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Some obvious or not obvious inquiries
obliviondoll:
I've heard a lot of people describe the Junker as a mini-Galleon. I think that's the first time I've seen the reference go the other way.
Sounds a lot like how I feel about both ships. I actually expected to dislike the Galleon when I first decided to pilot one anyway - a decision primarily motivated by a desire for FIREWORKS (I loaded up with Hwachas and Rocket Carousels for the 4th of July). I've also been very surprised at how much I've enjoyed being a crew member on board a Squid, which I thought would frustrate me.
But in terms of handling and playstyle, the two ships are very similar. The Galleon is more stable, while the Junker is more agile. Both are very focused on setting up broadsides, and both benefit from having a pair of complementary weapons (or more) firing into the same target. Both are extremely slow compared to the other ships out there, and they're the two most heavily-armoured ships in the game (although the Junker lacks the huge permahull of the Galleon).
Hummin:
--- Quote from: Claxus on July 07, 2014, 05:28:10 am ---I trust my gunners can aim decently even while moving, with most weapons anyway. I gungineer'd a lot and had no trouble shooting some guns like flak or mercury field gun even as we flew at higher speeds... Honestly I don't plan to use something like mortar because it was too unreliable for me.
--- End quote ---
The galleon can move, and it often should. However, I don't want to come across the wrong way here. Accuracy will almost always be better when you have a stable platform. Be cautious about how much moving you expect gunners to compensate for... it comes with experience.
Certain types of motion make certain shots nearly impossible. Here are a few examples:
* flak/lumberjack + chute: I can hit something close and level, but that's it
* mine launcher + chute: usually direct impact, it drops very far
* gatling + anything: not a big deal
* lumberjack > 2km: can compensate for VERY predictable movements, but left/right rocking makes leading impossible. Unexpected altitude changes are also a problem. Cannot reliably lead squids or fast-moving ships
obliviondoll:
Most competent gunners can compensate for consistent and relatively slow movement. In most matches, I keep my Galleon moving ALMOST all the time, including while lining up AND taking shots. I rarely expect my crew to be landing shots while the throttle is above 2 points in any direction, unless I'm adding counter-thrust to slow us down.
The important think isn't so much the speed you're moving, but your STABILITY. I won't expect a gunner to land a shot outside of close range while I'm turning, and I won't expect them to land hits when I'm throwing their aim off with unexpected up- or downward movement.
As long as you keep any movement consistent and predictable, a gunner will usually compensate - often without even realising they're doing so. I've had a gunner ask after a fight "were we moving backwards?" when he'd been almost landing every single shot with a Heavy Hwacha at long range (Heavy Clip is awesome).
"Yeah. I thought you knew?"
Captain Smollett:
The art of piloting a Galleon is three fold:
1 and the most important is positioning. Understanding where you are in the map, where your ally is and where your enemies are and choosing the location to fight that leverages best your ships advantages will almost always win the engagement.
2 battlefield awareness. The Galleon pilot has a commanding view of the battlefield as does his top deck engineer. With a flare on the rear gun the pilot can flare up clouds and communicate to his allies what is happening on the battlefield and which target is priority.
3 Engineering. Whether you choose to pilot as an engineer or not, the pilot of a galleon has more engineering duties than on most ships. A good Galleon pilot should be maintaining the balloon, repairing top deck components when turning isn't required to allow the engineer to shoot more and rebuilding the hull when it breaks to further the ships tankiness.
At the end of the day the Galleon wins by firing more guns for more damage while having more health than their enemies. If you can create the situation where you can engage while accurately firing all your guns at all times then you've essentially already won.
Don't forget to find yourself some good and trustworthy gunners to play with you consistently. No matter how much firepower and health you have, poor gunnery will lose you the dps battle every time.
GeoRmr:
1 yes it is useless
2 yes they can load ammo for other people to use
3 moonshine is always best
4 aft gun on a galleon + moonshine ram insta kills any ship - they're still working on the harpoon mechanics
5 explosive damage has a chance of setting fire stacks, but no its not really worth it.
6 don't even go there.
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