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Galleon Load outs
James T. Kirk:
I fly mine brawler all the way. Double Carronade/mortar port, Double Hawacha starboard.
You've got your 'disable' and your 'kill' side.
Usually, you want to bring Kerosene, Chute Vent, and Claw for your pilot tools.
The most important thing with this build is to catch the enemy off guard. Fly in quickly at an angle with Kerosene (Galleon has a much higher top speed then most people expect, it's acceleration is just the crap part. Boosters take care of that nicely) when their attention is elsewhere, and open up whichever broadside is easier, your call.
You're probably going to want to focus on kill side, though.
Tell your lower-deck to open up on EVERYTHING.
I like to tell everyone downstairs to bring Incendiary. It guarantees that the enemy gungineer will have to come off his gun to help with fire control across all decks while the main works on the balloon, or vicea-versa.
Congrats, you've not only got the enemy pilot panicking because 'HOLY CRAP, SUDDENLY GALLEON BROADSIDE,' the engineers are panicking because 'HOLY CRAP, EVERYTHING IS DEAD OR ON FIRE' and the gunner is panicking because nobody is extinguishing his gun.
The pandemonium doesn't last long, because assuming your main engineer can ignore his/her responsibilities and stick on the mortar, you'll net a kill so fast, you'll swear you're playing Call of Duty.
And if your prey's ally is nearby, but was too late to save his/her friend, you're ready to completely disable with a double-hawacha. Your ally should swoop in and get the easy kill.
Well, in theory.
It usually ends up going something like "AH! KEEP SHOOTING! NO, NOT YOU, GET ON THE HULL! I'VE GOT BALLOON, TANK THAT HULL! NO! NOT YOU! KEEP SHOOTING! WHERE THE HELL DO THOSE ARTIES KEEP COMING FROM?!"
But douse me in water and call me Janeway if it isn't a hell of a good time.
Zander Broda:
i run a flare rear, hades/Hwacha(front)/lumberjack(rear) left, hwacha(front)/carro(rear) galleon. have the gunner bring heavy, burst, charged and mans the hwacha, taking up the LJ or carro in situations i need both engis doing something, then the gungineer brings charged, and top engi brings greased. the tools i bring are phoenix claw, moonshine and parachute. The biggest issue i've had so far is that this ship requires a very skilled crew, a main engi thats good on the hades and a gungineer thats good on the LJ and a gunner thats good with the hwacha at all ranges.
Coldcurse:
if you dont know it anymore.
4X sacha hwacha's
always a good support.
Thomas:
Personally I usually go with a hwacha and carronade on each side, with a gatling on the side and a flamer or such on the back. You usually want something close range with some wide turning arcs on the back for when they sneak behind you. A flamer is nice since it keeps their engi's busy as well, ideally giving you time to turn, or at the very least making them back off.
I tend not to go with full hwachas, they're a fun gun, but there's a long reload on them. So while you can cause lots of disables and damage, if you don't space your shots out, they'll be able to recover most of the damage before the next volley. A carronade can keep the dps going, doing a little more damage to the armor and letting you blast through them with the hwacha. A gatling gun on the side helps a lot too.
Some underused guns are the heavy flaks. Those do huge damage, but tend to be a lot tougher to aim for your crew.
For piloting, I'd bring some kerosene, a phoenix claw, and maybe some bumpers or hydrogen. Usually the bumpers don't come in as handy, but for some reason I run into a lot of ships that like ramming my galleon. One of the weaknesses of the galleon is it's massive balloon. Generally enemies that pop balloons try to stay above you and keep dealing damage to that as they bring you down, safely out of reach. A drogue chute can help with this by slowing your decent (or just bumpers as you scrape the ground).
The galleon isn't a chasing ship, but you can certainly try. A pitfall a lot of new galleon pilots fall for is try to fly up broadside next to an enemy. Most times these enemies don't want that, and make it take too long to pull up right next to them. Instead just barrel straight at them and pull a hard turn when in range. It will really help your crew if your ship comes to a relative stop. Trying to circle around an enemy makes them have to keep guessing where to put their shots to compensate for your movement along with the enemy movement. Try to keep your side guns on them as much as possible, especially that left side for the light gun support. And definitely use that reverse to help slow down your ship to a halt. Just crank it to full forward or reverse when you want to start moving. I see a lot of pilots try to get away with only a little bit of juice, and that's not going to cut it with that ship's mass.
Finally make sure you communicate with your crew. The only person with a decent view on the ship is the mid deck engineer, and they tend to be a little busy. So make sure you have your crew spot and call out enemies and you be sure to tell them which side your plan on putting the enemy on. It'll take some practice to get those gun arcs right. Often times what looks to you like a good angle doesn't quite work, so listen to your crew when they tell you to turn more.
Cheesy Crackers:
Thanks for all the suggestions guys! I'll probably ending up using James T. Kirks loadout because.... fire and brawling >:). Found the sniper builds a bit too... quiet and dull for my taste (Too much pyramidion charging)
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