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redria’s Journal - A High Level Guide to Flying Pyramidions
HamsterIV:
Just because the 2x merc ship behaves like a sniper doesn't mean it can't get into a brawl. The gat morter side is very important for finishing ships and surviving 2v1's.
One of my favorite maneuvers is to kite for a while, then jam the throttle full forward and tell my crew to get to the side guns. I let the target pass on my right side (where they think it is safe) but start turning left. By the time my crew has reached their guns the target is just coming into the side gun arcs from the aft. If the other pilot fell for the maneuver they will be flying into my gun arcs instead of flying ring around the roses away from them.
This move can be countered if the other pilot hits reverse at the wrong moment. However I still have a chance of tarring them or turning the front guns back on them. Also most pilots are so taken with the thrill of closing on a sniper ship they are more than happy to get too close to me.
redria:
Interesting tactic Hamster. I honestly never use my side guns unless there is absolutely no chance that I will be taking damage, then my engineer may get to shoot a flame thrower for a bit.
Double merc front pyramidion is viable as a brawling ship, and it does give you the option of fighting close or short range if you use the side guns effectively.
I just don't like someone being on my side. It's not somewhere I feel I have a position of power. I can't bully them into a spot where I can shoot but they can't. You have to trust that you can keep them on your side, and that they don't have the power to bully you in such a way. If an opponent did that to me, I would be trying as hard as I could to knock their nose and turn them away from me while raising up to try to go up and over your ship, before turning and hitting reverse and settling in on your back/right/top side.
Assuming I can get in close enough that is. :P
Puppy Fur actually runs a mean double merc pyramidion. There are too many times where all I can do is just try to go over him and hope I get my armor back up in time to use rams to keep him under me. I may try your build at some point. Do you prefer gat on 3 or 4 slot? Also, who handles your balloon during this engagement?
Kitty.Hawk:
I prefer a double artemis side personally, as they give me a choice in what range I engage at. With a good crew, I can have my gunners soften up a target, forcing the enemy into a repair mode, before making my charge.
Good guide though, I learned a trick or two from it. ;)
redria:
Kitty! I will admit fully that side guns are the weakest aspect of my piloting. I basically pretend I have none. I abuse my engines so much that my main engineer doesn't even have time to use one if they wanted to. It always just feels like I'm giving up too much reactionary power by trying to use side guns.
HamsterIV:
I put the gat on the hard point closest to the helm. When the crap really hits the fan I take the gat as pilot. I expect both my normal engineers to be fixing stuff. The buff engineer should be shooting the morter, and if he is on his game, will have started the run to the mortar before the merc gunners leave their post.
I normally let the balloon burn when using my side guns. If everything goes right we can fix it after we make the kill, if it doesn't we are dead anyway. Even with the balloon popped the ground takes a long time to kill a Pyra. The ground damage depends on the speed at which you hit the ground. If you settle so that your hull is just touching the ground, the damage will be manageable.
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