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Beginning with the Galleon
Imagine:
--- Quote from: Captain Smollett on July 31, 2013, 01:51:02 pm ---
--- Quote from: CoffeeFetcher on July 31, 2013, 01:35:31 pm ---Ok, sounds like the Engineer will be busy! :P
But, other than that, couldn't the ramming bumpers help as well as the parachute in the back?
I guess I'm trying different strategies and seeing if they would work...
And, just a quick question, how would you say would be a good strategy to close the distance with enemies? I know snipers will be a pain for this ship, so I'm trying to think of a good way to close the distance. :)
--- End quote ---
I actually don't find ramming bumpers to be much of a use for anything as they take up an otherwise more valuable pilots tool slot. Galleons hardly take any damage from rams so if you're concerned about ships running into you, your best bet would be to take moonshine since it will hold your ship stable and your guns in arc in case of a ship ramming you. Drogue chute is really only needed situationally like if threatened by lumberjacks or carronades and it's more important to keep your guns in arc in the immediate moment rather than helping to rebuild the balloon.
--- End quote ---
I like bumpers if I'm on like a goldfish or spire and playing against a ram happy opponent. But on a galleon, yeah, probably not.
HamsterIV:
Flying a galleon will teach you how to attack a galleon which is a skill absent in most new players. Also as an addendum to my previous post Moonshine works great on galleons. It help with the galleon's slow acceleration, and help stop your turn if you get a little over zealous with the phoenix claw.
I tell new pilots to think of the galleon like the Siege Tank from starcraft. You drive somewhere, you park and then you blow the crap out of everything in the area. While it is possible to shoot and move in the galleon it is very difficult to do so accurately. With a close range setup like the OP suggests I would either wait in cover for the enemy to approach me, or fly strait at the enemy until I am at optimal range, then turn side guns on them. Skirting the edge of the battle field making occasional hits isn't as effective as dumping your entire broad side into one ship at close range. If the enemy is busy fighting your ally get in close. Many a captain's last words were "Holy *&#^ where did that galleon come from!"
CoffeeFetcher:
Wow, the build that Captain Smollet posted sounds ingenious! I'll give that build a try and see how it works.
I'm gonna try to put a flare onto the Galleon and work with it a little to see how it works out.
With the mix of guns, will it affect the Galleon's effectiveness at close range go down since it's most offensive side works to range?
I'm willing to try out different stuff, this really is amazing right now! :P
Captain Smollett:
You'll definitely lose a bit of effectiveness at close range with that build on the Galleon however equipping your gunner on the lumberjack with lochnagar rounds can definitely help offset your vulnerability when enemies are within your arming time on port side since you'll still have full effectiveness of your mercury and about 50% effectiveness for your other guns leaving you less powerful but still lethal at close range.
RomanKar:
And also, if you are in a short distance brawl, the top engineer will most likely be performing repairing duties, whereas, in long to medium distance sniping type exchanges, you will be taking less damage most likely and the engineer will be able to actually use the top deck guns.
And to add to earlier posts, the Galleon is a steep learning curve for newish pilots and crew. However, if you are able to climb this curve, it will probably help you overcome the other learning curves in the game.
Also, welcome to this wonderful game. Feel free to find me (as well as the other in this post and elsewhere) in game. I'd love to help you out and fly with and against you.
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