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1.3.3 Spire

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Echoez:
Yeah I guess I should focus on the lower gun to keep an engi down there for the balloon as well and just use the upper right gun myself, good call.. sometimes I can't see the obvious, lol. I might just have to switch the flare gun to the top gun this time around cause I realy want one on my Spire at all times.

HamsterIV:
My current spire build is:
Merc top front, 2x Artemis left and right side. Hell hound for the main gun. I use the hellhound as a backup weapon while mostly relying on the Merc, Artemis, Artemis combo to take out my opponent at long range. The engineers take burst while the gunner takes charged heavy and burst. Most of the game the gunner sits on the merc putting holes in the other ship's armor while the engines shoot the Artemis. If the enemy gets too close, the gunner jumps down to to the hell hound and takes out the balloon, giving the spire some breathing room to run to his ally. When under fire both engineers will be at the hull and balloon so the cannonade is used more for getting out of a jam than actually killing.

This build has won and lost about the same number of matches. It is weak against squids and blender fish, but strong against pyramidions, galleons and junkers, provided it does not get ambushed. Also with the entire crew shooting the hull occasionally gets neglected. This build requires a very observant engineer and an obedient gunner.

Gambrill:

--- Quote from: The Djinn on October 28, 2013, 09:12:48 pm ---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.

--- End quote ---


You theif haha :P This is my exact ship xD

Crafeksterty:
How about this,

Top Hadez, Top Right  Mines.

Lower Left Light Flak, Heavy gun Hwacha.


Hadez strips armor, Hwacha Disables, Light flak kills, optionaly, the hwacha may also do the killing blow. And the mines keep them at range, specialy with lesmok.


geggis:

--- Quote from: HamsterIV on October 30, 2013, 03:18:08 pm ---My current spire build is:
Merc top front, 2x Artemis left and right side. Hell hound for the main gun. I use the hellhound as a backup weapon while mostly relying on the Merc, Artemis, Artemis combo to take out my opponent at long range. The engineers take burst while the gunner takes charged heavy and burst. Most of the game the gunner sits on the merc putting holes in the other ship's armor while the engines shoot the Artemis. If the enemy gets too close, the gunner jumps down to to the hell hound and takes out the balloon, giving the spire some breathing room to run to his ally. When under fire both engineers will be at the hull and balloon so the cannonade is used more for getting out of a jam than actually killing.

This build has won and lost about the same number of matches. It is weak against squids and blender fish, but strong against pyramidions, galleons and junkers, provided it does not get ambushed. Also with the entire crew shooting the hull occasionally gets neglected. This build requires a very observant engineer and an obedient gunner.

--- End quote ---

I like the sound of that Hamster. Haven't had a chance to play with the new Spire yet.

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