Main > Q&A
Working up to galleon as new pilot?
VomAct:
As for Galleon piloting tools, I would suggest taking phoenix claw and moonshine for little maneuvers and drogue chute for when you get blended. Many pilots disregard the back gun, but putting a mine launcher there can save you from blenderfish and squids (they loooooove to hang out back there). A particularly effective close range build is a gatling/hwacha/h. flak on the port side. If you want to go long range, I would suggest putting a hades instead of a mercury on the top, as it works better with the LJ arcs up close. Biggest weakness of a galleon is that it cannot control engagement range, so try to stay out in the open with long lines of sight and an ally with a flare gun.
Arturo Sanchez:
sounds like you're already on your way. Thought I don't encourage ship favouritism. Many ships hold many different uses for several given situations. A galleon has key limitations that won't help make it useful on every game
e.g. ships that easily counter a gally or a crew that can't handle maintaining a gally.
ShadedExalt:
If you're not playing seriously, bring moonshine and a harpoon on the aft; if someone is foolish enough to go behind you, 'poon them so they can't escape, and then turn on 'shine and ram them. Squids have a tendency to just smoosh against your rear.
Pind:
Is that rear gun something that is manned by the pilot usually?
Also, whats your opinion on the range finder in a long-range setup?
Alistair MacBain:
The rear gun is either managed by the top engi or the pilot. This thing is more of a utility or emergency tool. A flare or a mine or something along those lines. You will never want to actually activly use it.
The rangefinder isnt useful.
An experienced gunner/gungineer wont need it for lj and hflak and a new player cant utilize it as he doesnt know which dot refers to which range.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version