This guide explains so much of why your Pyra was so irritating in that epic battle 'twixt us the other day. It's an absolutely great resource.
That said, some thoughts (coming from another pilot who loves the Pyra).
1 -- I'd recommend adding a note to the
Build section suggesting that Gat/Mortar builds keep the mortar on the left side, and the gat on the right. You have it mentioned, but fail to point out the benefits of either set-up. I feel this one is superior, because while both gun have a 400m maximum range these days (and thus you might love Lesmok on both) the fact of the matter is that it's far more important to have the Gat firing first to shred the armor, while the ship itself can substitute for a finisher if the mortar isn't 100% ready. Hence I typically put my top right Gunner on the Gatling with Greased and Lesmok: he gets a clip off with Lesmok as we close in (allowing him to hit well outside the 400m typical range of the Gatling), then switches to Greased. The top left Engineer carries Greased for the mortar kill, which is good because he actually has more time to repair the balloon and/or run belowdecks any time the enemy has their armor up.
2 -- Definitely include
Moonshine as a possibility under the
Tools section. While it has less utility than Kerosene (as it burns a little to hot to just keep on all the time), it's
really good for ramming and/or sudden shifts in acceleration/deceleration. This can allow for maneuvers your enemies don't anticipate (shooting past a ship that's evaded your ram, just to hit Moonshine in reverse and then Phoenix Claw for an insanely fast turn), as well as really giving you the advantage in ramming battles, especially against other Pyramidions that don't have Moonshine. The 1000% reduction in angular drag effectively means that no matter
where you hit the enemy ship they go spinning and you remain stationary.
I'd also include a mention of
Impact Bumpers. Although I don't often take them, Impact Bumpers + Moonshine can be a
great tool set to bring when up against other ramming Pyramidions. It gives you a
huge advantage, and even lets you head-on them with relative impunity. They'll spin like crazy, you'll keep your gun arcs,
and you'd take reduced damage.
In short, give us a small write-up of the other useful options (including Chute Vent, as the Pyra's high forward guns mean that Chute Vent can sometimes buy you enough time to disable a popping ship), as Phoenix Claw is the only tool I'd say is basically
mandatory on the Pyramidion. Your suggestions are great (and typically what I bring myself), but people should be aware of the other useful options.
3 -- In the
Builds section, you've neglected the more support-style Double Merc and Double Artemis, as well as the Merc/Artemis build. You've also forgotten Hades/Flak, which is at least worth a passing mention.
I'd also recommend taking more time to talk about the side guns. Flare rear + Flamer mid (with the Engineer on Lesmok, which you should mention) gives you some great brawling power, plus the ability to gain vision. An Artemis or Banshee in the 3 spot can actually give the Pyra a trifecta if you fly close at the right angle: that alone is really worth mentioning. Sniping and/or disabling builds can benefit from a Gatling + Mortar combination and turning the side for the kill (especially good when paired with the Flamethrower + Carronade disable, for example). Double Artemis, Double Merc, and Artemis/Merc can offer some nice long-range harass against other snipers, possibly disabling key guns and letting you turn into them and close the distance. In short, you should *really* delve into those side guns more, as far to many Pyra pilots tend to forget they even
have them. A high-level guide should definitely assume that the pilot knows the guns exist and wants to get the most out of
every part of his/her ship.
4 -- I'd change
Fly Dumb to
Fly Dumb, Fly Smart, and include a bit about the tactical use of the Pyra. I fully agree that testing a ship to its limits is a good way to learn it, but you should also talk about how to fly the Pyra effectively. Mention burning Kero/Moonshine to negate forward momentum for a failed ram, mention how the ship is amazing at interception and ramming enemies off your allies, mention that if you can't ram head-on you want to aim so you spin towards your left side guns...you recommend flying like a madman, which works. But I'd love to see some bits about how to be a
smart madman, if that makes sense.
5 -- Your section on
Ramming is excellent. I notice, however, that you don't have a "General Ramming" section, which I feel you should have. You don't mention how bouncing your enemy into a building can double the ramming damage (you mention walls, but not
why this works so well), nor how ramming a ship fleeing at high speed can actually knock them forward and how, if this throws off your gun arcs, you can actually lose kills as a result of this lost time. The specific advice is great...but definitely don't forget to offer general ramming tips as well.