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Q's from a Newb
roder:
hey just bought the game, lots of things to know might as well ask it here
1. what is the difference between the 2 damage types of each weapon (e.g. artemis does explosive and shatter dmg), is one stronger than the other?
2. in terms of armor vs durability stat, i saw on wiki that the ship has a hull health and a ship health. is hull health = armor, and ship health = durability. and further, pierce dmg takes down armor while explosive dmg takes down durability?
3. Why are the smaller/weaker ships used as the close range ships, wouldnt it make more sense to use them as snipers since they are smaller targets in distance and the bigger/durable ships usually have more/stronger guns
4. Does the goldfish and pyra do more ramming damage with that front horn or is that purely asthetics, and also why are they considered effective for ramming if they have low armor/health and both ships are supposed to take equal damage in a ram (before factoring that pilot shield item)
5. In terms of prioritizing enemy ships, which ones are the biggest threats to take out and which ones should you avoid for last? (e.g. Squid> Pyra > Goldfish etc.)
roder:
Also - is there any difference between the two 2ndary engines, are they both equally responsible for turning, or does the left one control left turn and vice versa for right?
Does the lock/targetsquare ever disappear around the enemy? when and what situations
Kyren:
1 They usually do more damage with the first damage type, that is considered primary, the other one secondary. You usually rely on the first damage type, the second one is just a.. nice boon to have, but nothing essential.
2 Exactly, Hull Health is the armor, the upper white bar on the Hull when ingame, the one you can repair. Ship health is the lower, yellow bar that gets damaged when the Armor is down and cannot be repaired. Piercing damage (Gatling, Mercury Field Gun) takes down the Armor, Explosive (Flak guns) the Health :)
3: Because of their higher maneuverability. A big ship is of no use if it can't catch up with the small one. And the small ships don't have so many weapon slots or options, so they have to use them on close range on enemy blind spots to make a difference. They simply don't do enough damage from afar - AND the big ships can always shoot back, chances are, the small ship gets hit and can't take the damage, while the big ship can easily take loads of damage without flinching.
4 The front horns are purely aesthetic, I think. They're good for ramming because they have a gun at the front; that means you can fire while going in for the ram without worrying about positioning your ship right or anything like that. Also, they have the necessary speed and maneuverability for ramming. A galleon is just too slow to ram, and it doesn't have guns at the front.
5. That purely depends on the enemy crews. If you've got a enemy spire that isn't even firing, it'll die in a second and is a very easy kill. You could take those down while getting fired at by the other enemy ship. Then, a Galleon with short range weaponry on the other side of the map isn't a threat, you can ignore them until they get into firing range, and so on. What usually works though is focusing on the weakest ship in terms of hull health and so on, hoping for a easy kill before you close in with the bigger enemy ships.
6. The 2 side Engines are indeed responsible for turning, if you've got one of them destroyed, you can only fly in circles, for example.
7. The Targetsquare is called a Spot and can be made using the Pilot's tool (also available to the other classes) Spyglass! It disappears when the enemy ship is "out of sight", meaning behind an obstacle you can't see trough, very far away, or in clouds.
Moo:
--- Quote from: Kyren on May 21, 2013, 07:02:47 am ---7. The Targetsquare is called a Spot and can be made using the Pilot's tool (also available to the other classes) Spyglass! It disappears when the enemy ship is "out of sight", meaning behind an obstacle you can't see trough, very far away, or in clouds.
--- End quote ---
That is, out of sight of all ships on your team, as far as I know.
For the gun damage, I believe the AoE Radius applies to the second damage type. So the Artemis does the explosive damage to the part that is directly hit, and shatter damage in an area around that.
N-Sunderland:
One thing Kyren missed: the Pyra is also really good for ramming because it has a high top speed and weight. This puts a huge amount of force in the ram. It's also got armour covering the balloon, meaning that unlike most ships, it'll often only tale damage to the hull under ramming and not to both. To add to that, it has good hull armour.
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