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Some obvious or not obvious inquiries

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Omniraptor:
As a galleon, don't expect any especially fancy flying- your high armor and hull are what keep you alive more than anything. For that reason, I usually pilot as an engineer with mallet/spanner/buff and phoenix claw as the helm tool. When traveling (not in combat) I tell the main-deck engineer burn kerosene.

It seems to work well enough- we get bonus repair/rebuild power for tanking, and maneuverability for combat, and I can buff things while we're traveling with kerosene. Of course, this setup only works if you can trust the gunners to spot targets.

For reference, this setup uses a pilot/engineer, a main engineer, a gungineer, and a gunner.

Alistair MacBain:
For a pilot i either suggest a spanner or a wrench. If your needed to repair a close component (example junker or galleon balloon) and not just rebuild it when things get extremely messy then the wrench might give you more. In other cases when you only leave the helm to rebuild close components then your better with the spanner.

For a Galleon you need to learn to park. Sounds strange but thats it. Depending on your guns you can do this earlier or later. A moving Galleon is a nightmare for gunners and engineer cause they will get extremely hard shots. You want to move in range and arc fast and then wait for the enemy to die to your enormous firepower. You shouldnt do fancy flying or maneuevering. Get in position and get the kill.
You are a tank so you need to fly like that. Dont freak out when your armor dies once. You get an enormous Permahull to save you even longer. And its not like you can fly away from anyone.

Hummin:
I would say the above is all solid advice for a novice-moderately experienced player, but don't let it limit you once you get really good.

For example, on a Galleon: As a gunner, I want a relatively steady ship w/ good arcs when the shot will count.  I can compensate for a predictably moving ship just fine when needed.  The Galleon does park well, and it's a good tank, but I've seen it used to successfully take and hold points on crazy king.  It can't chase squids, but it can move quickly enough with kerosene.  And it can certainly ram kill.

Flak (heavy and light) do non-negligible damage to armor.  When you've watched a full clip of gatling mostly hit the hull, and you know the hull's about down, you can often break hull and then kill with well-placed shots.  Waiting until hull break is safer, but a good gunner will know when to break the rules.

Claxus:
Yeah, I'm not expecting to do much acrobatics, but the ship just felt very controlled to me. When I read 'the hulking tank' on the site, I expected a molasses cannon. But I think it's surprisingly agile for what it is.

In my time playing, I've really enjoyed playing the Junker. I love its survivability and broadside capabilities. I think by far I've been most successful with it. It's slow, but enough to squeeze out some maneuverability. Well, Galleon is pretty similar, I think, like a bigger Junker. It turns way slower, but I don't think it's much slower in speed. It felt steadier to me somehow.

I know I'm not nearly as experienced, but I really want to push the Galleon's capabilities to its limits! My top focus in combat is good arcs for the gunners, but I don't want to just rely on the armor if I can move well, you know? It has movement stats, I'll use them! I like to keep momentum, with the Junker, it's gotten me through some crazy stuff. Granted, Galleon's no Junker, but I feel it's enough for me! I mean, sure, I'll tank if I know we can pile some decisive shots (done some parking with Junker), but to me, the most important things as a pilot are survivability and momentum.

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.

If a balloon is down, what happens if you shoot it? Will say, flak, still just hit the balloon if you shoot below you at a ship, and do nothing to the hull? Should I try to crush them at that point then?

Alistair MacBain:
Once the balloon is destroyed all damage dealt to it will transfer directly to the hull using the modifiers for armor/permahull.

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