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Eukari:
--- Quote from: N-Sunderland on August 25, 2013, 04:06:08 pm ---For the Impact Bumpers entry it'd be best to mention how it's useful ... when you're particularly worried about terrain damage.
--- End quote ---
I have a lot of captains who could probably stand to learn that little tip. "Captain, look out for that clif-*CRUNCH*"
Kyren:
--- Quote from: Eukari on August 25, 2013, 04:24:19 pm ---
--- Quote from: N-Sunderland on August 25, 2013, 04:06:08 pm ---For the Impact Bumpers entry it'd be best to mention how it's useful ... when you're particularly worried about terrain damage.
--- End quote ---
I have a lot of captains who could probably stand to learn that little tip. "Captain, look out for that clif-*CRUNCH*"
--- End quote ---
I'm currently wondering if it could be used as a carronade counter. Like when you have weapons that shoot upwards and are already bobbing on the ground because a Goldfish is shooting down at you, use the Impact Bumpers for surviving longer.
N-Sunderland:
--- Quote from: Kyren on August 25, 2013, 04:26:32 pm ---
--- Quote from: Eukari on August 25, 2013, 04:24:19 pm ---
--- Quote from: N-Sunderland on August 25, 2013, 04:06:08 pm ---For the Impact Bumpers entry it'd be best to mention how it's useful ... when you're particularly worried about terrain damage.
--- End quote ---
I have a lot of captains who could probably stand to learn that little tip. "Captain, look out for that clif-*CRUNCH*"
--- End quote ---
I'm currently wondering if it could be used as a carronade counter. Like when you have weapons that shoot upwards and are already bobbing on the ground because a Goldfish is shooting down at you, use the Impact Bumpers for surviving longer.
--- End quote ---
Drogue chute and impact bumpers both serve as carronade counters, but it depends on your altitude. If you're high above the ground and want to focus on staying as level as possible with the enemy ship, drogue chute is best. If you're on the ground and repeatedly bouncing (and drogue chute won't save you that much times anyways in such a situation), then impact bumpers is more desirable. So yeah, it's about knowing what altitude you'll be fighting at.
QKO:
I heavily recommend putting artemis on 1 if you're equipping it. Otherwise you can also put a chaingun on 1 to get a trifecta.
Let me add some builds:
4. Flamethrower
3. Carronade
2. Fieldgun
1. Artemis
Close combat disable&kill build that has long range utility (and yes, it works ridiculously well).
4. Chaingun
3. Flak
2 & 1 utility
This is the alternative build which is easier for the engineer to use. Coordinated flak shots also kill faster than mortar.
And let me bring up an argument for:
4. Mortar
3. Chaingun
2 & 1 utility
While you want the chaingun to fire at all time, especially if you have a teammate that can kill as well, your mortar required different ammo types to work well. On longer ranges Lesmok is highly recommended if not required. At shorter ranges, and as the game is now, greased rounds allow you to kill any ship before that ship's crew have had the time to repair it(including the Goldfish and the Galleon). What you can do for example is have the gunner run around with Greased, Lesmok and Heavy clip so he can operate all front side guns in case the main engineer gets overworked.
As for skills, I personally believe phoenix claw is mandatory; it doesn't matter what else you bring, as long as you bring a phoenix claw. I've tried the parachute and it has some great utility as well as prevents the main source of disables(balloon popping) from affecting you. If you have a parachute, your chaingun/mortar/flak engineer can stay at the gun a lot longer before the ship is affected. While preventing a landing from hurting you as much as it would sounds great, it doesn't stop the problem at its source. It's imperative that you deal with disablers as fast as you can or fire at them before they get too much of a hold on you. Sometimes it's even a great idea to put a carronade at 2 just for the purpose of disabling your disabler.
(Also in the Balloon area you spelled nalloon)
Kyren:
--- Quote from: QKO on August 25, 2013, 06:32:07 pm ---I heavily recommend putting artemis on 1 if you're equipping it. Otherwise you can also put a chaingun on 1 to get a trifecta.
Let me add some builds:
4. Flamethrower
3. Carronade
2. Fieldgun
1. Artemis
Close combat disable&kill build that has long range utility (and yes, it works ridiculously well).
4. Chaingun
3. Flak
2 & 1 utility
This is the alternative build which is easier for the engineer to use. Coordinated flak shots also kill faster than mortar.
And let me bring up an argument for:
4. Mortar
3. Chaingun
2 & 1 utility
While you want the chaingun to fire at all time, especially if you have a teammate that can kill as well, your mortar required different ammo types to work well. On longer ranges Lesmok is highly recommended if not required. At shorter ranges, and as the game is now, greased rounds allow you to kill any ship before that ship's crew have had the time to repair it(including the Goldfish and the Galleon). What you can do for example is have the gunner run around with Greased, Lesmok and Heavy clip so he can operate all front side guns in case the main engineer gets overworked.
As for skills, I personally believe phoenix claw is mandatory; it doesn't matter what else you bring, as long as you bring a phoenix claw. I've tried the parachute and it has some great utility as well as prevents the main source of disables(balloon popping) from affecting you. If you have a parachute, your chaingun/mortar/flak engineer can stay at the gun a lot longer before the ship is affected. While preventing a landing from hurting you as much as it would sounds great, it doesn't stop the problem at its source. It's imperative that you deal with disablers as fast as you can or fire at them before they get too much of a hold on you. Sometimes it's even a great idea to put a carronade at 2 just for the purpose of disabling your disabler.
(Also in the Balloon area you spelled nalloon)
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First of all, I'm very very grateful for your loadout suggestions, here and on the other Guides!
Adding more builds will require screenshots and editing, so I'll delay that again - to, exactly, when I've posted the Galleon and the Mobula Guides. Galleon is half done, so I'll finish that until the GMT + 9 Training tomorrow, the Mobula should be done in the afternoon then. Before I get in touch with Malarosa for the Squid Guide, I'll patch the other Guides up :) If you have any comments about the single gun positions or other things about the loadouts you're suggesting me - please, throw everything at me. I try to write something about every point on the ship, as above in the guide, so it'll make it much easier for me to have some input already!
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