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Spire Collection

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Sammy B. T.:
Most of
--- Quote from: Captain Smollett on May 20, 2013, 11:21:58 am ---Well, my advice with a Spire is make sure you've got a good gunner.  That'll usually give a quick solution to your sniping Pyramidion problem.  As long as your guns aren't being shot out too often, you'll have a very large dps advantage over them.


--- End quote ---

Classic Smollet advice.

"Have a good enough crew that makes you look good."

Captain Magellan:
Heh, it's not just about the pilot. The whole crew is important. Some ships you can limp by with a bad crewman, but the Spire requires a professional crew.

Crafeksterty:
That is not a good thing for the spire in itself. In order to make a bad ship look good, needs good people?

The only thing i can come up with that supports that claim is that the ship is designed in such a dynamic way for experienced players to open up alot more. Now that is almost true, but... Not really. The ships stats itself make the players experienced play on the ship, quite limited. Cordination is key, perhaps to all ships. But is a must in a spire.

The only thing about the spire and its design that is a lifesaver in cordination standards is the top engineer can drop down the ladder to fix the hull with the second lower engineer real quickly.
Now playing it that way is pretty fun. Its like 2 different sections of a ship. 2 players with 2 players.

I would love to see a new ship that is 2 ships. But has its hull combined with a bridge/catwalk that goes across the two ships. Now that would be interresting, the spire in a way allready is like that but floor based. The issue is the ship itself. Its long and slender, yett its best at maneuvering up and down. Its long slender body type does not really make his vertical speed good. Same can be said for what map it is in, game mode, situation, etc.

What i like about the spire as much as the squid is that it is very different to the usual Goldfish, pyramidion, Junker. The way it is played, how you can use  the spire is weird but makes it a different experience. Health boost is not an answer. Gun position, baloon speed, rotation etc is. I have a knack for suggesting balances that make a certain something more distinct. But thats just me.

Captain Magellan:
The top engi going downstairs is a very bad idea, that's the Caps job. The Captain should always be the second engi (still pilot class). The top engi needs to be constantly shooting that merc and fixing the balloon when absolutely needed.

Also, simply because something is difficult to use correctly does not mean it is useless. The Spire WILL lay down some major damage with two good gunners and is a force to be reckoned with. You don't go after the Spire first only because it's the weakest, but because if you don't, it will kill you.

Letus:
Not too sure if this counts...
http://www.youtube.com/watch?v=uv-Ax5DgYOo

I'll have to get a video of me engineering one of these things...mostly main engie when I do.

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