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Dunes: How to approach 2 Galleons / Spires ?
Silvere:
Welp, thanks, Im gonna try a bit as soon as I find the time again, especially with a buffed balloon for some evading.
Maybe its gonna work out and then theres a big hooray, else I just switch back to fjords etc. :'D
HamsterIV:
My knowledge of this tactic is from the receiving end.
One ship goes small sniper build, like a pyramididon or junker with two mercs, the other ship goes fast kill brawler (gat morter pyrammidion.) The sniper ship acts as the distraction hanging out at maximum range and/or behind cover taking pot shots and trying to stay alive. While both galleons are distracted by the sniper ship the fast kill brawler sneaks in behind a dust storm and takes one out. In the confusion the sniper ship sometimes moves into brawling range and uses close range weapons.
This mostly works against galleons because the entire crew are on weapons and not looking for the 2nd ship. Also the pilot has a horrible field of view from the helm, and it is very easy to sneak in low.
This will not work if the brawler pilot doesn't know how to maximize his damage out put or rams at the wrong time. It will also not work if the sniper ship gets killed because the galleon crews will be looking for new targets.
Alistair MacBain:
Another thing that can work against such a ship. Beware this is totally theoretic now. I dont actually know if it can work out. In theory it can work in reality it might fail horrible.
Get a engineer with a buffkit and then grab a certain distance in his sight with one ship.
Get a buff on engines, especially the turning engines and the balloon.
And then play duck. Let them shoot you but try to force the enemy captain to use his phoenix claw.
On one side this hold the enemy busy which can force them to not shoot. Secondly the movement makes their aiming much harder.
And on one point you might get his engines by forcing him to use phoenix claw alot. Even if they break. Barely alive turning engines can be enough.
When you get this timing your ally can charge in and kill one of them really fast. Then you can advance and get into the real battle aswell.
As i said this is pure theory and might go horrible wrong. Not sure which distance is perfect for this. Cant be to far away but to close isnt helpful aswell.
Captain Phil:
Well, if you want a cheese win vs a double galleon sniper build, run mobula with merc and arti. using lesmok rounds on the artis.
--- Quote from: Omniraptor on April 06, 2014, 02:59:46 pm ---Obviously you should move BEHIND the clouds (not inside them) for as long as possible so you don't get lit up by flares.
--- End quote ---
There are sneaky ways of shooting flares to reveal enemies behind clouds.
vyew:
Well, as mentioned previously Dunes is great for snipers, so if you want to take out a sniping team with your close range ship, you are already at a disadvantage :)
That being said, I think taking a sniping ship to counter another sniping ship gets old after doing it too often, so what I usually do is have me and my teammate agree on which one of the lanes we are going to rush down-the left side ribs/tunnel, the right side around the leviathan/juggernaut/crashed ship, or just straight down the center.
Skim the desert floor, because the sniper team will probably sit at maximum height to look over the clouds and get extra range on their guns. Try and remain hidden behind cover until you are as close as possible, then rush one enemy ship together. Increase altitude at the last possible second.
This doesn't always work, but it's more interesting than a 40 minute sniping match ;) That being said, sometimes you'll just be up against a really entrenched and experienced sniper team and there is nothing you can do-not to mention an uncooperative or rush-happy teammate. Just try and have some fun ;)
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