Main > Gameplay
Pyramidion Side Guns
CheeseAlmighty:
The Mighty Roqufort has an hades artemis front, metamidion side. It's good to finish off that pesky squids after butt-ramming them. :3
Also, gatling and artemis have overlapping arcs, so you can keep your balloon running, if those carronades want your buns. Also, it's a junker in disguise(that, if you have a banshee instead of a mortar.). Fun times. Fun times.
HamsterIV:
One of the big advantages of the pyramidion is that the forward facing guns are close enough together that a single buff engineer can keep them both buffed. In my case I sometimes run buff pilot and let my main engineer fly the ship while we are at long range. I like putting the long range guns on the front so my side guns end up being gat morter or cannonade flame. If my crew is very good I give them mine launchers.
The main idea is to be so threatening at long range that you force the enemy to charge you at which point you enter a gat/morter duel against a weakened foe.
Make sure to give the transition order 4 secconds before you need the side guns shooting to give the top deck gunners time to get to their side mounts. I have been using the command "One more clip then go to side guns" that way I time the transition to when their last round fires.
Richard LeMoon:
My original Pyra build (Forty Five Special) has an Art/Merc front, Flak/Banshee side. Was and still is pretty effective as a control and destroy ship. Break everything with Merc and Art, swing to a specific angle once in range while the gunner drops to Banshee. Art continues disable while the other guns finish them off. Fun ship to fly.
macmacnick:
Side mines are a fabulous choice for a pyre's sides, especially if your main engi is good with them. (You can have it so if an enemy is close, you have your top deck engi repair and the main mine, works fabulously.)
VomAct:
Mines or Banshee also work fantastically in 3, Flares in 4.
Mines have some of the widest arcs of any gun in the game, and it can be really useful to have a main engi with incendiary or lochnagar rounds to follow up a left-deflecting ram with a mine, it can knock your enemy back into arc of your front gun.
Generally banshee is nice as well, for wide arcs and little more killing power, plus it is easier to use. Another good idea is to have your main engineer bring heatsink for the extra turning speed and the third shot in your flare gun.
Which reminds me, flares are fantastic in slot 4 because if your gunners can't see the enemy ship, they probably can't hit consistently even if you have the spot.
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