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Tips- Fish Vs Spires King of Hill
SnaG:
So this is how I tend to deal with spires, especially on maps like this with large amounts of cloud/ cover, (at least the theory of it). It's a specific tactic I like to use, so it wont help in all circumstances, however it synergies with this map quite well.
First up you'll need kerosene, phoenix claw and chute vent (opposite of hydro) and a goldfish equipped with a heavy carronade. You need to make sure you're approaching the enemy from a position of cover, so that they spot you as late as possible. You also need to make sure you're never going into a 2v1. If the ally of the spire you're focusing on can lay disabling fire on you, your victim will be able to escape, reposition and annihilate you. So pick your targets wisely - isolated ships or a ship already engaged by your ally will make the easiest targets.
So here's the tactic:
1: You need to be approaching from above. Due to all the buildings, you'll likely have gained altitude to avoid most of the obstructions. Ships in the centre will tend to stay at lower altitudes due to the lack of cover and multiple directions you can approach from. Another thing to remember is that you cant just fly to the centre, have a good look around, then expect to be able to choose a target; you need to decide your target en route and keep your momentum from your engine burn into the centre of the map going into this manoeuvre. Make sure to be bringing up the mini-map with M to check the position of the ships. If they're spotted this will be a lot easier.
So you've found your enemy, their alone, and it's time to go in for the attack. As you move towards the spire, you need to be burning kerosene (staying above them and out of their arcs) and, if they've seen you, use your stamina as a speed boost on top of the kero and a mini hydrogen to maintain yourself above their arcs (as can be seen on the diagram -_-).
2/3: So now you're just above the spire, poised for the next stage. Activate chute vent (only for a moment, it will continue on its own for a few seconds after use) and make sure you're pressing s to descend more quickly. As can be seen on the diagram, the balloon extends at the front of the goldfish further than the hull, allowing you to use it as a kind of hook - as you hit the top of the spire, have your gunner ready on the heavy carronade, so he can shoot out their balloon. Once their balloon is broken the spire will be hopefully be in big trouble (you may well get a hull break as well) and their cap will try to outmanoeuvre you, and get his gun arcs on your ship. Just bear attention to your altitude - don't use any more chute vent - and stick to his balloon, having your gunner repeatedly destroy their balloon. Spires die especially quickly on the floor, so don't try to ram unless you have to (or until you gain some more experience with ramming), it's always better to keep your position over ramming, unless you need to get the kill off quickly and help your ally.
After pulling off the first kill, you'll have to brawl with the second spire. Hopefully you'll still have an ally by this point. Even for experienced players, a 2v1 isn't easy and you should pull off the second kill quickly. If you manage this, expect the first spire to be rushing back in to help its ally. They'll likely approach from the South-West (quickest route), so make sure you're pointing that way. In my experience it's far easier playing on the defensive on this map so you should be alright from then on in. Never overly extend when defending, make sure to keep guarding that capture point!
This technique can help you pull off a very quick first kill, especially if they're already at lowish altitude - which is especially important for KoTH as you need to kill both of them in quick succession, before the one you've just killed is back to help its ally. Remember from the first kill to the second, you probably have only about 40s till they respawn and get to the centre again so be wary of that.
Jed Stream:
Many thanks for your replies- lots of food for thought.
Crafeksterty:
Was it 2 goldfishes versus 2 Spires?
Know that spires have little armor and difficult to manage within it. Taking out their armor will put them at a difficult place. When you do, they are easy to place explosive shots in.
So in fundemental basics, they are quite squishy.
Depending on what guns you had and the spires, is going to determine how you approach.
So the above allready gave you information, know that spires are quite touchy.
BlackenedPies:
You can't fly with the default keys. You need to be able to use all movement, throttle, number, and voice keys simultaneously with no overlap. I recommend the mouse buttons as throttle because you need to change between full forwards and backwards nearly instantly. Put your map key close by (I use C) and I recommend changing voice keys to shift/control. The number keys are a big hassle to use but if you do make sure hydro is in the last spot. For 1234 I use (Alt mouse3 mouse4 Q).
Reaction time is a big factor in piloting. Whenever in doubt make a quick decision and burn engines. You'll burn kerosene at least 80% of the time when you're goldfish. A good defensive position on the map is low near the globe. If the globe is between you and them it forces them to get close and low. They will be using hydro too so anticipate it. If in doubt go point blank and ram their balloon to slow them down. To prevent bouncing off when ramming, burn backwards at the instant before impact.
nanoduckling:
These were likely brawling Spires. Never, ever, ever, get in the front arcs of a brawling Spire. If you do, get out as fast a possible (hydrogen, kero, burn your own engines and balloon out if you have to but get the heck out of there), you have seconds to reposition or disable them or you are dead. You've likely fought novice crewed Spires and won, be careful when fighting these not to fall into bad habits. You can perform a frontal assault on a novice Spire and win because they repair too much. This allows you to pull engineers off guns and grind them down. A experienced Spire crew wont care if you get a hull break or even pop a balloon, they will keep shooting until guns go out of arc, and if you are in the region SnaG labelled 'disable and death zone', well, it does exactly what it says on the tin.
A Spire forced into a repair cycle (by being blended or set on fire or having turning engines disables while in a gat arc) is typically depending on either vastly superior engineers (which they might have), or their ally. At that point they are much easier pickings. I advise you and your regular crew to take a few of the Spires out for a test fly. You'll lose the first few matches in them and you will need to build the discipline necessary to keep fighting as bits fly off the ship. Once you've won a few matches in them you'll also know how they are vulnerable. I don't suggest doing this on Lab though (Canyon or Paritan is a better choice). Spire on Lab is weak when trying to take the point (slow to get in and have to go high, and Spires aint exactly sneaky), and vulnerable to surprise attack while defending (they either go high and leave the point undefended on go low and have a high chance of facing the wrong way when a hwachafish comes in, whoever gets the first disable typically wins that contest).
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