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Squid Love

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Thomas:
Well with galleon and pyra (the two slowest turning ships) they both turn faster than the squid can run around them (when using phoenix claw). I often use a little boost of kerosene to keep the chase going, but after a short bit of this they figure out that they can change directions faster than I can (squid has a lot of momentum), and just turn the ship the other way.

The story changes a bit for the galleon if you try to stick to popping his balloon and sitting over them, but if they do manage to get some shots on you before you can start sinking them, it quickly becomes a bad situation for the squid.


Overall the squid is a really risky choice, and the reward for doing well with it isn't all that great.



Personally I go with a murder squid and bring a gat or flamer and a mortar. Trying to squat on a ship by breaking their balloon and such takes waaay too long, and often results in their ally coming to the rescue. The flamer can be  a great choice, unless they bring chem spray, at which point you might as well be throwing flowers at them. The gat works better at stripping the hull down, but has smaller turning angles so it's harder to use at the same time with your side gun, and much less versatile than the flamethrower.

In theory you should easily be able to get a double artemis going, or even possibly a hades-artemis combo. But then you're stuck at that range, and the ship's sudden movements make it harder to use with long range weapons. Especially if you go for precision aiming at components.

Ruairi:
In my personal opinion after flying both disable and kill squids, the most frustrating issue is the ability for engineers to effectively keep the engines in good condition. (Especially when you are attempting to use the bifecta) As a result of this the moment one engine becomes significantly damaged or disabled the ability for the squid to continue the engagement in considerably reduced, in addition to this its ability to effectively escape is also hampered...

If the squid was to receive any adjustment I would recommend either making the lower engines in particular more accessible for repairs or increasing the health of the engines as a simple but small alteration. (The later option may have repercussions with rebuild time however... xD) Or in a more extreme adjustment perhaps even a slight increase in acceleration or manoeuvrability...

P.s. Gun arcs shouldn't be tampered with as one of the strengths of the squid is the alternate bifecta.



Spud Nick:
I think we need N-Sunderland to teach a parkour class.

Ruairi:
Parkour certainly works, but in the off chance you catch a Hwacha volley or a few burst Artemis to the engines... good luck! Cos you'll certainly need it... Especially when against experienced players!

macmacnick:
...the squid doesn't really need a faster top speed as much as it needs a higher acceleration rate...

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