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The Spire.

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Echoez:

--- Quote from: Crafeksterty on October 10, 2013, 09:23:51 am ---
--- Quote --- you need to have either a Banshee or an Artemis and that's a very depressing number of choices.
--- End quote ---

Wooooaaat?!?!?!

OOooh Hold on, imma make a vid now. And i will show you. (Dont take this hard, i wanted to do this anyway :P  )

--- End quote ---

If it includes akward angling and or ship jiggling to bring the gun in arc I don't consider it a normal choice. I imply that as a sniper your front gun will be a Merc, which has a very limited arc to begin with.

Though I have to say that with the current configuration of the Spire I've come to prefer a Lumberjack + Flak(front)/Artemis(right) combo

Just as a note btw, I know that you can arc a frontal Merc and right Flak with the current weapon angles on the top deck, the arc is JUST at both weapons' limit, making it extremely hard to keep up with an enemy. It also means the pilot is needed on the helm to keep these arcs for more than a second on target which comes with known downsides.

Crafeksterty:
Nope, you are wrong. The flak and gattling angles have large ammount of space with little to the right of the front aiming. Aiming the guns should not be akward if you have that much space.
The merc will still be able to aim with another flak or gat, the heavy weapon (depends)and still works nicely, but only then it gets akward because the merc is where it gets difficult.

There is no problem in having the spire turning a little to the left, i mean it has incredible turning speed and you dont need all 3 crew on the guns.

Ships arent designed to aim forward, that is why i said that turning the lower left weapon 45 degrees could potentially break or not do much at all for the spire as it has other concerns.
That is also why i said this suggestion feels like the squid post some time ago.

And a merc with flak is not ideal, you should know this if youve flown the spire for long enough. In the video even if my voice quality is shit, i talk about you can bifecta hadez cannons but it is too difficult because the gun itself is hard to use and could potentially make you even more squishy just because then you would have to leave the main engineer to gun a hadez. If you were to try and jump on one of the hadez guns to aim, it would because of momentum start turning away from the bifecta arc.

But there are allready enough choice of guns that you can use in combinations.

hold on... its rendering... yeah its about 20 minutes long,  its just me talking and changing loadouts for demonstration of different gun combination possibilities +  why changing the angle of one of the two suggested slots would break or not affect the spire. (And now it is uploading... takes its time)

Spud Nick:
Sounds like most of us agree on turning the other two guns forward a bit. I would love to see what load outs players come up with.

Crafeksterty:
I give up on the vid, takes too long to upload.

I dont know what turning the guns forward does for the spire, if you call it a sniper ship you basically then take away 50% or more weapons away from its arsenal.
Turning the guns forward will lead to that, a ship that can only act from long range, it will still be this weak ship that it is.

Omniraptor gave a good perspective.


--- Quote from: omniraptor on October 09, 2013, 11:43:13 pm ---My problem with the spire is that it can't actually use all its strong sides well in combat.

Things the spire is good at:

* Turning
* Vertical movement
* Sniping/concentrated fire. It's pretty easy to set up and maintain a light-light-medium gun trifecta because of good turning speed and slim horizontal profile (unlikely to crash into anything).Now, here is what it's actually bad at:

* Brawling and horizontal dodging because it's so slow and squishy and can't maneuver while firing.
* Vertical dodging because it has a HUGE vertical profile.
* Sniping because it can't strafe or backpedal quickly, so it's really easy for an enemy to take out its guns.

--- End quote ---

The guns will not answer this, these cons will still be there.

RearAdmiralZill:
Just because turning the guns would help out with long range builds doesn't mean it would also take away from the shorter ranges. I mean, that bottom gun can then be manned by your hull engie so he's closer to it once fire starts going in.

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