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Galleon Load outs

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Cheesy Crackers:
Hello! So I've got some questions on the galleon, pretty much about load outs you'd recommend for it.
I've currently got on the left side a Hades, hwacha & lumberjack and on the right a hwacha and carronade, banshee carousel on the back

I'm not very experienced in the Galleon and haven't really bothered with experimenting in it much (And can't get used to it's slowness) So gimme all your load out secrets!
Also are there any secret pilot tool load outs I should know about?
Thanks!

HamsterIV:
Phoenix claw is a must on a galleon.

I have two galleon builds:
Long range:
left - Merc, hwacha, lumberjack or flack (gunner's preference)
right - hwacha, carronade
rear - flare

Close range:
left - gat, carronade, manticore
right - carronade, manticore
rear - mine

The manticore is useful at any range, especially if the downstairs engie takes heavy, and swaps out with the gunner when the target ship gets too close for the long range gun.
Close range is always carronade/manticore. The carronade can strip balloon or hull and gives us the choice of  making some breathing room or going for a kill.

The important thing to remember is the galleon can not control range. It is purely reactive to what the enemy ships are doing. If they want to fight long range, you have to be ready to out fight them at long range. If they want to fight close range, you have to be ready to out fight them at close range. You can always charge them, but your crew had better be on their game. The firing window on a galleon charge is very small.

Alistair MacBain:
As the Galleon is a broadside ship there are the two normal  ideas.
Either use a symmetrical loadout but assume that one side will always lack one light gun. This is only a real option if you go for 2 brawl setups.
Or the assymetrical one.
And there it depends on your focus.
Do you want longrange or closerange capabilities?
One side will always be stronger. If i go assymetrical i would take the longrange side with 3 guns in most cases as in brawl fights your main engineer will probably be busy doing other stuff.

If you have your closerange side on the right i would always take a hwacha, hcarro.
They both disable different parts of the enemy ship and the carro can shred armor quite ok while a hwacha can instagib the enemy permahull once the armor is down.
For longrange sides with 3 guns there are alot of possibilities.
If you have 3 guns for closerange you could take double hwacha and a gat.

It all depends on your engagement range.
The common one is Lumberjack, mercury, heavy flak ...
Alternatives for longrange guns are obv the hwacha for the lowerdeck (would swap with hflak). A Hades or Artemis for topdeck.
IT all depends what you want.
If your enemy gets closer you might want a hwacha on the left side to get the disable potential even if they are close.
You could also go double Lumberjack and add a Artemis as permahull dmg.
All depends what you want.

The backslot is a bid of a utility/dead spot.
In most cases your dead if an enemy gets in there.
A Flare can assits your longrange sniping. A Carronade, mine or artemis can give you a bid of time if the enemy gets in their.

But one thing you have to keep in mind.
A Galleon is a really hard ship to fly and to crew.
If you go longrange sniping you want good gunner/gungineers who can hit at maximum range of your guns.
You also need an ally who can guard you a bid.
A disable squid (carro, flamer) will pin you down till the end if you cant turn your closerange weapons on him fast enough.
If your ally doesnt help you in that situation your screwed.

Captain Smollett:
Biggest and most essential change to your ship would be to switch out the rear gun.

Flare is best 90% of the time imho.

Personally I prefer the heavy flak to the hwacha on the port side (people often forget it's quite potent within arm time) for murderous fun but you really need to have a dependable and accurate gunner on it because engagements will often hinge on whether the flak gunner connects in the right place at the right time.

Subarco:
I'm addicted to Hwacha's so I put them on all 4 of the medium gun slots. Typically the side light gun would be the the gatling gun to strip armor. This is my answer to aggressive Pyramidions with a Gat/Mort setup. The big weakness to this build is range, especially to Artemis and Mercury and great Lumberjack gunners.

Against balloon poppers, I like to do dual heavy carronades on port side with a light gun mortar. The reason for this set-up is for a couple of reasons. One, the heavy carronades have a good upward arc, so if my balloon does get popped, my crew will have a slightly longer window to shoot back. Also, dual heavy carronades are actually very good at stripping armor, which leaves the hull open for the mortar to fire upon. Furthermore, even if the enemy ship drops faster than I can after popping their balloons, the mortar have a great downward arc to finish off the rapidly descending enemy ship.

For long range and if I have an AI crew, I go for dual heavy flak on port side with a mercury on the side. The AI's are actually quite good with shooting the Flak guns at a reasonable range if you are steady with piloting the Galleon. If the enemy is stripped down to armor, depending on the type of ship, the enemy can go down in one volley. Of course, the weakness to this build is that I'll have to rely on the starboard side for close engagements and turning to the correct side even with the Phoenix Claws is a slow affair.

With all builds, I put a flamethrower on the rear light gun. It's an incredibly good gun for stalling time if you get caught with your pants down as it can potentially disable enemy guns and kill enemy balloons.

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