Main > Gameplay
The Art of Ramming Theory
RedRoach:
My concept of Hit-and-run is pop balloonm, disable guns with flamer, then run away so your ally has the heat taken off him for a few seconds.
Back on topic, I feel that ramming needs to be acompanied with hefty piercing power. One doesn't simply charge at a ship with full hull armor using a flamer - hades and expect the ship to take any damage.
Sprayer:
--- Quote from: .Daring Do. on November 17, 2014, 10:06:51 pm ---[...]
I've come up with a theory... not sure if there is a established theory but I think the damage is calculated by the speed and newton mass compared to the speed and mass of the other
In theory the more mass and speed the more damage that's applied to it's opposite.
[...]
--- End quote ---
--- Quote from: .Daring Do. on November 17, 2014, 10:06:51 pm ---[...]
I've come up with a theory... not sure if there is a established theory but I think the damage is calculated relative momentum of the ships. In theory the more momentum the more damage that's applied in total.
[...]
--- End quote ---
Fixed it for you. In school they teach momentum=speed*mass which should be a good enough approximation for this game. I assume the total damage done to both ships is dependent on the momentum the ships have relative to eachother, while the ratio of damage distribution is equal to the ratio of their masses.
.Daring Do.:
Kerosene can save your engineers work and more stable.
But if your Daring and aggressive use moonshine... wisely.
Kamoba:
Double Gatling moonshine on Paritan rumble... *drools*
.Daring Do.:
*** ADD ON ***
Pin Points
In theory, I kinda mapped out the center mass of each ship to apply max force to cause max damage. Take in account for the enemy turning and movements as factors that may vary. I Alway thought the middle of the ship is where the hull is and that can be true as well.
Gold fish- Looking at the gold fish on the right side (position of the _ slot) you want hit between the 3rd and 4th panel to the right or ideally between the helm and balloon
Junker- Near the 4th slot on the junker there is a metal barrel or something you basically want to hit that or right above the 2nd slot
Squid- you want to hit the ramp that leads up the the balloon or between the hull and balloon
Galleon- Even if you could there's a construction beam right bellow the smallest lowest balloon from the front of the right of the ship you want to hit the first circle closest to the front of the ship
Spire_ its basically a stick from bottom to top but on the side you want to hit the stairwell that connects the bottom to top
Mobula- pretty straight on but on the side you want to hit between the upper guns and the main engine
Pyramidion- on the balloon the is a construction rail (boxes with diagonal lines) you want to hit the 4th box to the right or the top of the staircase that leads to the helm
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version