Main > Gameplay
1.4.0 Pyra. Too much stick?
geggis:
That was exactly my point Kamoba :)
MightyKeb:
--- Quote from: Kamoba on March 12, 2015, 10:03:52 am ---The more I play with pyramidion the more I feel the health should actually stay the same.
It is encouraging people to use builds other than meta, more often Gatling Artemis, carro Gatling and carro Artemis is being used and less is the meta, the meta when used is normally in use along side a disable ship, encouraging team play and not just double kill ships.
So I'm starting to like the change.
--- End quote ---
I understand that pyra is less of a lone wolf now , but one of it's main disadvantages is that you can have a shot at it's hull from literally any angle, unlike half the ships in the game. It's a flying hull wherever you look at it (pun intended) And it isnt very tanky in that matter already and is currently outclassed by junker on all aspects but top speed (Which can be partially countered by kerosene) and having to get in a broadside before firing the guns (The only relevant property)
But thinking back to Tanya's suggestion, we always used to claim Pyra had a "well rounded hull". Well, it has 500 now and that's 50 points lower than junker. So what if it was bumped up to 600, which also happens to be it's armor value? It'll be more well rounded than a .45 caliber round.
Kamoba:
Nerf pyra armour, buff perma hull. Tank, but still slow easy target.
And yes pyra is all hull, making it effective carronade counter
:)
Crafeksterty:
550 pyra, witch is 50 more than Junker...
Making it 600 anyway is not the armor. The armor is 600+buff+Mallet
You cant fix perma hull, only not let armor go too far down to it.
The pyra, can do dual carro front to hit and ram a junker without the baloon protecting the ram of it. Then change to side gun close range killers.
I mean why should the front be the only answer for a kill on a pyra? You need to actualy utilise all of it now.
MightyKeb:
--- Quote from: Crafeksterty on March 12, 2015, 02:39:11 pm ---550 pyra, witch is 50 more than Junker...
Making it 600 anyway is not the armor. The armor is 600+buff+Mallet
You cant fix perma hull, only not let armor go too far down to it.
The pyra, can do dual carro front to hit and ram a junker without the baloon protecting the ram of it. Then change to side gun close range killers.
I mean why should the front be the only answer for a kill on a pyra? You need to actualy utilise all of it now.
--- End quote ---
You could do that before and after the nerf, it's just an alternative playstyle that noone uses and this nerf in no way encourages this.
The thing about exposing your side guns is, well. If you point your front at the enemy, you expose: Your two front guns and hull.
While if you turn the side, you expose: Main engine, left turning engine, both port side guns, a very large hull hitbox and most importantly, the balloon, the one thing pyra was supposed to counter actually has a chance against one as it carries this "sweet spot" at it's side. I mean sure, up close you may argue that it doesnt matter, but it does.If you make a surprise hydro to escape a gat mortar after your hull is down, they'll have a much harder time hitting you if you have your pointy front exposed, than a broadside bigger than a goldfish and less dangerous than a galleon. In nowadays meta play side guns only come into play when you're forced to your broadside or just wanna get a small trifecta in with the gat mortar, 4th slot isnt even worth gunning on because the ship already performs well without it, which is why the current meta has a flare on that slot.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version