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redria’s Journal - A High Level Guide to Flying Pyramidions
redria:
Richard LeMoon,
You raise valid points, and if you don't mind I will include them (with credit) in my first update to the guide. :) I would argue that oftentimes, just due to the layout of a Mobula and Pyramidion, and the fact that once a Mobula starts taking damage it tends to either stop dealing damage to repair, or die quickly, I would contend that you can usually get away with ramming a Mobula even if the pilot brings bumpers. The only Mobula build I've really seen out damage a Pyramidion mid-ram is the double-gat-mortar combo. You get shredded almost too fast to start responding as a pilot, let alone as an engineer. But that should be mentioned in the guide at the very least with a note about impact bumpers.
Although most Mobula pilots get fancy with their altitude when I charge them, and I end up being more maneuverable and getting behind them anyway. It's all a game we play of damage vs positional advantage. :P
GeoRmr:
Wow this guide is really comprehensive! I learnt a lot from the section on ramming, thanks redria! =)
I think the forums have bugged out on you levels btw 0_o
redria:
--- Quote ---I think the forums have bugged out on you levels btw 0_o
--- End quote ---
Heh. Yeah. I sent an email to Muse and they said they would look into it ASAP. Looks silly having a "level 1 pilot" post a 10 post guide on piloting...
I am more and more treating ramming more as a tool to get positional advantage instead of as a way to deal damage. It is wonderful for damage, but so is being in complete control of a duel. 8)
HamsterIV:
I have never tried the "Urz’s Flamer" build before, it sounds like fun. Also I submit for your approval the double front merc build in This post.
It is effective on dune matches against Artemis junkers and Mobulas.
I really like your "flying stupid" section. Any one can pilot when things are going well but it is when the crap hits the fan that the great pilots shine. I have uttered the phrase "I wonder if I can fit through that" many a time during my piloting career.
For captain tools I prefer tar over helium. Gassing a squid who thinks he is on your blind spot and providing a bit of soft cover in open sky is worth the loss of vertical mobility to me. I used to run helium a lot before the mass changes, and the memory of dodging manticoe volleys still makes me smile.
One of the most important tools a pyra captain should carry is a spanner. When you are forced into a toe to toe brawl, put your ship in neutral and go to double team the hull with your main engineer. The faster the armor gets repaired the less chance you have of sustaining fatal perma hull damage.
redria:
You would be surprised at how much fun you can have using carronade-flamer on the front of your ship. I don't think I had ever successfully one-shot ram killed a junker without some sort of backstop until I tried it. And goomba stomping is the greatest feeling in the world after suffering so long as a young pilot facing blenderfish and squids.
I will mention the double merc build in my extras section, though it doesn't often support the way I fly. You have to be at the same altitude as your opponent, which makes it harder to take positional advantage and still be effective, and I am really not a fan of sniper ships. You rarely get the chance to just evade and escape and/or kill the enemy with about 2% permahull left and no armor while shouting at your crew "I'm not dead yet!". And really, it's hard to get more exhilarating than that. :P
However as a ram-kill ship, double merc front is really powerful if you get the timing right, and having the option to support a sniper friend against a sniping team is nice. Like I said, I will add it in as an extra if you don't mind. :)
Mostly I like hydrogen just to cover a little bit of how weak pyramidions are at moving up and down. I like to pop up over metamidions and slide over the top of their hull while pulling a quick 180 to get on their tail. Sure my armor is down, but now I have time to repair while easing them into death. It's not often I actually let someone get behind me.
Spanner is a definite yes. I only hop off for the hull if I have no engines and I think I may make a difference, but it can save you. I don't like to leave the helm in a firefight though because kerosene preventing turning still works even if your engines are dead. You can knock enemy pyra's guns off arcs by turning on kerosene when they try to ram your almost dead ship.
Sheesh. Why do I type so much when I try to explain things? Anyway, I will mention your comments next update. :)
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