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Piloting Consistency

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BlackenedPies:

--- Quote from: Kamoba on September 23, 2015, 12:21:32 pm ---Double carronade, incendiary ammo squid. One of the builds me and Zanc are trying... Unfortunately every crew we get someone drops incendiary for default, or heavy... Or someone asks to go gunner, so they take heavy, incendiary and heatsink, request engineer for fire control when they have 3 stacks and use heavy instead of inced.... But will keep pushing to test it to its full. :)

--- End quote ---

I like front greased and side incendiary. Preload the side with greased. I like the wrench buff extinguisher on front and spanner mallet buff side.

Piloting is all about awareness and an important aspect is knowing when you should engage. Sometimes your only option is to avoid fire while other times you can keep engaging when your ship is crippled. Ducking out of a fight for repairs can kill your ally so don't run away when they're engaging. Buffed balloons are amazing. #1 tip for piloting is burning lots of tools and smart stamina use. Using kerosene is cheap and spanner repairs twice as fast so burn it constantly.

Ruairi:
Mindset is key. However there are multiple things that factor into this. I'll try to explain these as best as I can at this early hour... For instance, do you:

A. Play by the map you are flying on? E.g. Open spaces vs. close quarters, or something in between?
- Do you use terrain to flank?
- As cover?
- To manipulate your enemies arcs/approach so that you get the first shot...

B. Play by what the enemy team is taking and try to counter to the best of your abilities?
- What is the enemy good at? What are their weaknesses?
- If I do this, my enemy will do this... Therefore I will do this...
- How can I use this to my advantage?
- What is the enemy relying on to maximise their chances of winning?
- What tools and load outs does the enemy have? (2 buff kits? 1 buffkit and a gunner? Pilot hasn't taken any vertical tools. His arcs are this... Therefore I can do this...)

C. Your crews strengths coupled with your ship strengths?
- I am comfortable flying this ship on this map...
- My crew is capable of repairing and shooting these guns to this degree...

*Plus more that I am probably forgetting at this time...*

Usually I approach every battle with the aforementioned in mind, while adapting the following thought: "How can I minimise damage to myself and maximise the enemies pain?" 

Hope this helps!

“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.” Sun Tzu







Kamoba:

--- Quote from: BlackenedPies on September 23, 2015, 04:33:23 pm ---
--- Quote from: Kamoba on September 23, 2015, 12:21:32 pm ---Double carronade, incendiary ammo squid. One of the builds me and Zanc are trying... Unfortunately every crew we get someone drops incendiary for default, or heavy... Or someone asks to go gunner, so they take heavy, incendiary and heatsink, request engineer for fire control when they have 3 stacks and use heavy instead of inced.... But will keep pushing to test it to its full. :)

--- End quote ---

I like front greased and side incendiary. Preload the side with greased. I like the wrench buff extinguisher on front and spanner mallet buff side.

Piloting is all about awareness and an important aspect is knowing when you should engage. Sometimes your only option is to avoid fire while other times you can keep engaging when your ship is crippled. Ducking out of a fight for repairs can kill your ally so don't run away when they're engaging. Buffed balloons are amazing. #1 tip for piloting is burning lots of tools and smart stamina use. Using kerosene is cheap and spanner repairs twice as fast so burn it constantly.

--- End quote ---

I was thinking of mixing greased on one and inced for the other, didn't think of prelpaded.greased but it does make.sense :)

Squidslinger Gilder:
I'd actually avoid disable squids if you want to get better. Their strategy and tactics is reliant on maintaining position and winning the attrition battle. If you do this you are easy prey. You want to be evasive and able to change targets quickly. Its about the hit and run, not sit and grind down. Your eyes need to be focused more on what is around you and less on your target. Disable squid pilots and crews tend to get tunnel vision much quicker vs AT squids. The flow of movement on an AT squid is a bit more active as usually only the bow gun needs to be manned most of the time while the side gun is free to come and go. You only need the side gun when you have angle and you'll usually have a good 5-10 sec lead in alerting your crew of the coming movement. Disable squids need both guns maintaining to do anything. Flamer alone can't do enough, nor can a carro alone. Plus they have to be both maintained to get full effect.

One big reason I like flak on the side is because I can unload a full clip and reposition in minimal time. Mortar is useful against big ships cause you can rain down on them well. Banshee I don't use often as it puts me in a similar situation of needing more time or multiple passes to get a kill. But it is a good place to start to learn the build and get used to firing angles.

Newbluud:
Noting a lot of things down here. It'll be a bit tedious for me to quote everything and go "yes, I agree!" so I won't. Just know that I'm loving all the advice coming in.

Apart from one thing:


--- Quote from: DrTentacles on September 23, 2015, 01:01:06 pm ---Take carro/flame rather than gat banshee, and recognize that many allys can't support a squid, because they're more likely to try to run, engines exposed from the enemy, rather than force the enemy to pay attention to them instead of you. Understand that they're not going to be able to learn to divide attention between hull and engines the way it needs when they're still learning to prioritise whatsoever, and don't hate them for it.

--- End quote ---

People tell me to learn to pilot using squid, as it is hard, but of all the ships I fly, I have the most success on it. With use of vertical tools, flanking, getting and maintaining spots without being spotted and kiting those sluggish mobulas. I find it hardest to succeed on a galleon of all things, even with a good crew. I hate the playstyle of it. In response to the point about specialisation, I think more hands-on, fast-paced ships will be my strength in time to come.

Also, do not ever try to take my gat/banshee away from me. I'm married to it. It's probably the build I have the highest win ration in and often carry noobish allies simply by positioning around their incompetence.

Overall I feel a lot of the advice given for general piloting - playing to the map, coordinating with ally, using cover, flank routes etc. - is already pretty well internalised for me. It's maintaining it all at once and consistently. I have the tools, but some days I don't have the skill to use them, I guess.

Still, a better response than I expected. Less "do it more" and more actual pragmatic advice. I do know that "do it more" is the best way to get better, but it's doing so efficiently and ensuring I don't develop bad habits during.

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