Main > Q&A

Some obvious or not obvious inquiries

<< < (5/7) > >>

obliviondoll:

--- Quote from: Claxus on July 09, 2014, 04:31:40 am ---So yeah, I'm really wondering what to do if a ship focuses on disabling your balloon.
--- End quote ---

Drogue Chute is useful if you find your balloon dying a lot.

Making sure you target enemy weapons with Gat, Artemis or whatever other Shatter damage you can hit them with before they get close.

A dual Carronade Squid or a Heavy Carronade Goldfish can keep your balloon down pretty badly if you give them the chance. Using a Chute can help you to avoid that problem, and having Shatter weapons to stop their damage output can resolve it long-term.

Alistair MacBain:
One heavy flak or one manticore is enough if you can time it correct. One clip of those can kill anything thats not goldfish or galleon in one clip. And if you face those two youve got other weapons to deal damage aswell. Dont just sit on one or two damage types. Mix them to get the highest amount of distraction and kill.

As said with the gat flak combination ...
The Flak does no damage agaisnt anything thats not permahull. Exlosive modifiers are just crap against anything except permahull (hp).
Yes a gatling can strip armor quite good but theres no point in doing that for a flak if the enemy is already at 450m where the gat has its maxrange.
Then you have the flak shooting once armor is stripped but theres that 300m window where the enemy just needs to get close to render your flak useless. Rather take a mortar ... 400m range and a even faster and safer kill than a flak. The flak has its use. But that isnt in closerange brawl fights. A good enemy will just abuse the weakness of your pair and you will rendered useless. A gat mortar as a closerange pair is way harder to abuse.

obliviondoll:
Just remembered what you guys are forgetting when it comes to Gat/Flak... and what I had neglected to bring up as part of the reason the pairing can work well. I still won't say it's an ideal pairing, and for the most part, Hades/Flak at long range and Gat/Mortar in close are better options, but it's still something to consider.

Ammo types.

Lesmok in the Gat, and now you're landing hits beyond 600m. Load Incendiary or Greased Rounds for the Flak to reduce speed and thus arming range, and you just doubled your 300m firing window. Alternatively, you can load the Flak with Charged Rounds for a harder hit or maybe even Heatsink Clip to ignore that Flamer Squid that's bugging you while also widening your effective damage window AND adding ammo to your clip.

Claxus:
I'll try out some better weapon combinations, and maybe suggest our crew to bring some of those ammo types if I do keep trying gatling+flak. And I honestly forgot about the chute, I never had a situation in Novice games where I really needed it, but I should probably have it on a Galleon due to it being such an easy target for flechette.

As a Galleon, do people expect a certain offensive role? i.e. do most people prefer a good Galleon to fight up close with mortars? Or is going with a heavy long range set a valid preference?

And for Galleon's starboard, is it more of a secondary resort? Having only heavy weapons on that side seems unable to get past armor...

Oh, and an irrelevant question. How's the Mercury Field Gun? I ran with Pyramidion's C preset in novice games, which has that and a flak as the fore guns, but it didn't feel too exceptional. Is it just for poking?

Alistair MacBain:
even lesmok doesnt make it viable. The spread for a lesmok gatling is just way to big to reliably hit armor. If youre not shooting sth as big as a galleon (which btw has guns on the side which you rather dont want to hit when aiming for the kill) you almost always miss alot of the bullets.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version