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Ships' types, loadouts and strategies for dummies
naufrago:
Also, note that some of the numbers on that spreadsheet are wrong (like the mine damage and AoE radius). The spreadsheets get updated infrequently, but when they do get updated, the updates tend to fix some numbers and screw up others.
Alistair MacBain:
That right naufrago but u can still take the sheet as a good explanation for damage types and why a certain weapon is good at it.
As a general thing for some ships:
Always dependend on loadout but there are some basics for some ships how to utilize.
A Spire or a Mobula are more of longrange ships with good finishing in midrange. Both of them arent useful at closerange. The mobula cause of its big blind spot and the spire for its low survival when under fire.
Both are more of a sniper ship. The Spire for example with a flak+merc to front and a artemis on top side. The middeck isnt for much. Mb a mine or a flare for bid utility. A mobs quite good at longrange with a dual artemis and a merc on topsides and 2 mortars on bot for the midrange finishing blow.
A Galleon is in the current meta a support (i kill every component) ship. Mostly utilizied with merc+ dual manticore on one and manticore carronade on other side. Thats a pretty hard midrange to closerange setup.
The goldfish is midrange/closerange brawler ship. The goldfish atm with a hwacha and gatling/banshee or sth else on sides. The hwacha gets a fast unload of his clip and then the sideguns have to do their dmg. When reloaded switch back to hwacha and give him hell.
The junker is a mid to closerange killer. U want a longrange weapon at front (artemis/mercury) to give a bid of hell at longrange when advancing on enemy and kill oriented sides. Mostly gat+mortar atm. (mortars at botdeck)
The pyras role is pretty similiar but easier to handle due to its 2 frontfacing guns. Mostly it uses mortar, gatling with the gat on the balloon side.
The hardest thing is the squid. Its quite dangerous when utilized right. Loadouts are diff but u mostly use fast disabling weapons (carronades, flamers, artemis at back to shred enemy guns when running) U cycle round him to avoid his shots and give him hell. But its very dependend of maps.
That may change or has changed already. Thats what i noticed recently and in the old days with the good old forum :D.
To sum it up. THe pyra is still a good and easy ship for the beginners cause ur ok with a decent captain and one good engi at the bottom.
When looking at ur loadout u need to understand damage types and what theyre uses are.
Kaigun Gensui Bertin:
Awsome Alistair MacBain, thnx! This info helps to understand the roles better and how to take advantage of gun spots i couldnt figure out, like the right side of a galion and back gun of squid.
Alistair MacBain:
Well to add sth i missed. That was just one posibility. There are 2 basics bout dualside ships. Eiter u concentrate on specialized sides where u have for example a longrange and a closerange side. Disadvantage is obvious that u can get problems when the enemy is approaching from the "wrong" side cause u enlarged ur "blind spot"/bad side.
Other way is to give both sides a good standard setup like the mortar gatling sides on a junker to get the same advantage on both side. Disadvantage is clear.
And tbh the backside of a squid was just a theoretical thing. Most times itll honestly be of no big use.
Its just a possibility if ur enemy is not careful.
All of this is also extremly map dependand.
HamsterIV:
I stick a merc on the back side of a squid for the annoyance value, and for when I have to run away from goldfish. Most of the work my squid does is with a gat front and a flack side, or 2x gat if I can depend on my ally. The average enemy captain will either try and kill a squid quickly or ignore it thinking they could survive its puny weapons while they 2v1 the squid's teammate. If they try and focus you, run and run in a direction that takes their guns off your teammate's line of approach. If they ignore you, park on their blind spot and do as much dammage as possible while you are unmolested. This is why each squid should have a gat or two. Bring down a ship's armor for your ally to land the kill is the best way to contribute to a fight. It is possible to kill another ship 1 on 1 with a squid but it is very difficult. It is better to play bait, break up formations, and harass the other team until they are in a position that you can get an easy 2v1 with your ally.
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