Info > Feedback and Suggestions
My thoughts on the Current Galleon and where it sits
Captain Phil:
--- Quote from: Spud Nick on February 15, 2014, 01:41:11 am ---There is only two ways to play the galleon. As a sniper platform dishing out a large amounts of damage from afar, or as an aggressive brawler ramming into your target and swinging around those broadsides. Both od witch require a good captain and a even better crew. A very hard ship for pug matches.
--- End quote ---
Problem with sniper galleon, good bet someone on the other team will just go mobula and shut you down. Have it happen to me all the time. And good luck getting all 3 guns to shoot accurately afar.
Spud Nick:
The sniper galleon also requires his teammate to protect him. Something you don't get a lot of in pug matches.
Spud Nick:
http://www.youtube.com/watch?v=KqEqxAXW-84
Dam you sniper Mobula!
Captain Phil:
As said, way to many things going against the galleon if you try to fly without your own stacked crew that you have practiced with a lot before hand.
Omniraptor:
In pub matches, I've had good results against pyramidions builds with the old gatling/double hwacha port side. The two hwachas let you output a lot of disabling rockets, which serves to mitigate the hwacha's inconsistent damage ouput. The gatling obviously eats through armor and hwachas finish them off. This build works well against people who think they can outmaneuver a galleon, to which your hwachas reply "outmaneuver using what?" If anyone attempts to facehug you, you can facehug them right back, just more effectively.
As for sniping, the galleon can output more firepower at longer range than anything except a spire. The problem is, lumberjack is hard to shoot while artemis is still pretty easy. With low-skilled gunnery on both sides, the LJ galleon will lose to artemis/merc/whatever spam. With good gunnery, the LJ will literally gain the upper hand over the other long range weapons :)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version