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Hydrogen/Chute Vent Damage
HamsterIV:
Vertical escape tools get more useful the closer you are to your opponent. If your goal is to be outside your opponent's gun arc to give your engineers time to repair drive closer on the horizontal while increasing distance on the vertical. Parking yourself directly underneath or above another ship is a great way to reset the gunner vs engineer brawling score card.
If I am on the loosing end of a 1v1 pyra assault, I drive at the pyra and hold the decend button. The pyra will usually follow me downward. If their gunners don't compensate for the downward movement they may miss a few shots. About 5 secconds before we would ram each other I hit hydrogen (if I have it) and get out above. They pyra has a lot of mass and it takes time to cancel out its downward momentum. Once you are above the pyra angle for his blind side as you drive away.
The goal is to get two mallet cycles in before reestablishing contact. Also since the gat and flack have much better downward arcs than upward you will get a few seconds of unmolested shooting before the enemy can bring their guns back on target.
This maneuver can work on 2v1's if they are flying a tight formation, but will fail if one ship is far enough away to keep shooting you at the end of the maneuver.
Zenark:
I use Hydrogen and Chute Vent to get into a position right before combat. Ex:
When I'm flying my Squid, I'll approach a Galleon from below his weapon arc, go under him, get behind him, and pop one second of Hydrogen followed by one or two seconds of Phoenix Claw and now I'm behind him. My front gunner takes out his engines while my engineers repair the balloon and engines.
I rarely use them when under fire unless I know they don't have Carronades, and they're something with slow vertical movement. Though, sometimes I'll do it to make an enemy stop shooting me and instead focus on my ally so I can, again, get behind them.
Squidslinger Gilder:
The vertical movement tools didn't used to be so slow. Which is why there has been a lot of complaints about getting them fixed. The cost for the usage of them became far too high.
The dmg caused to the balloon with Hydro used to be on par with Chute. It was perfect. You had options if someone was an evasive flier and was dogfighting you.
As I said, if I could take all of you back to 1.1 I would and you'd be about as mad as the rest of us are about the changes. If you want to see spectacular pilot dogfights in Cogs/etc, the tools and ships need to be brought back closer to 1.1 standards. BFS would never have formed had it not been for the way the game was. I was mastering a dogfighting style and Brick was doing similar. I did mine with Squid and he did his with Pyra. I took him down a lot of times but he was the only Pyra captain which effectively found counters and forced me to improve my evasion flying.
Little worried that if Muse ever did the right thing and gave us these abilities back, if I'd even remember all my tricks. Had they not messed with it and destroyed the evasion game, I think we would have seen fewer sniper battles in competitive play.
RearAdmiralZill:
I hope you realize that prior to 1.2, the game wasn't accounting for the mass of ships correctly, thus giving you that feeling of weightlessness when it came to pilot tools. It's now been fixed, so nothing is "broken."
HamsterIV:
How the mass of the ship is accounted for was a conscious choice on the part of Muse, as is how much each ship weighs. I am not happy with all their choices regarding how ship mass should be handled, but I am happy enough with their over all decision making behind the design of the game that I will keep playing.
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