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Inter-Clan Coalition of Awesome Really Useful Science (I.C.C.A.R.U.S)
Kamoba:
The Drunken Sailor
Theory: The theory behind the Drunken sailor is to use dangerous liquids and crazy tactics to secure the win by "stumbling" into the enemy when they least expect it.
Ship: Mobula.
Weapons: Harpoons, only.
Pilot tools: Kerosene (for reasons) Moonshine (for better reasons) Hydrogen (for other reasons)
Tactics: Try to face the enemy, and latch onto them with your harpoons (you may feel an awkward inability to travel in a straight line.)
Press moonshine, once the ram connects, switch to kerosene. (this allows one person on each turning engine, switching to hull and balloon and one person camping the hull)
Once enemy is squished, use hydrogen to avoid face planting the floor.
Effective against anything which barely classes as air worthy....
Should be used rarely.
Anti-metamidion.
Theory: A ship specifically designed to take out a metamidion (gat mortar) in the metamidions ranges.
Ship: Pyramidion.
Weapons: Gatling (For continued damage.) Artemis (To keep the metamidions gatling disabled.) side Artemis (Tri-fecta and double Artemis sniping at mid and long range.) fourth slot, flare.
Tactics: This build is very reliant on the Artemis gunner keeping the enemy weapons disabled, communications are paramount. Due to Artemis arcs you must also ensure to keep height, bring hydrogen and if the enemy is packing balloon poppers, consider bringing drogue chute.
Because the Artemis will not be waiting for armour to he stripped as irs primary goal is stopping your ship taking damage, the pilot -must- watch enemy armour, once stripped, ram.
Given a good crew and pilot this ship will work very effectively against many ships, its weaknesses are Junkers and mobulas.
Pilot tools: Regular engagements, kero, claw, hydro.
Against balloon poppers swap hydro for drogue chute.
Advanced pilots and crews, swap kero for moonshine, this will ensure.stronger rams.
nanoduckling:
FOR SCIENCE!
I've used a few of these, or variants on a few of these, so I give some post implementation reports.
Gat/Art/Art Pyra aka Anti-metamidion
Works very well against some Galleons because the arts and gat let you lock down the side of the ship and hit turning engines. Top deck engineer on the galleon is usually too concerned with the hull stripping to shoot back, and paired with a fast killer this can work very well. Also works against metas but watch out for ones hydroing out of your arcs or with chute vent approaching from above.
Mine/Mine/Mine/Carro Spire aka The Tothian Minefield
Tried this exact loadout gun wise on Desert Scrap. It seems more effective against ships with large easy to hit balloons. In the form I took it I had the pilot bring heavy and the gunner take a standard mine load-out (les/incend/loch), burst mines might be critical. Engis had lesmok. This is vulnerable to mercs, arts, lumberjacks and especially hades. I wouldn't describe my version as 'working' so I'm keen to hear if Patch's modifications make it more effective. Tried the Mine/Mine/Mine/Hwacha variant on canyon ambush, that was surprisingly effective because the hwacha would typically disable the enemy ships engines leaving their trajectory maximally predictable for the mine gunners.
Gat/Gat/Mine/Flak Spire aka The Build
Okay so Crafe didn't actually give this one a name but I like it so much I'm going to interpret that subtitle as a moniker. This one is fun (I'm pretty sure I tried this one after the Thralls kicked the crap out of the team I was on with it one time), especially the first time some metamidion decides charging you head on is a good idea, the result is typically short and incredibly violent as they bounce off a mine into two gatling arcs and explode. Expect comments to the effect of 'WTF' (I assume this mean 'What The Fish') from the enemy.
Replaceable:
Saluted for what the fish xD
MightyKeb:
The I-can-shoot-anywhere loadout That was the best I could come up with. Also Crafek, I love that loadout and I've used it a few times before. Heck, I've been using that with DrZan and OverlordEgg when Zan suggested a hades in slot 2 and after the match I sort of started experimenting on it.
The idea of this build is to take advantage of the spire's unique 2 light guns+heavy gun feature to achieve a powerful combination.
Playstyle: You close in until your hades gunner starts getting consistent shots, your lumberjack gunner should first sink the balloon to provide the hades a bigger hitbox while artemis takes care of any charging ships' guns and engines. Once the hull armor is down, the hades and artemis are free to pelt it to death. Gatling is sort of a backup gun that the hades engi will switch to once the enemy is past arming range and turns the ship into a pseudo-gat art pyra. Though the loadout isnt perfect and I'm thinking of putting something else in the place of gatling.
Pros:
- You can aim at any height! Gatling has good downward arcs, Hades has slightly better downwards arcs than up, artemis has average-ish downward arcs and Lumberjack has powerful upward arcs. Its possible to use lumber to bring down and enemy ship in your arcs from above aswell!
- Very effective against ships with exposed balloons (Other spires, galleons, mobulas, junkers) as long as you keep distance!
- Also somewhat effective against charging ships (pyra) As the hades can pelt their armor down and artemis can disable/do permahull before they get in range!
Cons:
- The different arcs on all guns is actually a downside in itself. To achieve maximum firepower you need to be at equal height with your enemy.
- Spire's shape inevitably leaves it vulnerable to high arcing weapons like Hades, Lumberjack etc
Tools:
Hydrogen, most of your weapons benefit from height advantage and lumberjack can bring an enemy to equal height if you fly below, which also allows more room to rise with hydrogen
Drouge/Tar
Drouge incase of blenders, Tar for charging ships. I find in pubs its viable to fly low-mid ish level with close range spires like Crafek's, charge at the ship closing in on you (Mostly hwachafishes and pyras), then hydro up when you're close enough, leave a tar cloud at where you expect them to rise and turn around.
Kero/Moonshine for obvious reasons
Crafeksterty:
Change the artemis into a light flak, and put it in slot 4.
That way, as a pilot you can jump on the upper right light flak and fire shots that will kill.
And you will also remove
--- Quote --- - The different arcs on all guns is actually a downside in itself. To achieve maximum firepower you need to be at equal height with your enemy.
--- End quote ---
Have your buff engineer on the gattling with... Lesmok or Heavyclip, depends on your usual distance with the build.
The lesmok (or heavy clip) on gattling is for the sake of helping the hades take out the armor. While the lumberjack helps out aswell.
With that, every gun should be aiming at the baloon (If it is an obvious one, junker, spire, galleon, pyra) just for the sake of helping eachother out.
Hades and gat helps lumber on the baloon.
Lumber helps hades and gat on the armor when the baloon is down.
My version has 2 light flaks, but thats just because i want killing power when their armor is down :P
--- Quote ---Okay so Crafe didn't actually give this one a name but I like it so much I'm going to interpret that subtitle as a moniker.
--- End quote ---
Shit. Ok... uh lemme dub it... ... The MineFlak Ranger
Oooo yess Mineflak ranger! It keeps opponents at range with mines and lesmok gattlings, and theres a heavy flak.
And its a sharpshooter cowboy style killah :P
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