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Squid Love

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Spud Nick:
Do we need every ship to be effective in competitive play?

RearAdmiralZill:
It doesn't need any changes to its stats. Its the best ship at disengaging from a fight, getting back into the advantage and then going back in. I don't want some yellow drone floating around my ship 24/7.

The only reason it has fallen back is from fairly recent changes like the carro nerf. Side gun arc adjustment might help, as the gat/mortar combo just either doesn't overlap at all, or its very slight (I cant remember which). Its pretty limited with guns because of the need for overlap like that, so i'd look there first to help it out and broaden it's options, unless that was put there on purpose.

While many people like to say the goldfish is a support ship, a squid is THE support ship. You get a max of two guns on the same arcs, but the speed and movement to really pester someone if you do it right. You are bait. Be bait. You are not a fighter jet, you're in a blimp.

Thomas:
They don't overlap, but you can hit the same target with them if you're close enough.

While I do love being bait, that shouldn't be the only role for the squid to fill. While it is still maneuverable, it's extremely easy to keep in the sights of even the slowest of ships. You get disabled by a galleon, and it's over. You try to run from a pyra, and it will wreck your day. This is even with using pilot tools. Against good pilots, the squishy squid just can't slip away.

Personally I alternate between ambushing and baiting as a squid, depending on the situation, and it's usually a mixed bag of results depending on the enemy. Against not as experienced players, it's pretty devastating, but against an experienced enemy you've just saved them the trouble of going to look for you.

I've played as a squid and against squids quite a lot. I even wrote a guide trying to get players to fly squids differently. You just can't use it like all the other ships, you have to try so much harder for it to be effective, and even then it's a gamble.

RearAdmiralZill:

--- Quote ---While I do love being bait, that shouldn't be the only role for the squid to fill. While it is still maneuverable, it's extremely easy to keep in the sights of even the slowest of ships. You get disabled by a galleon, and it's over. You try to run from a pyra, and it will wreck your day. This is even with using pilot tools. Against good pilots, the squishy squid just can't slip away.
--- End quote ---

It isn't the only role, but many people I see taking squids just don't even give that a thought. Your assessments vs a galleon and a prya haven't been my experiences. Galleons are pretty hard countered by squids if they get into the blind spots (which they have the speed to do). A pyra is more tricky for sure, and will usually require a few disengagements. You need to get them into a turning fight, and if that's not working, make them turn the opposite way of your escape and zoom off. All that time, they are looking at you, and not your ally. I've won with squids in competition like this.


--- Quote ---Personally I alternate between ambushing and baiting as a squid, depending on the situation, and it's usually a mixed bag of results depending on the enemy. Against not as experienced players, it's pretty devastating, but against an experienced enemy you've just saved them the trouble of going to look for you.
--- End quote ---

That's the essence of a squid really. Either you get in there successfully, or not. If not, you can leave and try again. If so, you cause the havoc while your ally takes advantage of it.

Now if only junkers didn't turn so fast...

Sammy B. T.:
It would be interesting to see the HP nerfed to give it insane balloon buffs. However the light carro balance as Zill pointed out was pretty much a nail in the coffin (its not like the squid was seeing a lot of competitive play before the carronade balance)

Squids though are currently a great hard counter to galleons and pyras, I'm not sure what Thomas is talking about.

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