Info > Feedback and Suggestions

Pyramidion needs more love?

<< < (6/9) > >>

Dutch Vanya:
Dutch Vanya, champion of casual scrubs everywhere, lookin' out for y'all.

Kamoba:
Dutch take my salute for defending the "little guys" :)

easy way to balance it out.... don't fix the hit boxes on the engines.... that's an automatic nerf to the pyra in itself.... :(

Dutch Vanya:
I should also clarify that my first post was about the the ship being overpowered or not from the perspective of experienced players vs new ones, as well as pilot vs crew. It all depends which way you're looking at it.

ShadedExalt:
From pilot perspective, it's UP.

From moderate crew perspective, it's perfect.

Experienced crew, really easy to crew on, OP/UP/Perfecto debateable

Freshies (Going with Indream's term), OPOPOPOPOPOPOPOPOPOPPLSNERFOP

Omniraptor:
I think the pyramidion is a well-designed ship, doesn't need a nerf. It's easy to engineer on because of how components are spaced, has a clear weakness (acceleration/vertical movement), but it's resistant to flechette/shatter disabling from the front because of shielded balloon. Noobs are more vulnerable to disabling than vets, and the pyra is relatively hard to disable if flown with a modicum of skill (i.e. pointed at enemy). Pyra is also pretty weak vs hades/merc/lumberjack but you don't see noobs use those too often.

The gat/mortar combo is good for exploiting brief windows of opportunity granted by smart ambushes and/or disables. Works especially well against other pyras, goldfish, mobulae etc.
Carronade/flamer is downright terrifying because it offsets the pyra's biggest weakness (maneuverability) and lets you relentlessly grind helpless junkers into the ground.
Sniper pyra isn't too shabby either.

If anything I would make the pyra slightly slower to turn and/or heavier to give squids/goldfish more of an edge against them while boosting ramming ability.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version