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Major and Minor Playstyles

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Omniraptor:
Flare gun is mostly used by reactive ships with extra gun slots, such as galleon, spire or mobula, or by pyramidions where the pilot is going easy on tools and the main engi has too much free time.

I would also say the hwacha is a universalist weapon which can perform in pretty much any role, leaning slightly towards C and A, but also quite capable as R. However it suffers from slow projectile speed making it easy to dodge at long range.

Same goes for lumberjack/hades, they're 2 sides of the same coin- can deal tons of damage and perform in any role, but only at a certain range.

Dutch Vanya:

--- Quote from: Omniraptor on April 21, 2014, 11:23:26 pm ---Flare gun is mostly used by reactive ships with extra gun slots, such as galleon, spire or mobula, or by pyramidions where the pilot is going easy on tools and the main engi has too much free time.

I would also say the hwacha is a universalist weapon which can perform in pretty much any role, leaning slightly towards C and A, but also quite capable as R. However it suffers from slow projectile speed making it easy to dodge at long range.

Same goes for lumberjack/hades, they're 2 sides of the same coin- can deal tons of damage and perform in any role, but only at a certain range.

--- End quote ---

Extra gun slots on a spire? Not if you use it to it's full potential.

macmacnick:
Hey, Flares work excellently on a hwachafish (or on a lumberfish with a decent ally to support and a decent Lumberjack gunner), but always, always bring heatsink for the flares. Extra control is beautiful.

Piemanlives:
Going by both the original post the recently posted weapons list, my play style (at least going by my standard build) Is built around an AC combo of Banshees, Light Carronades, and a singular Howitzer.

The Howitzer is good for setting up close in engagements when used correctly on the approach, singling out dangerous weapons allowing you to get in more or less unaccosted, it can also be used to deter enemy vessels from a distance or support an allied ship.

The Carronade is more or less obvious in its use, disabling components and taking out their balloon forces them to prioritize either keeping their ship afloat or being able to deal damage and hopefully taking out the Carronade that's keeping them down, either choice is a valid option, if the carronade is out of action it gives you a few moments of breathing room to either strike back or link up with an ally, however prioritizing the balloon hands you survivability because you're not sliding around on the ground taking damage, giving your ally time to move in and assist you. 

The Banshee, with its radial fire setting can be used as a reactive weapon, a control weapon, or a DPS weapon, it's reactive in the way that you can use it to force crew members off guns when you find your self under attack, however coupled with its impressive firing speed it can deal a decent amount of damage against an unshielded hull making it a decent DPS weapon. If we look at it's fire starting ability however it can be used to take control of the field, throwing both explosive damage and setting down fire stacks is an effective way to disable a ship, with multiple components taking damage from both damage types they'd have to prioritize either making sure they can stay afloat or again, deal damage.

That might all be a grave misconception, it also reveals how I play but than again that's no secret either.

Alistair MacBain:
Heavy flak - AR

While a HFlak is kill oriented i wouldnt call it an A weapon.
Thats just due to the fact which ships can utilize it.
That are Spires and Galleons. Not gonna count the fish as a viable option with a flak.
Those ships arent a DPS ships imo. You lean more towards a R style of game. See what the enemy does and pick him of on longrange.

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