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SHIPS & PILOT Skills v1.3 Balance Issues

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awkm:
Order of Weight from lightest to heaviest:

Squid, Mobula, Junker, Spire, Goldfish, Pyramidion, Galleon

Echoez:
I was using the Goldfish and since it's the 3rd heaviest ship I guess that makes sense, hmm.. should be more careful now.

Lord Dick Tim:
I've been having a bang up time in the newbie area in a Spire, teaching how to use the guns to achieve synergy and keep a target down, along with explaining positioning and terrain control.
Same can be said with the Squid, it's my "test" ship to see if my trainees have been paying attention, as I tend to get very stupid with balloon ramming and deliberately destroying our own balloon to act like a chute vent to get out of bad spots while tarring and spinning before blasting kerosene to get the hell out of dodge (my poor engineers hate me after these matches, learning to jump from the top engines to the bottom isn't easy when everything is on fire).

The Mobula "problem" is in keeping two people on the left and right flanks at all freaking times.  A gunner with a wrench was able to keep the balloon up in pugs while an Engineer manages the Hull side and their own gun, top deck was another gunner/engineer who shot from either side or jumped below decks to help with repairs when it was needed.  With that setup I've been able to keep more guns firing on target, keeping in mind that this ship is the essence of a weapons platform and does best when just sending salvo after salvo down range.

Squidslinger Gilder:
Go with buffed balloon + chute/hydro and you get...the way chute and hydro behaved in 1.1. Pure heaven. Don't let it ever go back to 1.2 again...EVER!!

Spud Nick:
I would like to see another hallway in the mobula that would link to the other two.

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