Main > Gameplay

Airship advice

(1/5) > >>

Arrow Windwhistler:
I'm not bad with flying the Junkers, Goldfish, and Pyramidion after getting out of the novice matches, but I'm really wanting to start branching out into other ships, particularly the Squid, Spire, and Mobula. That said I'm having issues thinking about how to best fly and arm them. I'm looking for suggestions

Carn:
Gatling and banshee are good on the front and side of the squid. Plenty of people put mine launchers and carronades on the back. In a squid your best defense is speed and mobility.

DJ Logicalia:
As long as you're not a complete tool (which I don't get at all from your post), most high level players love a newer player that is interested in learning the game and improving. Generally if you see a 45 pilot with a lot of matches, you can bet they'll be more than willing to show you a thing or two if you ask the right questions

Crafeksterty:
I HAVE A STEAM GUIDE!!! :O

(Spire Handbuuk)

Kamoba:
Mobula, slot 3, Hades and on the lower decks have Artemis on both sides, on the upper decks have flame throwers.
Gunner takes centre gun, one engineer takes left side, other engineer takes right side, this was a mobula build I used to use, its simple and basic, give your engineers Burst ammo and try that mobula build for a while, it'll give a feel of flying a mid-long range vehicle. There are hundreds of ways to arm your ships and experimenting never hurts, that said reading forum guides always pays off :)

Pyramidion: Hades and Artemis, or Hades Flak for mid range, Gatling and Artemis for close range..

Squid, Gatling banshee (rear mine for support) is good quite lethal. Carronade with a flame thrower if you have crew (not AI) get your carro.gunner to target balloon. (AI will shoot carronade at hull, making the carronade much weaker)

Spire, see suggested guide above by craft :)

Don't be put off by your current experiences, Goldfish, Junker and Pyramidion all have their merits.
 :)

Navigation

[0] Message Index

[#] Next page

Go to full version