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What ship is good for me?

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Piemanlives:
Slightly off topic here but I fly a mine squid, fairly irritating in the right hands. Back on topic however, a decent squid pilot should be able to use it's three gun slots to full effect, it's rear gun can be used for all sorts of things, I've used light carronades on it before and that's a fairly able disable ship, sure you could also use Gat/Mort on it as well, circle them with the gat to remove armor then as you run away fire upon them with Mortar devastation from the rear gun. However using an artemis and a carronade is also viable, with the artemis you'll be able to break components and the carronade is good for locking them down and is ok when it comes to armor and perma hull damage. Also as stated above it's fairly effective as a diversion, running away, ambushing is also quite common through the use of cloud cover and its superior speed and maneuverability versus other ships. Using fire weapons is also great for pulling gungineers off guns maybe giving an allied ship the chance to disengage and repair, then again so are all shatter weapons, depending on the range you use em at.

-Mad Maverick-:
you should just hang out with puppy fur you two i am sure will figure this all out

Echoez:
After mostly abandoning the Goldfish, I've found that the Junker is pretty much one of the best choices. It's not fast, but it's very agile and the broadside style of play allows your to circle the enemy and get in their blindspots while firing at full power, equiped with some good disabling guns and good gunners you can work wonders.

My favorite loadout has come to be the Double Artemis and Hades side as well as a Carronade/Banshee side to accompany it.

Second most prominent ship is probably the Squid with a similar style of play (blinspots and circling) and disabling guns like carronades, artemises and banshees, even mines. You can even brawl with the new Gatling and be very effective, I'd try a Gat/Banshee combo.


As to why these two ships, I think it's fairly obvious, they are the most resistant to Gatling/Mortar style of plays, now with the reduced range of the Gatling, the enemy will have to get close to start causing harm, which in turn makes them play in your advantage field due to your better mobility in close combat.


EDIT: Also, Triple Artemis and Hwacha Spire, because you can never have enough rockets.

HamsterIV:
I have had crap luck with banshee on the Junker. I normally run Artemis front and left side for the long range trifecta and swap to 2x carronade right side when things get messy. I tried swapping the carronade for banshee and flame hoping to flame lock any ship that got too close, but found it wasn't enough to keep the enemy crew too busy to shoot us while we made a getaway. I miss the old gat mortar emergency side.

Crafeksterty:
The mobula.  That ship can go so indepth that positioning and style change is neccesary.

for example, It can be a sniper and a brawler.

As a sniper youve got hefty dodging with mobulas up and down.
While brawling youve got 1 lightgun more firepower than the usual ships (junker, Pyra, Galleon etc)

Or you can specialise. Having the 3 middle guns focus on sniping or brawling. And have your outer guns be utility or situation weapons.


If you want specifically a devestating Chip build, use the Spire with a lumberjack along with 3 Artemis. Yeah, it is a lockdown heaven. Or hell...



I also suggest the squid. Actually, i recommend the squid. The squid if you build him, is either very killy, and a little disably. Or vice versa. Along with its speed and small shape, you can use the tar as its 4th disabling weapon to escape and or downright annoy other ships. Making the squid a best friend ship to the other ship beside the Goldfish being a better bestfriend ship. But the goldfish is a specific ship that focuses itself on being something specific. But it is still a better best friend ship than the squid due to squids lack of ability to ram properly and thus change the enemies aim and etc

EDIT: the squid is also fun to fly once you master the weapon rotations, and its size along with turning without pheonix claw.

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