But in all, it was interresting trying to target the pyras armor with a build specific to make pyra life quick.
On that note I have a Mobula build that might be of interest:
A Mobula with Mercury, Hades, lesmok Gatling and a little banshee.
Mercury and Hades in long range, gunner switches from Mercury to Banshee once lesmok Gatling is in range.
Mercury can disable guns in long range, Gatling only shoots when armor is up, Hades shoots always and Banshee when the enemy is close enough to be killed.
It wasn't made as an anti-Pyramidion thing, but its nature to continuously destroy armor makes it very hard for a Pyramidion to fight back as the main engineer will have no choice, but to tank the armor instead of repairing engines and is thus easier outmanouvered if the enemy pilot didn't spare the engines the damage, which he probably won't have because he wants to get closer to the Mobula so he can actually kill it. Being hull only doesn't do it well either since it makes it easier for Hades and lesmok Gatling to hit.
Similar to Squid and Goldfish. Against Goldfish the pilot of the Mobula can even occasionally jump to the Mercury and destroy the heavy gun.
#PiercingDamage
If the spire sits still, and pyra charges at full speed of 32m/s, can the spire snipe out the metamidion before resorting to the close range option? I'll get on this math once I'm comfortably situated at home with the datas I need.
A thought you should keep in mind in this scenario is: Is the Pyramidion in arc for the Spire? It might not be, heavy guns are pretty limited when it comes to arc, the lumberjack exceeds all in upwards arc of course, but still. Mercury too isn't the best when it comes to arc.
Furthermore, the Mercury might actually not be strong enough to destroy a Pyramidion armor all on its own in time (which you are calculating) and even then there is always a chance that it is accidentally, or with not choice left, hitting a component which "absorbs" all that damage.
As far as I can tell, long range Spires tend to fail, because they cannot do enough or the right type of damage quick enough while being shot at and then lack the disable to make up for it. When an enemy Pyramidion brings a Hades against the Spire, which probably has a Hades or a Mercury being shot by the main engineer, then the main engineer will not shoot that gun, he will repair the armor thus the Spire has no, or not more than the enemy, piercing damage and loses the fight.
What I do to compensate for that on the only long range Spire I have is have Mercury, double Artemis and a heavy Carronade. In long range the gunner gets on the Mercury and both engineers shoot their artemis, the disable power is of course pretty much at a maximum here. The engineers can still repair their stuff and the piercing/disable power of the Mercury is still there. In close range the gunner then switches to the Heavy Carronade and once the enemy balloon has been destroyed there is a potential of two artemis shooting the enemy plus a Carronade that keeps the enemy at a height disadvantage or just makes the armor destruction easier. A big plus on that ship is, that if the enemy destroy the Heavy Carronade in longish range already, the balloon engineer can easily pre-rebuild it.
The gunner should always shoot the most important gun, which when you have a Heavy Flak isn't the Heavy Flak, but actually the Hades/Mercury.