Main > Gameplay
Mobula builds
Arthem White:
Artemis - Gat - Flak - Gat - Artemis
Two engineers on the side top decks, One gunner with pipe wrench on the top deck.
When engaging from long range, the engineers man the artemis to start harassing. When the fights get close (or the enemy notices us) both engineers jump to the lower deck, and alternate focus fire with gatlings with fixing either hull or balloon, whichever they're in charge of.
Since it's a front attack ship, engines are usually protected, but if necessary the gunner can go back and fix the main engine. Meanwhile, the gunner has the hardest job because he must keep strict timing to harass with the Flak, but at the same time make sure it's ready on a full clip to unload when the enemy loses the armor.
This has so far worked very well for us since it makes crisis management easy. Everyone has very clear roles, and the role which requires the most strict timing (flak gunner) is almost distraction-free, which makes sure the gunner always nails the salvo in time.
N-Sunderland:
Pure brawler:
Main deck gats
Bottom deck flaks
Top flare gun
One gungineer on each gat, and a main engi on the hull. The gungineers tear up the enemy ship's armour with double gat, then jump down to the flaks and finish them.
Spud Nick:
The dual gat on the lower deck and mortar on the top seems to be the best brawler build. It's a hard ship to brawl with but it is very fun to fly.
Gryphos:
It's also very effective. The combined force of 2 gatlings goes through armour like tissue paper, and having the main damage out put be up top means the captain, should everyone else be busy keeping the ship alive, can use the secret jump technique to fire it themselves.
LordFunPants:
that secret jump technique. . . . that doesn't exist. . . i might as well just make one that does exist and call it a day. . .
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version