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My thoughts on the Current Galleon and where it sits
redria:
--- Quote from: RearAdmiralZill on February 15, 2014, 08:51:14 am ---
--- Quote from: Spud Nick on February 15, 2014, 05:10:40 am ---With a Galleon it's more about the crew than the pilot.
--- End quote ---
And that's wrong. A pilot gives you arcs, gives you momentum direction for your gunners downstairs, and maintains an advantageous position on the map for their boat and team. The entire crew is always important.
--- End quote ---
Pilot is always the most important part of a crew. The best crew in the world is helpless if their pilot can't give them gun arcs.
Galleons maybe require a crew to be better at shooting and understanding ammo types than on other ships, but you need your pilot to put you in position to use those tools.
RearAdmiralZill:
--- Quote ---1: regarding guns: Where are you guys in agreement and disagreement regarding the heavy guns of the galleon also being one of its major banes? As a gunner, do you find it easier to shoot a Fish's gun then a galleon's?
2: on mobility: What items do you bring with what guns as a pilot, and do you find yourself easily out positioned even with your mobility items? As an engineer, how difficult is it to keep all 4 guns functional, shooting, and keep track of the engines all at the same time?
3:positive aspects: What other bonuses do you think the galleon has, and dose it and the ones I list have many downsides to go along with it?
4:Final question on Galleon: Where do you think the galleon sits in the Meta? Do you consider the galleon a difficult ship to Pilot/Crew? And, do you think the galleon needs some love (squid does too, but later on that one) and if so, what do you think can be changed to help the galleon become easier to use and/or not so easily beaten as it currently is.
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1. A gift and a curse I imagine. Nothing can pump out damage comparable to a galleon with all guns going. It can kill a ship under 3 seconds (an extreme yes, but happens). Ill elaborate more on my mindset with the guns going down. As a gunner, if the galleon is properly flown, the guns are easier to shoot. That said, its just a natural answer to say yes, they are harder to shoot, thanks to the horizontal movement. There is a reason no forward-gun-mounted ship has two heavies though.
2. Spyglass, claw, drogue. If the enemy lacks balloon harass, then swap drogue with kero/moon for mobility and dodging. Range is a galleon's best friend. If you lose it, no tool will make you out-manuever anything. This is why you require that ally support, as well as unorthodox piloting to gain back the advantage I talked about earlier. For engies, engines should always be on their mind. Turners are far more important than the main, and thats ok because the bottom deck engie only has guns to repair. As for the guns, you dont need them all up. You need the ones you need shooting up. Back in the arty-meta, id prioritize one heavy gun to be up at all times. If I got two, that was a bonus. A galleon is a meat shield as you said. It soaks damage that your allies get to ignore. It body blocks. It is the wall of your team.
3. Ill probably repeat myself and others here. The health is a valuable asset. The ranges it can be effective at with many guns. The fact it has that many guns. The weight also plays a big role in its ability to push any ship around, use it to gain arcs and advantage. Downsides play off those. It's slow (not the slowest though in a straight line). Turning is slow, altitude change is slower. This ship doesnt like to move much, and with its plus sides, it doesn't have to as much.
4. I think it sits fine, but suffers from its borderline requirement of support from allies. That's not the boat's fault though, and shouldn't be changed because of it. Yes, it's difficult, for reasons I'm sure you know by now. It does not need any "love" (and nor does a squid). How can it get better? Players need to realize that the teamwork of this game is not only ship-wide, but team-wide.
Spud Nick:
Most captains play as a engineer rather than a pilot because they know that repair tools are more important than pilot tools. You don't really need to fly the galleon witch is why I say the crew is more important. Yes you need to have arcs for your gunners and move to cover when guns are disabled but very little piloting is required.
RearAdmiralZill:
You're not doing yourself any favors piloting with an engie. You should be piloting more than repairing. A pilot with a spanner can easily access the hull and balloon of a galleon.
N-Sunderland:
--- Quote from: RearAdmiralZill on February 15, 2014, 10:07:12 am ---You're not doing yourself any favors piloting with an engie. You should be piloting more than repairing. A pilot with a spanner can easily access the hull and balloon of a galleon.
--- End quote ---
Both going pilot and going engi have their benefits. Engi captaining allows you to bring a buff hammer on the top deck (main engi goes mallet/spanner/buff), which is a huge help.
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