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Spire Builds
Sugar Honey:
Let me just say upfront, this is NOT a thread to bash the Spire (I hate it myself ironically), I'm simply bringing up the topic of possibly effective Spire builds that I could take into battle in the future because I'm the type of guy who flies heinous ships because he's bored.
First things first: Let's cross-reference some stats, shall we?
The Spire's documented Health and Armor(respectively) are as shown: 650 and 500
Considering this, I'm going to show approx. how much ammo is expended to disable the Spire given certain gun combos based on the damage matrices under the Gameplay section of the site. Please correct me if I haven't done my math correct. Assume all conditions are perfect.
Gat/Flak Pyra - 43.33 rounds/4.8 rounds
This combination coupled with a ram is only a few seconds of playtime for the Spire before certain doom, and yes we've all seen components raining down on us as we completely obliterate it this way, don't lie.
Merc/Merc Pyra - 2.8 combined rounds, y'know... because there's two of them.
Either sitting abroad, disabling everything on the Spire with each hit (and hilariously each miss), or gaining the perfect interval with which to ram with something akin to an insta-kill, this combination is deadly. The only salvation is a supportive teammate or a counter sniper to disable the Pyra's mercs... what are the odds of that?
Carronade/X/X From some god-awful balloon-popping goldy - 1.9 rounds to keep the Spire on it's knees.
This is self-explanatory. Once the Spire is down there's no recovery from a balloon-popper. Uninterrupted it will keep driving that poor, defenseless hull into the dust until it becomes dust itself.
Oh goodness me, what time is it here? 9:00 in the morning and you haven't slept you say? That means I leave what I put down for you to pick up... until I'm back of course. Have fun! And I swear to god if anybody gets on here just to bash the Spire...
I..
will..
find you.
.
.
-_0
Keep one eye open
...
Cheers!
Sugar Honey:
OH!
Silly me... herp da derp.
http://gunsoficarusonline.wikia.com/wiki/Spire
http://gunsoficarus.com/gameplay/weapons/
James T. Kirk:
Personally, I don't fly Spires, but I always saw them as the perfect sniper build.
Put mercs where the light weapon slots face forward, some flares on the light spots that don't, put a lumberjack or heavy flack down below, and viola! a sniper platform.
These should only be used in capture maps, because they're just easy kills in DMs.
I swear to you, today, I joined a 2 v 2 with a Spire who had a heavy carronade and flamers. He also insisted on leading the charge. They were 4 out of the 5 kills (I tried to ram the broadside of a galleon off of him in a last-ditch effort. Didn't end well.)
HamsterIV:
Some times you just have to sit back and let your ally burn. A good captain will know when they should rush in to save their ally and when they should hang back and avoid the meat grinder. Fortunately with a newbie in a spire for an ally that decision is pretty easy to make.
Squash:
I have to disagree with the Captain, I think Spires are horrible snipers. There's really nothing a sniping spire can do that a Galleon can't do better. The spire somehow even manages to be a bigger target. I think the strength of the spire is its immense alpha strike ability, delivering massive amount of damage in one close range volley.
Have you ever tried a heavy carronade - mortar - gattling spire? The damage output is nuts, I mean really, really nuts.
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