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Pyramidion Side Guns

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DJ Logicalia:
I've been trying to figure out how to make the Pyra's side guns actually useful. On basically every build I have, on 3 I have a flamer for emergencies (i.e. we get surprised on port side) and a Flare on 4. But the goal, even if side guns are temporarily usable, is to get the front guns back on target.  The best I've come up with is a dual gat and a flak/mortar on the side, but that basically turns it into a slightly more risky MetaMidon. Is there anyone who runs a Pyra with useful side guns, or are 3 & 4 doomed to forever be emergency Flamer and Flare holders?

GeoRmr:
Hey there, I thought about this a few months ago when I realised that the number 4 weapon slot on the pyramidion is probably the least used weapon slot on any ship in the game - so I decided to make a build where it was the primary gun:

1 2 3 4 carronade artemis artemis hades

Got yourself a standard carrot pyramidion with the carronade artemis up front with strong disable and enough kill potential to be a seriously threatening build in its own right. Mid to long range, run your gunner on the aft hades and then fly it sideways like a junker for double artemis hades trifecta. That's right, it has good arc with all 3 guns! The ship pairs well with a twin-ship, metajunker, galleon, or metamidion ally.

Edit: You want your gunner to take lesmok and greased for the hades and heavy-clip/incendiary for the carronade (+they can also use the greased rounds) depending on the map and ally you can keep tempo and be aggressive, using the heavy-clip carronade to disable guns as well as the artemis, or sit back and midrange snipe.

Mezhu:

--- Quote from: GeoRmr on October 04, 2014, 06:01:59 pm ---.stuff

--- End quote ---

This actually sounds legit as fuck. I've never paid any attention to gun 4 other than it being a utility flare slot, and I generally dislike 'dual' pyra builds consisting of long and short range faces. This build however sounds easy to pull off, with a proper gun combination and all the vital parts of the ship being easily accessible by the engineers.

I have to try this now! Although I guess I'd rather use a banshee on 3 for the faster turning and shooting and permahull dpc, and of course for the sound effect.

GeoRmr:
Here are the lateral gun arcs if you're interested ^^





Thanks [Rydr] Extirminator for graphing them.

Crafeksterty:
Is it really that difficult?

It depends on how you focus your effeciency in battle.


For example. Lets say your front guns is short range. Maybe add in some kind of quick to use long range for situations that you know cannot help on your current range. So instead jump on side guns to  help as much as you can.

On another note. Have your side be the MAIN but only use the front for the approach. In this case.
My pyra and the only pyra i have is Double Mercury Front (For the effect of approaching and giving off pressure)
My side guns is Gat mortar. (By the time they are pressurised by double merc, im in with a ram or giving in gat mortar from the side)

But there will always be drawbacks.
Gat mort on side cannot chase.

Long range on side can be hard to decide when to use it depending on map.


In most cases having a disabling combination on the side is the way to go because you will want to ram slightly to the right so when you miss your side guns are on target for the side guns to be used as you try to turn for your front again. In this case, a Carronade/Flamer + Flair is the best because at that spurt of moment, you wont be able to have 2 guys on both side guns.

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