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Pilot tools
HamsterIV:
--- Quote from: Calico Jack on July 22, 2013, 12:42:22 pm ---And may I compliment you on your excellent timing in its use.
--- End quote ---
Thanks, I used to suck at using it, but a couple months of practice cured that. My hat is off to the real pioneers of tar use for advancing the meta. I wish I could remember more of their names right now.
As for ramming and impact bumpers. I remember them being more useful back when ships would get stuck on each other. Now with proper bouncing physics they are less useful for ensuring a kill via ramming. However they are useful if your hull is scraping the ground after a carronade attack. I still rarely take impact bumpers because getting a kill through sustained gunfire is a much safer option and if I do ram it is done more for positioning reasons than attempting to secure a kill. I advise new pilots to take impact bumpers since they don't self damage the ship and will save them if the leave vent or hydrogen on for too long.
The Kerosine vs Moonshine discussion is an interesting one. Kerosine allows you to travel faster since you can leave it on longer without destroying the engines. So when you need to get back to the fight from across the level or run away after you loose an ally kerosine is the best. However if you need a sudden burst of speed, to dodge a ram/hwacha volly or get out of a galleon's field of fire Moonsine is the way to go. Also when attempting a turning ram (knocking an enemy ships guns away from its target) the moonshine's rotational drag property will prevent your ship from suffering a similar fate.
Zenark:
I never leave home without the Phoenix Claw. I find it useful on every ship (minus the Spire.) You can keep your guns on an opponent that's faster than you, which is what I use it for primarily. I also use it as a sort of braking system to come to a complete stop faster. When on my Squid, if I can't keep both front and side gun on target (chasing someone, gubs with small arc), I'll have my front gun take out the ships armor, turn on phoenix Claw, and spin that side gun to face them. The extra burst of turning speed allows me to get that side gun on target in at least a second.
I use kerosene mostly, but have been trying moonshine as a replacement, it just takes some getting used to. In conjunction with phoenix Claw, you can turn your ship fast to get your guns on target, then inject a half second of moonshine/kerosene to have your turn come to a complete stop. The combo of these two tools allows your ship to have more control spatially, allowing for some unpredictable maneuvers.
The last tool is Hydrogen, Chute Vent, or Drogue Chute, depending on what ship in using, or if the enemy is using Carronades or lumberjacks.
Calico Jack:
--- Quote from: HamsterIV on July 22, 2013, 01:10:28 pm --- Also when attempting a turning ram (knocking an enemy ships guns away from its target) the moonshine's rotational drag property will prevent your ship from suffering a similar fate.
--- End quote ---
a combination of steering against a glancing kerosene impact, with a touch of Claw just after to correct positioning, works well enough, it doesn't however guarantee stability like moonshine, and when you get a really bad bounce, like a pyra on pyra beak encounter, can be unpredictable.
However the points you raise on quick changes of course to dodge enemy fire has got me thinking about trying moonshine again.
On a side note - I'd love the ability to quick swap pilot tools, guns too for that matter, by which I mean the current interface is designed as if I would be browsing at my leisure whilst reading the item descriptions and then want time to reconsider before confirming. And there are times when I do this, but usually in match lobbies, I just want to scroll a menu of the last X number used, just names and no pictures.
Crafeksterty:
Pheonix claw + Monshine/kyrosine + Hydrogen/chutevent (depending on map and enemy ship)
As a spire, i try to use its 3D form as much as possible and its stats. The loadouts i am allready familiar with but with maps such as Canyons, moonshine is a good thing to have. Pheonix clawing your self sidewise and then moonshining just wheere you are aiming to go at make you do a quick geometrical turn which is usefull for hiding behind cover.
Just because of its slim design.
With hydrogen or chute vent, i use hydrogen on maps with large vertical space, or low horrizontal space. (duel at dawn, northern fjords) And chute vent on close quarters maps. Sometimes i vvary even if the maps arent the ones best for. Because maybe i want to stay high in northern fjords. And get fast down. etc
HamsterIV:
I am not sure Phoenix claw is a good counter to a ram turning. Claw lowers your rotational drag which is what helps slow down a turn. I don't think the increased counter torque you get from claw balances out the loss of drag. Ideally you would use moonshine to cancel out the unwanted torque and start clawing when you are at neutral torque to get lined up again. Alternately you could use claw in the direction of the spin to pull a 270/360 faster than you could have done the counter spin.
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