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Pilot Skills - Chute Vent/Hydrogen

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redria:
I use hydrogen in almost every single engagement. If I get in close range, if there is any chance of sustained fire on me, I pop it and go up, then use my spot to play shots down on my enemy or switch to the other target while sitting on the initial one. There's a reason I refuse to bring tar barrel- I feel helpless every match that I play without hydrogen.

Kestril:
Yes. Yes we are playing with them. Lots.

I usually run with hydrogen, chute vent, and/or claw or kerosine on anything but a galleon. I don't see what's wrong with the tool.  I don't think the lag times should be touched. After all, it will take a moment for the helium to dissipate after you flood your balloon. Likewise, it will take a few seconds for the balloon to re-inflate after venting most of the air out. So in terms of that, the delay times after deactivation make sense.

I also like the fact that the different ships react differently to the tools. It gives some variety and allows for unique, ship-specific combinations about how you want to fly. If you're a ramming pyramidion. Grab some moonshine and impact bumpers. Want a couple of options to get out of dodge as a mobula? Take some helium or a chute vent. Its the unique nature of each ship that makes them so exciting and different to play. It's also the reason why I'm not that good with a goldfish. That ship is much better in the horizontal whereas I prefer some vertical movement. (which is why I'm such a fan of the junker)

I think the helium/vent are nice where they are now. Highly rewarding, but also a very high risk and not to be abused. I can't count the number of times I've helium'd over a pyramidion going for a ram, only to descend and rake their engines with the starboard guns.

Maybe the opposite needs to happen? Maybe the other tools need to be more punishing and rewarding. Maybe the claw should damage the engines faster, but give an insane amount of turning power.




 

Ariden:
Now that we're on the topic of squids, I'd like to add some of my observations.

I think that a Squid pilot ALWAYS needs a vertical tool, without one the ship would be inflexible in combat. These tools I use generally for dodgeing the guns of the opponent. Recently (in the name of achievements) I have been taking Droge Chute rather than Hydrogen, which causese me to fall in case I need to recover from the enemy's attack. However I noticed that when I fall, I spend far more time below combat than intended. My crew fixes everything before I can even get close to the height of the combat, and usually I spend up to 30 seconds rising up with the Squid, telling them 'patience...', while watching my ally die in a 2v1 above me.

So yes, on a Squid I can say that bringing Hydrogen is the most beneficial choice. Any falling tool such as Droge Chute or Chute Vent are not beneficial in the least.

HamsterIV:
I used to be a helium/vent fiend, but since the mass changes I have found that kerosine and tar are better for getting a pyra out of trouble.  The damage the items do to the ship did not factor in to my change in escape tools but rather the lack of benefit I received form it.

Wundsalz:

--- Quote from: HamsterIV on January 29, 2014, 01:27:10 pm ---I used to be a helium/vent fiend, but since the mass changes I have found that kerosine and tar are better for getting a pyra out of trouble.  The damage the items do to the ship did not factor in to my change in escape tools but rather the lack of benefit I received form it.

--- End quote ---
There are a lot of uncomfortable situations one can slip out of with sudden altitude adjustments where neither kerosine nor tar can help you. I personally think hydro to be one of the most powerful steering tools for tactical relocations. It can hardly be compared and definitely not be substituted by kero/shine/claw/tar as it serves an entirely different purpose. Actually, it literally operates in another dimension.

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