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If you were to add a tooltip...

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HamsterIV:
Ramming hurts both ships equally, so only ram when the enemy is almost dead and you aren't.

The ship will turn faster when the throttle is set at neutral.

The most efficient crew is one where each member has an area of the ship they are responsible for.

Most of the time an engineer can still shoot as effectively as gunner, but at not time can a gunner repair as effectively as an engineer.

The Commander's slot on the ship allows a player access to captain's chat in game, as well as the setup of the ship the crew will fly in the coming match. The player in that slot had better be ready for the responsibility.

Abandoning a match as captain of a ship, while there are still live crew members trying to win, is the 2nd fastest way to gain a negative reputation in the community.

Omniraptor:
@hamster, ramming damage is not equal, it's based on relative mass of ships. The force is equal to both sides, but kinetic energy is not, so heavier ship takes less damage.

http://hyperphysics.phy-astr.gsu.edu/hbase/truckc.html

HamsterIV:
That is how real life physics handles it, but I am pretty sure the armor for armor exchange on a squid to galleon ram is 1:1. it is just the Galleon has more armor to soak up the damage. Post impact velocities are another thing and much more important if you are trying to wall or goomba stomp the other ship. Unless some from Muse corrects me, I am going to assume a hull to hull / armor to armor ram applies the same impact damage value to both ships.

Sprayer:
See hamster, you don't test it by rammimg armor on armor but bloon on bloon. All bloons have same hp and that's how you find out that the heavier ship actually takes less damage.

Squidslinger Gilder:
-There are no allies or enemies when using mines, only targets.
-Jumping off airships is not an official Olympic sanctioned event.
-There is no "i" in team, but their is an "i" in pie. Fly with pie, it does not lie.
-<Insert any Codex of Zuka entry here>

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