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Possible Change to Squid

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Keon:
Hm, I guess that makes sense. My idea when creating this was to make another ship that could be used sort of like a pyra, with 2 frontal guns, but that couldn't stand up to sustained fire. That way, it would mean less circles around ships and more "get behind them and hit them hard and fast, if they turn around you're dead."

I guess I want to forget the idea of "squid is built for this, this, and this, and can only be flown in this way by a pilot of this skill." Make squid a intermediate ship, because, let's face it, right now even I can't fly a squid effectively. I mean, I could probably pubstomp, but using it to get behind the Dirty Duck and score a kill? NOoooo. (not that I could kill the Dirty in a pyra either, but you know what I mean.)

I know squids are never meant to be able to kill a ship 1vs1, but what if they got changed so it was easy to use them like a dagger - good when it comes in from someplace you can't defend, but if you see it coming, it's no problem?


squid
<>-         =<> pyra
  \               ||

the pyra would win 100 percent of the time.

squid       pyra, facing away
<>-            <>=
  \

is a well coordinated squid's victory. It's still not a brawler. It's more of a ganker, to use the DOTA term, less of a distraction / scout ship.



Anyhow, about circling, I see what you mean. Any ideas how to keep circling, and all the advanced tactics we have, yet lower the skill required to fly a basic squid?

Quipster:
What if the front weapon was a heavy, instead of a small ?

Then you maintain the circle strategy, but also make long-range viable provided the pilot can keep it pointed at the target.

As it stands, the Squid is pretty awesome. A flamer/carronade (or flak works well too) combo can win a 1v1 under the right conditions, but it feels like those conditions aren't met all that often. (Specifically, I mean getting the jump on someone in a tight spot, getting their balloon popped, and then keeping them down. Requires getting the jump on em, and being undisturbed while doing the killing).

If it had some more damage output, that process would be a lot quicker, and it would make it a much more viable ship... Leverage it's speed to catch people when they're away from their team, and then the increased firepower to down them before backup arrives.

Keon:
Heavy weapon on a squid just wouldn't look right. It's a squid, not a goldfish.

HamsterIV:
I do like this idea, but to play devils advocate I would like to point out it does lower the versatility of a squid. If you roll gat front, gat side, flack rear, you can put down 2x gat until the hull drops and finish the fight with gat flack which arguably gives you better killing power than the Pyra's front guns. Not that you can toe to toe with a Pyra, but in those cases where your ally is getting focused, this sort of thing can turn a team fight in your favor.

Keon:

--- Quote from: HamsterIV on August 19, 2013, 11:49:50 am ---I do like this idea, but to play devils advocate I would like to point out it does lower the versatility of a squid. If you roll gat front, gat side, flack rear, you can put down 2x gat until the hull drops and finish the fight with gat flack which arguably gives you better killing power than the Pyra's front guns. Not that you can toe to toe with a Pyra, but in those cases where your ally is getting focused, this sort of thing can turn a team fight in your favor.

--- End quote ---

Interesting. I'd need to try it.

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