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1.3.3 Spire

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Spud Nick:
Here is a thread where you can talk about the 1.3.3 Spire. Discuss your new load outs and how to position your crew. Talk about the fun of quad gunning and general love for the Spire.

The Djinn:
I haven't gotten a chance to mess around with it yet, but I've been considering the following Sniper Spire:


Top Deck
Forward Merc + Side Artemis
Pilot with Burst + Wrench
Wrench/Spanner/Extinguisher Engie with Charged (Merc Gunner)

Mid Deck
Heavy Flak + Side Artemis
Wrench Gunner with Lochnager, Charged, and Burst

Bottom Deck
Wrench/Buff/Extinguisher (maybe?) Engineer with Burst Rounds


The high arcs on the Artemis makes 4 guns incredibly easy, while the combination of long-range component disabling and the Merc/Flak kill combo should enable you to pin down and destroy targets at very long range.

Spud Nick:
Will be interesting to see how pilots setup there spires now. I am still a bit nervous about taking off the flare and mine launcher on my sniper builds in order to quad gun it.

Dutch Vanya:
The new layout and the cake made me so very happy.

Crafeksterty:
I will definetly see spires being played in the competetive.

But...


Some builds are downright threatning. Galleons and junkers, mobulas and  other spires. Watch out!

Lumberjack + tripple/Double artemis is going to hurt and disable so freakin bad. It is probably the most universal spire build.
Im grabbing this ahead as an issue because if you dont have a tripple artemis, you then have a double along with either a merc on the front, or a mine launcher on the sides to combat pyras and Goldies.

There is also the bit difficult Merc + Hadez Combo along with the heavy flak. Save the 4th spot for the minelauncher. An easy to dispatch pyras/galleon build.
Now all builds for the spire to be super effective requier at most times all crew to be manning a gun. And in most ways a good thing in my eyes because that is what i pictured the spire to be, a very well cordinated crew ship.


The hull and baloon placement, i cannot say. As a pilot, i do find it very nice to personaly save my hull and survive for a bit longer, but is now a must on holding the drougue chute if there is something that will take away the baloon on the battlefield.   The hull and baloon placement is mostly something for the engineer to take an opinion.

For example, the build that i mentioned (Merc + Hadez) has 2 poeple on top deck, meaning when the hull is down, and or right after a kill and the hull is down, we quickly tackle the hull.


Why do i think the glass cannon that is the spire is now a threatning piece of balance?
Double spire.



There are other changes that helped the spire alot. For example the gattling has been a pain in the butt but now that it is different,   the spire can now combat it easily.




TL;DR
The spire now has a good footing on the battlefield. Im just afraid that it will eventualy be complained about. Hopefully not so i can continue to devestate on this new spire change.

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