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Tips- Fish Vs Spires King of Hill

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Squidslinger Gilder:
Sounds like you just kept running at them. Even if approaching from opposite angles, if you run into gun arcs you're just wasting your life. This is true for really any ship.

If its Labyrinth, Spires have a huge disadvantage. There is so much on the ground or things they can run into that their tall stature can easily be used against them. Simply put, go for Jackfish or Blenderfish. If Blender, you have to get in quick and fast, avoid the arcs. Either way, keep them popped and they'll likely crash into something in no time and die just because they are too tall for the map.

I actually would avoid attacking at altitude like they are suggesting. Spires have full advantage at altitude and if you charge in, they'll see you coming and turn on you before you can get close. Utilize cloud and building cover, get in low where possible where they won't see you coming till the last second.

The trouble then comes in holding the point. I'd honestly not sit there waiting. I'd take low ambush positions and just engage them as they rush back in.

BlackenedPies:
Coming in high towards them will likely cause them to hydro up to your face. Spires have better vertical mobility than fish, but if you start off high and they hydro then you can hydro and keep the advantage or stamina burn down. Your best bet is staying as close as possible and drawing them down low. The area low around the globe is a good defensive position and you can use the clouds. Burn engines all the time and save stamina for going up or down.

SnaG:
Emphasis on timing and speed regarding what I said earlier. Often they'll see you too late and hydrogen will only hinder them since their balloon will be partially damaged already, reducing their manoeuvrability and increasing your control. From what I've seen, killing spires with a blenderfish is always about speed, getting in their face and control.

(IMO) There are a few advantages of going from high -> mid (chute vent) rather than low -> mid (hydrogen), especially on this map:
 
 - You'll likely be approaching at altitude already, in order to navigate around obstacles. In my experience it's just quicker and more effective to maintain your momentum this way. It gives them less time and you a quicker close with the target spire. 

 - To approach from below, you must pass slightly into their firing arcs in order to pop their balloon. Approaching from above will allow you to break their balloon without crossing into their firing arcs. In my experience with spires you can rarely count on staying outside their firing arcs if you are say, behind them - especially post stamina.

 - In my opinion chute vent is a far more versatile tool than hydrogen in this context. If they engage hydrogen and you begin to be in danger of crossing their arcs a tap of chute vent will allow you to reposition and re-engage. Since chute vent causes less damage to the balloon than hydrogen, you retain more capacity for vertical movement / another burn.

 - Goomba stomps.

I just have my doubts over the use of hydrogen whilst using a brawling goldfish against spires. It just feels too defensive on such an aggressive map where dps is at a premium.

BlackenedPies:
The spires want to stay up with as much open space as possible. If you try to come in high then they will hydro up and force you to disengage. You can't afford to be shot by all 3-8 guns even if you do pop balloon. The idea is to force them to engage low and close around the globe. Being low let's you use the globe and clouds as cover. They will likely be aggressive so you choose the engagements.

Squidslinger Gilder:
Remember guys, be mindful of the altitude cap. A spire will likely be in the mid to high cap area just so it can fit. A Hydro in those situations will either max it out or do nothing. With this, it will hinder the ability to hold the point. Also by forcing it to the cap, you are limiting your own evasion capabilities if you are riding high. You can't simply fly over it. This limits what you can do to counter it, whereas if you approach low angle, exploit it's height weakness, you have much more evasion flexibility. If it goes high, you can keep pace. But ultimately getting the opening engagement will greatly hinder how the Spire can react. If you force it low, the fight is decided as it will bottom out quickly. The importance is on securing that opening and making sure it is in a place that is favorable to you, not the Spire.

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