First off I like this thread,
It started as a response in the Flamer thread but I realized it was getting off topic but still worthy of being a topic.
Now to pick your brains, how about a double merc pyra, that is a common enough build and seems to do a good enough job, it has shatter for disable and piercing for taking down the hull, and ultimately can ware down the hull enough for a kill, i would love to hear your thoughts on this?
Support ships aren't as effected by diminishing returns due to them not needing the efficiency of of kill ships. Now, if your ally is double merc as well then beyond being a jerk, you're an inefficient jerk and will probably get smote by a good enough team.
You know, this thread kind of dips into the idea of ship specialization.
Support ships are basically forms of specialization. The more you specialize, the more specific firepower you bring and this can be effective. Its basic hammer and anvil tactics. The more you specialize, the more you rely on your teammate and the more the teammate has top specialize. If you bring too much piercing, your ally need to compensate with too much explosive. If I traded one of my artemis for a hades on my boat in the Mandarains then Frogger would then need to compensate by changing his hades to an artemis. While the number of guns didn't change that we are using in engagement, our specialization did.
Ducks have found it best to keep a relatively low range of specialization between the two ships as we want to make it difficult to choose a target. I learned this facing the classic Paddling, "Do I attack Squash and get killed by Smollet or do I attack Smollet and get killed by Squash?"
To bring this back on subject, when looking at returns, this comes up because if a ship becomes too specialized it is either targeted (double lumber galleon) or ignored (art junker)
BTW, I put this in gameplay instead of guid for a reason. This is hardly something set in stone and is far more about style than objective facts. I welcome discussion and disagreement.
Geo, this did start as a response in the flamer thread about y'all's double carro. However this is a discussion the Ducks have been having for a year now and I just thought it would be fun to get more thoughts. As i said, this is in gameplay and not guides for a reason.
Concerning the double carro, yes that is indeed true and back in my days of double carro I would heavy on my bottom deck carro and greased on my top to make use of the weapon's two skills. Overtime though the complete lack of explosive with the exception of front artemis pot shots, became apparaent as a major flaw even with a good teammate. I found with the carousel I could still get gun damage as well as I still have an art on the front.
Something I've been seeing recently is the carronade/art combo. Seeming opposites working well together. If a heavy clip barking dog is a poorman's artemis, why not just use an artemis and have explosive?