Foreword:
The following build requires a well versed and reasonably experienced crew to successfully pull-off; to fully capitalise on all of the ships potential requires practice and full coordination. Operating at close-midrange to long-range it a strong viable counter to sniping ships, and with a good pilot can deal effectively with brawling ships. It demands a great deal from your gunner, you gungineer, your main engineer and yourself.
The build:
Standard: Numerical order, weapon slots 1-4; Hades Light Cannon, Echidna Light Flack, Artemis Light Rocket-Launcher, Beacon Flare-Gun.
Variant 1: Switch the position of the Beacon Flare-Gun and the Artemis Light Rocket-Launcher.
This variant provides a stronger counter against carronades if the enemy has advantage over you, however it puts increased pressure on your main engineer. The standard build is also capable of dealing with the situation this variant provides extra support against.
Variant 2: Replace the Beacon Flare-Gun with another Artemis Light Rocket-Launcher. This enables you to increase your damage out put at the expense of immediate helm control and visibility. It also puts increased pressure on your main engineer.
Loadout:
Pilot: Kerosene, Chute Vent, Phoenix Claw, Pipewrench, Heatsink Clip, or Burst rounds if running Variant 2.
Gunner: Spyglass, Pipewrench, Lesmok Rounds, Burst Rounds, Greased Rounds.
Gungineer: Spyglass, Dyna-Buff Industries Kit, Pipewrench, Chemical Spray, Burst Rounds for expected mid-range engagement, Greased Rounds for expected closer range engagement, Heatsink Rounds for expected closer range engagement against galleons, Lesmok Rounds for expected longer range engagement.
Engineer: Spyglass, Spanner, Mallet, Extinguisher, Burst rounds.
Gunner.
Guide for crew:
Gunner: Your job is to fire the Hades Light Cannon and destroy the hull armour of your opponents. Lesmok is to be used for longer range engagements and against quick moving targets, used only to increase your accuracy, it is desirable to use burst rounds whenever possible at mid to longer range. Due to the arcing nature of the projectile coupled with ship movement, direct hits to opponents hull are difficult to land with perfect consistency. It is very likely that you will strike other components during your volley. Burst rounds allow you to direct increased piercing damage to the armour in the event the projectile strikes a ships component, they also increases the chance for fire-stacks to spread to other components.
Greased rounds increase the rate of fire allowing for higher dps. Most importantly they lower the projectile speed, allowing the volley to reach arming time and deal AoE damage at shorter distances.
If you find your ship in a situation where you are being driven into the floor by an opponent with carronades, it is likely that both engineers are repairing full time and you are either out of arc or within arming distance of your gun. It is your job to jump down to the main deck and shoot out the enemies weapons with the Artemis Light Rocket-Launcher at the nearest opportunity, situation dependent it is also desirable to fire offensive flares at the enemy weapons.
Gungineer: Your job is to keep the baloon and both fore chaser guns buffed and fire-free when in combat. Upon spawn it is desirable to also buff the hull and main engine upon captains request. You should pre-buff both guns and wait behind the gunner until your captain engages, this is when you should finish the buff on the Hades Light Cannon and run back to your Echidna Light Flak. Between engagements pre-buff and spray the guns once again and wait behind the gunner. The captain may request that you help on the main deck during moments of heavy incoming fire. Discuss with your captain which ammunition to bring before a match begins, a general rule of thumb is to bring burst rounds on most maps, and greased rounds which reduce the arming distance of the Echidna Light Flak on cluttered maps such as Paritan Rumble, where you are likely to be engaging at closer ranges. You should empty your first clip on the enemy as soon as you start engaging, it is likely that the gunner has stripped through the opponents hull armour by the time your first reload finishes, allowing you to obliterate the enemy in the hull-break.
Engineer: As on any ship your job is to keep the engines and hull under repair. This build however takes advantage of the Artemis Light Rocket-Launchers wide gun arc to provide a trifecta with the front weapons of the ship. Situation dependent you will be required to shoot at enemy components and hull as much as possible, sometimes it is more desirable to disable your opponents weapons than to repair the ship.
Pilots Guide And Situation Guide Coming Soon