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Evasion and Approach on a Pyramidion
pandatopia:
Hey yall,
I've been learning how to fly a pyramidion better, and I was wondering if you had any tips on flying a metamidion, flamer/mortar, flamer/carro close range pyra.
I found the pyra to have a godawful turn speed, lazy balloon (though too fast with hydrogen...I need to get used to this), and I don't have too high of a success rate on ramming.
With claw as a given, what else do yall use? Moonshine or kerosene? Hydrogen?
And what are some tips for approaching ships that haven't spotted you yet? What about if they've spotted you? I've been relying on speed and charging but that doesn't work well vs hwachas or other fast ships who can just back away from you.
What if you're attacked from behind? I haven't had much success running away or disabling ships that come from behind, esp more maneuverable ships like goldfish and squids.
redria:
I'll just leave this here. ;)
https://gunsoficarus.com/community/forum/index.php/topic,3222.0.html
Ramming is best done carefully. Don't commit to a ram unless you know you will keep gun arcs through it. It is better to not ram if you would lose arcs. Especially against junkers, charging them and paying attention to where they are going, then slowing down and just lightly booping their balloon so you don't fly past them is probably the best bet.
Kerosene is my personal favorite over moonshine, but that is only because I never let off the gas, and my engineers could never keep up with moonshine.
Hydrogen is a must, just to get out of sticky situations/dodge rams/get out of blender situations (what?).
Being attacked from behind, you will probably want to reverse hard towards them and try to slip past them, or if you have the opportunity, surge forwards and slip around cover.
If you get blended, you might try slipping down to the ground, and getting a rebuild and mallet hit as you bounce and hit a split second of hydrogen to rocket past a ship that is descending as fast as possible to try to keep you in arc. It can work better than it should.
Alistair MacBain:
Im not the most experienced pilot but in most cases i go with kero, claw and hydro.
As mainly engineer i know the pain of moonshine to repair against. And i dont think i need the extra speed unless i want to do really fancy things and ram alot.
Claw is a must have on most ships and the faster turn keeps my deadly front on the enemy. Also lets me turn with an enemy when i dodged him.
I love hydro on pyras. Getting low? Pop hydro and go above the enemy. use the claw to keep facing the correct direction and at the time your enemy is in arc again you are ready again to fight.
Ps:
Metamidion: Gat mortar pyra.
Imagine:
The biggest mistake I see captains make while flying pyras is the tendency to charge, and then keep charging while you could easily lay off the throttle and let your front guns do work for you. Many new captains just keep rushing forward, get evaded, and then expose their backside to their enemy. So, my advice is to know when to stop so you don't put yourself in horrible situations.
SuperPrincessPeach:
Just dont get cough off by the squid or else its gg no re...squid will out maneuver u like a bitch
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