Hull Health: 850 Hull Armor: 220 Balloon Health: 1200 Acceleration: 11.s m/s² Radial Acceleration: 56.9 deg/s² Vertical Acceleration: 9.8 deg/s² Max Speed: 46.8 m/s Max Turn Speed: 18.8 deg/s Max Vertical Speed: 10.5 m/s Mass: 50,000 t Hull Profile: 448 m² Balloon Profile: 672 m² *NOTE: this info may be old. | (http://i.imgur.com/kGE6OfR.jpg) |
Due to the ships overall design, it encourages two rather distinct styles of builds. Hit-and-Run and Disabler. With Hit-and-Run Squids, you should not focus on weapons that require a lot of time to do their damage. A Squid cannot win a straight up, tit-for-tat brawl, and without the ability to disable enemy weapons or engines, you'll be forced to move around a lot, and losing weapon arcs will be a constant problem. Therefore weapons with large clips that take time won't be your friend. You'll want to field weapons that will favor the bursty, hit-and-run style you'll be forced to play. You may want to favor your starboard and aft weapons under such circumstances. | (http://i.imgur.com/vpy3VYp.jpg) |
(http://i.imgur.com/MXmSfF1.jpg) | Front The most essential weapon on the ship, the Barking Dog should be manned at all times and told to be trained on the enemy ships balloon. An enemy ship with a popped balloon will have a much harder time maneuvering, meaning you can stay at their dead angle much more comfortably and for a greater duration. Starboard The Artemis should be manned by your Gungineer, and as you shouldn't be taking much damage (most nimble ship in the game, remember?), he should be firing it as often as possible. Try to keep this gun trained at the same target as your front or, more rarely, aft weapons. It should be aiming at the enemy ships Hull, seeking to knock out the enemies weapons and engines. An enemy vessel that isn't shooting might as well already be dead. Aft This weapon can fill any preferences you might have, or to respond to a particular enemy/map threat. I'll usually take a second Artemis so in an emergency I can knock out the enemies weapons if they are giving chase, potentially making clean our escape. |
(http://i.imgur.com/8upVJzA.jpg) Engineering on a Squid is deceptively easy, although it remains a very high stakes game. The Hull can go out in an instant and if you aren't ready, you'll end up taking irreparable damage quickly. This can quickly put less experienced engineers into a baby-sitting mindset where they feel tied to the hull lest it explode in a split second. Sadly this can only really be offset by the pilot and there isn't much even the best Engineer can do about it. The most critical advice to be offered is to listen to your Captain, and if the Captain wants a second gun firing, make sure you've already got it worked out which engineer will be the one to go do that. Survival on a Squid is less about obsessively topping off everything and more about making sure you're engines are up (so you can be at a favorable angle) and your guns are firing (so your opponent is more concerned with survival then with fighting back). For gear, the Squid is probably the only ship where the engineer meant to maintain the Hull would be better served taking a Wrench then a Mallet, as the HP healed is overkill for the puny amount of armor the Squid comes with. Likewise, don't make a big deal out of buffing the Hull. The bonus HP from buffing is percentile and you don't get much bang for your time. Not that you shouldn't do it ever, just that it isn't a huge priority. Other than these two peculiarities, tool selection is just like any other vessel, and the usual engineer builds will work fine. The side engines are going to be something of a pain. Set out on the sides and below the main deck, a good jump over the railing from top deck will take you to either engine in no time, but walking back to the ships central area will take a few seconds you might not have. Like on any ship, making solid judgement calls is an essential skill any Engineer ought to have. Like on all ships in all roles, communication is key, so before you even start it should be decided which players are going to prioritize guns over repairs. The squid is the ship least able to receive repairing assistance from the pilot. It's a minor issue, but one that can stand out for pilots used to being able to give their engineers a hand. Gunning on a Squid
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there isn't much advice to be offered other then learning how to make good judgement calls.
Quotethere isn't much advice to be offered other then learning how to make good judgement calls.
But there is. While at first glance the side engines might just seem like a pain, you can actually get to them and fix them efficiently. By jumping over the rail behind either main engine, you can get down to the side engine quickly. It saves you the time of having to run all along the walkway to get down there.
Quotethere isn't much advice to be offered other then learning how to make good judgement calls.
But there is. While at first glance the side engines might just seem like a pain, you can actually get to them and fix them efficiently. By jumping over the rail behind either main engine, you can get down to the side engine quickly. It saves you the time of having to run all along the walkway to get down there.
I forgot all about ship parkour. Dang. Can't modify the post either, it seems. Oh wells.
glad to see this guide up, really nice work :) now all the ships i made have a "Aboard a" guide. . at least for now anyway
Good guide for the best ship in the game! Though i dont really agree with the weapons setup, i prefer to use a flamethrower on starboard, but maybe it is due to my lack of experience :)This guide is a year old. The gun balance has been altered several times since then. A carro flamer combination is currently one of the most viable squid builds. Carro-Artemis - not so much.
I agree with the use of Hydrogen and Tar Barrel, no way you can do proper hit-and-runs without it.