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Help with strategy (Lumberjack Goldfish)

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Imagine:
My choice of ship for lumber is actually the Spire, but that can be a difficult ship to handle.

Thomas:
Chute vent is a good choice, a lot of pilots carry hydrogen instead. So if you're more likely to be able to slip under them and get away. Although with their balloons popped or at the very least damaged, hydrogen might work out better in a lot of situations. With a damaged balloon, they have a harder time of following your ship up and down anyways. You don't really need drogue chute unless they're going to be popping your balloon a lot. When using chute vent, just tap it once; the effect continues about 3 seconds after you stop using it.

After using your chute vent or hydro, follow up with some tar or kerosene. As a lumberfish, you usually don't have to turn as fast, so you might be able to bring both the tar and kerosene. Most pilots tend to bring the phoenix claw for those hard turns.

For side guns, having a flare is good, but you might want something in the other slot to use for when the enemy gets too close. A flamethrower, carronade, minelauncher, or something like that could help.

Finally for the gunner, try to get them used to firing lochnagar rounds. A single loch shot from the lumberjack will pop a balloon, and the loch ammo reduces the arming time significantly. So when they start charging, pop that into their balloon and use that time to re-position yourself.

pandatopia:
Also have your gunner go mallet and lochnagar shot.

Those chumps that think they're safe within your arming range? Not a chance!

Instapop balloon, guns, and hull in one go.

Spud Nick:
I would use kerosene, phoenix claw, and hydrogen as pilot tools. Start off flying low to the ground so you can keep your ship hidden from the enemy. This will also give your front gun some cover because most of the shots will go to your balloon. Fly backwards as they charge you and pop there balloon. Even if there balloon  doesn't go down before they close in you can use hydrogen to rise above them, Spin 180% using phoenix claw and burn more kerosene to get some range.

For side guns I would use a flare on the left and a carronade or flammer on the right. The carroande will let you continue popping there balloon if the front gun is within arming giving you the kill without having to burn distance again. You can also use a mine on the right and angle your ship so they deploy right in front of you. Making it difficult for charging ships to get close.

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