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Captain Smollett:
Clever piloting can make a maneuver 3 seconds ahead of where the enemy is headed.

If you do it just right you can spin your pilots wheel a little farther ahead of the target so that all three guns are in arc by the time you make it to your gun to finish the kill.

Echoez:

--- Quote from: Captain Smollett on September 06, 2013, 09:37:37 pm ---Clever piloting can make a maneuver 3 seconds ahead of where the enemy is headed.

If you do it just right you can spin your pilots wheel a little farther ahead of the target so that all three guns are in arc by the time you make it to your gun to finish the kill.

--- End quote ---

Depending on your guns this might make aimming a bit hard for your gunners or throw off their shots, since I mostly fly Hwacha or LJ Spire, this is a crusial detail which you can't ignore, especialy for the LJ, the limited horizontal arc means it will be our of arc very soon if the enemy is making a horizontal pass, you need to guide your guns, there is simply not enough time to spend away from the helm unless the enemy is charging straight at you or you need to repair the balloon. That's my experience with the Spire when I used it against remotely experienced players.

Other than that, the Spire has so many things to worry about, it's simply not viable to a reasonable level, trifectas are rare and don't happen all that often due to the constant need to steer to avoid enemy fire and disables from hitting your guns.

Gambrill:

--- Quote from: Captain Smollett on September 06, 2013, 09:37:37 pm ---Clever piloting can make a maneuver 3 seconds ahead of where the enemy is headed.

If you do it just right you can spin your pilots wheel a little farther ahead of the target so that all three guns are in arc by the time you make it to your gun to finish the kill.

--- End quote ---

with my spire i notice it still turns slightly after i lket go allowing the guns to stay in arc throughout the turn and when i get to my side gun its a pretty sure thing that damage will have been caused to the perma hull :P

Cl ick to Ca p t ain:
I'd like to join into the Spire conversation since I've been brawling in a Spire since the patch. I run a Manticore with a mortar and banshee up top and go for total burst damage, first you unload with the manticore (loaded with burst or heavy clip) and the banshee (burst) then mop up with the mortar. I've even gotten a few ram kills flanking pyra's since when ramming a pyra you can easily knock it off gun arch so it can't hit you at all, where as a spire doesn't really turn when you hit something. Sure getting through a whole match without getting downed is easier said than done, but you'll get some interesting kills and if you fly well enough, and pick and choose your fights, you'll come out on top. Also you can throw 2 mine launchers on this build in CP games and really make more than a few people angry when you're smashing them with a Manticore/mortar after they just hit 3-5 mines.

Now lets switch channels to the Mobula, as I have yet to find a viable build with it, other than maybe a Minebula (4 minelaunchers and a 5th gun of choice to mop up)

Cl ick to Ca p t ain:

--- Quote from: Gambrill on September 27, 2013, 05:36:34 pm ---
--- Quote from: Captain Smollett on September 06, 2013, 09:37:37 pm ---Clever piloting can make a maneuver 3 seconds ahead of where the enemy is headed.

If you do it just right you can spin your pilots wheel a little farther ahead of the target so that all three guns are in arc by the time you make it to your gun to finish the kill.

--- End quote ---

with my spire i notice it still turns slightly after i lket go allowing the guns to stay in arc throughout the turn and when i get to my side gun its a pretty sure thing that damage will have been caused to the perma hull :P

--- End quote ---

There should be a tool that locks the helm in a turn, so you can hop off, and get on a gun and the ship continues to turn.

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