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Pilot tools
Spud Nick:
What tools do you pilots take when you fly a ship? I'm sure it depends on the ship you take and what ships you are flying against. Perhaps even the map you are fighting on? List some of the pilot tools you take and the ship/build you use them with.
Sailorman:
Mostly I use a Squid, with a cannonade on the front and flamers on the side and back. My tools are:
Phoenix Claw - So you can stay on the blind spot of your foes and also its useful to avoid flanking and Ramming.
Hydrogen and Chute Vent - Vertical movement is useful to avoid snipers when you are on long range, you can go up and down and most of the shots will miss you. Also its useful to disengage during close quarters.
Calico Jack:
I use Phoenix claw and kerosene as standards - the claw for standing turns ie no forward or backward speed, and kerrosene for manoevers at speed, a combination of the claw and kerosene coupled with throttle jiggling makes slow turning ships like the pyra and mobula much more nimble, while the galleon will get over its initial inertia. For Junkers anything that damages the engines means dragging someone off guns, so I'll avoid using tools as much as possible, but speed boosts are sometimes necessary. For squids the claw will bring the nose about nicely at full throttle.
I'll bring tar if I'm going to be up close and personal.
If I'm flying mobula, I'll bring helium as it is great at opening distance on attackers particularly ramming pyras (combined with the claw you can turn the tables, literally).
Both vent chute and helium boost the vertical rate of the mob but helium is less likely to cause damage to the hull if I misjudge my timings and it can be used to pop your balloon to suddenly drop from height, not quite as fast as vent chute but, it's effective just the same.
N-Sunderland:
I bring moonshine-phoenix claw-tar barrel on my Pyramidion. Moonshine works better than kerosene for a few reasons here: it makes up for the Pyra's awful acceleration and allows it to reach its high top speed quickly, and it helps keep the ship steady if I need to go for a ram, while also being generally helpful in stabilizing the ship. Phoenix claw is obviously for countering the Pyra's slow turning, and tar barrel is for escaping. I'll take a buffed balloon over chute vent/hydro.
HamsterIV:
Kerosine and Tar are my standard two for getting in and out of trouble. If I am flying a pyra or galleon I take Claw to compensate for their horrible turning rates. Otherwise I take Hydrogen for the quick escape. Since the flack and gat have better downward fire limits than upward I find it beneficial to evade upward rather than downward.
If I run a carronade ship (which is rare) I take chute vent so they can't escape under my guns (and for the teabag option).
If I intend to ram I take moonshine and impact bumbers (maybe).
Tar has has become my favorite pilot tool for getting out of a rough spot ever since they tied vertical acceleration to mass. It is also good on a galleon for those times where an enemy ship gets on your aft blind spot and you want to make him suffer while you murder his friend.
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