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Airship RPG Archetypes?
MightyKeb:
Someone's made a comparison of my piloting style in accordance with class based RPG archetypes so I started wondering about the comparisons. Here's some food for thought to start off of:
Warriors - Pyramidion, Galleon, Junker
Rogues - Squid, Goldfish
Wizards - Mobula, Spire (Crafek was right, spire IS a wizard.)
Unfortunately I wasnt able to provide more elaborate classification of the ships accordingly to the subclasses of these professions (Paladin, Cleric, Templar etc) because I'm not very well informed on it and it seems to take some digging to, which I wont be able to do now. Feel free to add up on this theory and elaborate on it if you can.
Carn:
Galleon is definitely the tank.
Squidslinger Gilder:
Pre Pyra nerf:
Galleon = Paladin
Pyra = Warrior
Squid = Rogue
Spire = Mage
Mobula = Lock
Goldfish = Hunter
Junker = Deathknight
Crafeksterty:
Ofcourse it is!
HamsterIV:
RPG's have different arc types depending on what RPG you are playing. Soldiers of antiquity tend to be pretty uniform so I will make comparisons to them:
Squid = Scouts - Good for finding targets and light harassment until the big guns get there.
Goldfish = Skirmishers - Good for disrupting formations before the main clash
Pyra = Shock Troops - Good for sudden assaults against wavering opponents
Junker = Line Infantry - Good in prolonged battles
Galleon = Heavy Armor/Shield infantry - Good at holding choke points, but poor mobility limits its usefulness in the open field.
Spire = Balista - Excellent damage output, but can not function if attacked.
Mobula = Archers - Similar to the Spire but more independent and a better escape plan.
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