloon, then hydrogin UP above them as they go down. Win.
Final Code
As a pilot, the tools youl want to bring is:
Easy Easy standard set of tools
Pheonix Claw
Kyrosine
Hydrogine

Tricky Tools good for taking cover and being unorthodox
Pheonix Claw
Moonshine
Chutevent

Defencive When you are ready for oncoming damage
Pheonix Claw
Impact bumpers
Drogue Chute



Rules to remember!
REMEMBER THEM!

1.Command your crew
You have no idea how important this is. Take the time to explain what the crew should do.

2. Fly steady when firing
You rely alot on your gunner, fly your ship steady and in arc for your guns to fire at a controlable pace. Mostly in the case of turning or going up and down, not too much on the acceleration forward and backwards.

3. Take Cover
Imagine your ship in the sillhuette of a man, rather than a ship. You can take horizontal cover and hide behind walls the best. So if you are in a pinch, Pheonix claw and Back up in cover. When you do so, youl be harder to hit because your ship is vertical. Making alot of projectiles miss when you are moving side to side.

4. You can retreat
You can still dodge ships and get out of danger with tools such as Hydro or Chutevent, kyrosine and others. Call for repairs (even the gunner) to repair any component except the guns in order to retreat and survive.

5. Ship is difficult
Remember that the ship is difficult, and not all the time the crew are in the right time for the right moment. So you are working just as hard in making the ship work as they are.

6. Kill or be Killed
When the situation calls for it, take the chance and order your crew to stay on guns and keep firing no matter what and kill the opponent before they kill you. The sheer firepower and weak armor in design should be easy to read as the guns being more worthile than the components.


Thank you for reading this guide!
Expansion Pack: More builds
Keep a note, these builds are at the bottom to show themselves as being difficult, for fun or not suited for regular spire players. But il give them out anyway.

----- The Constant -----
This is generally the best assessed PVP Tourney build that has many options covered. It is a difficult build but works very well against all ships if all within this spire is doing great. A Mid range ship that can also perform Close. Very helpfull build not only against the enemy, but also for your ally.

1-Hwacha
2-Hades
3-Light Flak (Or banshee)
4-Mine Launcher (Or Lightflak/Banshee)

Recommend your Crew This:
Gunner - Heavy Clip Burst Greased
Engineer - Wrench Buff Chemspray
Engineer - Mallet Spanner Extinguisher, Lesmok
(Alternatively, you can have 2 Engineer - Wrench Buff Chemspray engineers with lesmok)

This build covers Fire, shatter, Piercing and explosive. Meaning it will disable as you fight and kill.

Gunner uses both Gun (1) and Gun (3). He should disable with Burst or Heavy clip from the hwacha, and then use LightFlak/Banshee while the hwacha is reloading. Mallet spanner engineer uses Hades with Lesmok to deal the piercing damage you want from a distance. Occasionaly jumping for hull. While the Buff engineer runs around, buffs and repairs everything as much as possible.

With an engineer free to simply repair, you can be more assertive with engine tools such as kyrosine and pheonix claw to go into cover or not.

You the pilot should keep an eye for the Hull, and opportunities to go for gun (4).

This build works best on small to medium maps, slightly versus long range, but not really.

Tactic: Gunner will most likely have Heavy clip in the hwacha to be specific in what weapon to disable. So that he can continue to give fire with the side gun. The hades will cause chaos and piercing while the minelauncher should keep everything at a desired distance. The gunner will always land explosive shots because both the hwacha or the side gun will help in getting the kill when their armor is down.

So in short: This build causes desired disabling effects for your ally to swoop in all the while the build will provide constant Explosive fire.


----- RAM -----
Firstly, add a suitable front statuette

1-Carronade
2-Harpoon
3-Harpoon
4-Gattling

Recommend your crew this:
Gunner - Heavy Clip, Lesmok, Lochnagar
Engineer - Wrench Buff Chemspray Heavy Clip
Engineer - Spanner Mallet Extinguisher Lesmok

Pilot Tools:Pheonix Claw, Impact Bumpers, Moonshine

Your gunner will load Heavy clip on Carronade, then Lesmok on the side Harpoon (3).
Buff engineer will load heavy clip on the gattling, and buff it.
Spanner mallet engineer runs around and repairs, but first. Waits to fire harpoon (2) with the gunner.

This build actually works very well, but not practically.

Find a target, and fly torwards it. When the gunner takes out the enemy ships baloon, any harpoon fire can fire at the hull (Or baloon if its down) to latch and reel them in, then goes back on the carronade. Make the engineer on the harpoon and gunner coordinate simultanious harpoons. All the while the buff engineer was softening the enemy armor. The spanner mallet engineer goes to repairing after he fires his harpoon.

This is where the fun starts.

When the harpoons are reeled in, and your ship is aimed directly at the enemy, use Moonshine. This will keep you from swaying left or right. Before impact, use impact bumpers, then go back to moonshine. and just FAihuoatigeohnkwioihawt the enemy.


-------- Piercer Hell --------
Take armor out QUICKLY

1-Minotaur
2-Mercury
3-Gattling gun
4-Light Flak

As pilot, carry Greased ammo for the Light Flak.
Also bring Moonshine for stabilization and straight directional meneuvers.
Maybe with pheonix claw...

Engineer on Mercury has Buff hammer + Charged rounds for his Mercury
Gunner carries anything suitable for Minotaur but also Lochnagar most importantly.
Second engineer is experimental. He can have a buff hammer for his gattling, but give him
Lesmok for it 100% at a time.

On position and in mid to close range. Have the mercury and the gattling fire first. After the 2 mercury shots and some gattling fire, the minotaur blasts with lochnagar onto the oncoming ship.

This will take out a Junker and pyramideon and anything below that in 2-4 seconds.
If not, you were too far for the Minotaur to properly deal the damage. But fret not, it simply means the mercury will come back with more armor penetration assistance for the armor down. Simply adding a few more seconds.

Against Lighter armored ships (Spire,Goldfish). It is adviced for the gunner to hold fire until the armor rebuilds. Or change the gattling into another lightflak. Your main source for the killing is the light flak. Which you the pilot jump on, alternatively the engineer from the mercury. Because it is greased or default, you should dish about 500-750 hull damage, depending on hits and misses.

Versus a galleon, you will still be able to take out its armor in 2-4 seconds. But then you are trapped with the light flak only damage. You should still be able to cordinate an explosive strategy with your team mate and you the piercer.

But apart from assembling a lochnagar minotaur+charged mercury(+Gattling) execution. Use anything inbetween when fighting, such as the minotaurs other ammo types. And ordering the top engineer to man the light flak in coop with the gattling in difficult wobbly battles.

Dont use this on squids.
9 Comments
1978 FIFA World Cup knockout sta 4 Jun, 2016 @ 8:34pm 
Why not just eam them with prymadon?
USE ALL THE PILOT ABILITIES
Crafekster  [author] 15 Dec, 2015 @ 2:32am 
New build! Piercer Hell!

Currently viable, will be even more viable if the minotaur gets further damage buffs in the future patch that may come.
Skrimskraw 3 Apr, 2015 @ 11:51am 
the fuck everything on your boat build: 1Hwacha, 2 hades, 4gatling, 3light flak. also note dont use mines offensively, they are to protect vs rams.
Crafekster  [author] 1 Apr, 2015 @ 4:30pm 
With lesmok, yeah you shouldnt have a problem hitting. Depending on the size of the target and range ofcourse, some pellets would miss.
woodbits 1 Apr, 2015 @ 4:26pm 
Well, I was sniping on a Spire on Dunes with lesmok and had NO trouble. However, I wasn't aware it had pellets.
Crafekster  [author] 1 Apr, 2015 @ 4:06pm 
Incorrect.

There is a spread, and there is a drop.
But the spread and drop is small. The more pellets hitting the ship, the more it pushes. That is why heavy clip is urged at long ranges. Greased is usefull at mid to close ranges, but you wanna push around long rangers as hard as possible.

Tested it myself + http://gunsoficarusonline.wikia.com/wiki/Minotaur_Heavy_Cannon
There are 5 pellets. You want as much knockback as possible.


And for the drop, try hitting a far target with heavyclip, at crosshair, and youl see you miss.
woodbits 1 Apr, 2015 @ 3:40pm 
In mid-rangle builds, there is NO point in using Heavy Clip with the Minotaur, as the Minotaur is ALWAYS 100% accurate, even at very long range. No drop, no spread, just travel time.
Ozbourne 26 Mar, 2015 @ 12:00pm 
Thx I greatly appreciate the builds being a spire pilot myself, I didn't know about the whole flak cannon thing. Thx
Crafekster  [author] 24 Mar, 2015 @ 9:53am 
Just so you know, there have been builds i have not mentioned. I chose to show you these that will most likely work.