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The Lounge / Re: That Moment When...
« on: August 28, 2013, 04:54:11 pm »
That moment when GoIO suddenly grows smaller.
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I heavily recommend putting artemis on 1 if you're equipping it. Otherwise you can also put a chaingun on 1 to get a trifecta.
Let me add some builds:
4. Flamethrower
3. Carronade
2. Fieldgun
1. Artemis
Close combat disable&kill build that has long range utility (and yes, it works ridiculously well).
4. Chaingun
3. Flak
2 & 1 utility
This is the alternative build which is easier for the engineer to use. Coordinated flak shots also kill faster than mortar.
And let me bring up an argument for:
4. Mortar
3. Chaingun
2 & 1 utility
While you want the chaingun to fire at all time, especially if you have a teammate that can kill as well, your mortar required different ammo types to work well. On longer ranges Lesmok is highly recommended if not required. At shorter ranges, and as the game is now, greased rounds allow you to kill any ship before that ship's crew have had the time to repair it(including the Goldfish and the Galleon). What you can do for example is have the gunner run around with Greased, Lesmok and Heavy clip so he can operate all front side guns in case the main engineer gets overworked.
As for skills, I personally believe phoenix claw is mandatory; it doesn't matter what else you bring, as long as you bring a phoenix claw. I've tried the parachute and it has some great utility as well as prevents the main source of disables(balloon popping) from affecting you. If you have a parachute, your chaingun/mortar/flak engineer can stay at the gun a lot longer before the ship is affected. While preventing a landing from hurting you as much as it would sounds great, it doesn't stop the problem at its source. It's imperative that you deal with disablers as fast as you can or fire at them before they get too much of a hold on you. Sometimes it's even a great idea to put a carronade at 2 just for the purpose of disabling your disabler.
(Also in the Balloon area you spelled nalloon)
For the Impact Bumpers entry it'd be best to mention how it's useful ... when you're particularly worried about terrain damage.
I have a lot of captains who could probably stand to learn that little tip. "Captain, look out for that clif-*CRUNCH*"
A few corrections:
-The Pyra's acceleration is actually quite terrible (second to lowest after Galleon), despite its high top speed.
-The flare gun lights 10 stacks of fire per shot, not 20 (though you'll of course get 20 total by landing both shots)
-The captain can leave the helm to occasionally help on hull rebuild and maybe (on rare occasions) help with completely destroyed engines, but climbing the ladder to the top isn't such a great idea. The pilot has no reason to go up there.
-Impact bumpers is a bad choice for a ramming Pyramidion. First off, there are two problems if you time it just barely off: if you use it too early, you'll lose a huge chunk of your ramming strength. If you use it too late, then you won't get to switch to moonshine on time, and you'll lose your gun arcs. Not to mention one thing that I can't stress enough: if you're worried about the impact damage you'll take from a ram, you shouldn't be going for that ram in the first place. So really, there are far better tools you can fill that third slot with (moonshine and claw being necessities for ramming Pyras). One that I often bring is tar, which is great if you miss the ram and need something to deal with the enemy ships while you turn back around. I also like taking hydro/chute in that slot for obvious reasons.
Ship Health: 650 Hull Health: 800 Baloon Health: 1200 Acceleration: 0.9 m/s² Radial Acceleration: 4.2 deg/s² Vertical Acceleration: 1.6 m/s² Max Speed: 30.0 m/s Max Turn Speed: 10.5 deg/s Max Vertical Speed: 10.5 m/s Mass: 300,000 kg Hull Profile: 352 m² Balloon Profile: 459 m² |
While you can classify some ships as rather defensive, not fit to engage in close combat or bullrushes - offense is the Pyramidions prime purpose. Of course long range weapons work just as good on it's front as close range weapons do, but I'd dare say that you miss out on the Pyramidions capabilities entirely by doing that. A Pyramidion is supposed to be the vanguard in a match, taking and doing the bulk of damage. Choosing your front weapons carefully is key here - Make sure you have weaponry up front that work well in conjunction. |
FrontOn the right we've got a Whirlwind Light Gatling Gun. Why on the right? Because this gun is supposed to be constantly firing, keeping the enemy ships hull armor down or taking out specific guns when you're close enough. This will mean constant pressure for one of the engineers on the other ship, and give the Pyramidion the option to ram - remember, ramming does the most damage if the hull armor is down. On the left, next to the balloon is the Mortar. The Mortar comes into play when the hull armor is down on the enemy ship, to quickly destroy any remaining Hull Health with it's explosive damage. However, the large clip allows it to also effectively damage other parts of the enemy ship. Behind the Mortar is the balloon, so whoever is manning this weapon should take care of it - best an engineer. Lower PortsideHere we have a utility weapon.which adds 10 firestacks to any component it hits and illuminates an area to flash out hidden ships even if it misses. It'll find more use on maps that have a lot of clouds on them, but once your gunner learns how to hit the enemy balloon with it, you're going to love it. Upper PortsideThe Artemis light rocket launcher is our long range utility here - it reliably takes 2 shots to take down a component and shoots in a quite straight and predictable line. Together with the Beacon Flare Gun this serves to give enemy ships on long range a suitable welcome, disabling their guns or engines before the Pyramidion approaches. |
Engineering on a Pyramidion is a straightfoward job - one engineer will be the "Gungineer", firing one gun while doing minor repairs and the main engineer will be down on the lower deck, taking care of the hull and engines and ocassionally firing the portside guns. If the ship is under heavy fire, it's not unusual for the main engineer to ask the engineer from the top deck to come down and help while the captain brings the ship in a better position. This will greatly reduce firepower though, so the top deck engineer should always announce when he's leaving his gun for anything else than balloon or gun repairs. Top deck engineers should also get used to the thought of jumping from the top deck straight to the hull - don't even think about using the ladder
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That's where you jump off the top deck to help repairs on the lower Deck! | And that's from where you can comfortably repair the Main Engine and the turning engines together! |
Gunnery is as well, a quite straightforward task on the Pyramidion. Especially if you're the front gunner, your captain will know exactly where the guns are pointing and usually turn the ship in the right direction without a lot of input needed from you on your gun. You will have one engineer next to you, making sure at least one gun is always able to fire but of course it's great if you can take care of your own gun. The side guns will usually be manned by the main engineer if necessary, depending on what guns they are the captain might call you and the second engineer down to work with them for a short while though. This is usual if the Pyramidion has a close range front and a long range side, or defensive weaponry on the side when assaulted there. While your captain nearly has full visibility for the front, this is not the case for the portside - make sure to give your captain directions if you're working from here! |
The Pyramidion doesn't give you the feeling of very smooth flying - more like a charging bull. With very slow acceleration and a high top speed, a charging bull isn't the worst of comparisations. Remember this when bringing the Pyramidion to a standstill, either when ramming didn't bring the desired result or when you neet to give up on a position - you are slow to run away at first! Contrary to most other ships, you'll be standing in the front of the Pyramidion as the captain, with having the two front guns and the balloon above you. Don't touch the ladder though, running a short distance to help in rebuilding the Hull makes much more sense, and you'll be back to your helm quicker. Very rarely, you might have to run to the back of the ship for rebuilding engines, but you'll generally leave this to your engineers. Still, you are having a quite good vantage point from the front and will usually have no problems at all with finding a firing solution for your front gunners. For spotting targets behind you, your main engineer on the lower deck will have to look out, because the bulky Pyramidion's hull won't allow you to look back. |
Hydrogen If you're going in for a ram, many captains will use Hydrogen to avoid you by inches. Use Hydrogen yourself to crash full force into them still! Also, make sure you match your captains tools to your gun loadout - Mortars can fire down from a higher position gained by Hydrogen. Chute Vent You need a quick pass trough under a enemy ship that tries to protect their ally? Chute vent is the less obvious choice for this, so the enemy pilot will not expect a maneuver like that. Also, if you are using carronades on your Pyramidion, they can shoot upwards better than downwards. Drogue Chute Keeping your guns trained at the enemy is crucial for a Pyramidion. If you have to sink, sink slowly with the Chute to allow your guns to fire longer! Kerosene Kerosene will increase the already good forward momentum of the Pyramidion, and allow it to even catch up with evasive Squids. If you ram with Kerosene, you are still able to turn around and adjust your position if the enemy tries to avoid you! Moonshine Especially used for ramming on the Pyramidion. It will also keep you from changing direction too much after the ram, because it halts your sideways movement. Short boosts of it when you're turning will also increase maneuverability! While using Moonshine though, your turning is off - you'll speed up in a straight line. Impact Bumpers Impact Bumpers have the disadvantage of taking away some of your speed. Impact (ramming) damage is calculated with several factors, among them ship mass and speed though - if you use the Bumpers too early, you'll lose speed and thus damage. Using them while ramming also makes it more difficult to use Moonshine at the right moment to keep your ship from turning away. If you have to rely on Impact Bumpers because you are worried about your hull health, then it's better to not go for that ram and get the kill with more convential means. Just as on any other ship, they will still be useful if another ship is going to ram you or if you are worried about terrain damage. Conclusion: Don't use them for ramming, but use them if you are getting rammed. Phoenix ClawA standard on most ships, but even more so on the Pyramidion - Turning is your weak point, with the Phoenix Claw you can counter this! Spy Glass Personal preference. If your crew feels up to it, have them do the spotting for you. And they better should - a third pilot tool is extremely useful. Tar Barrel Sometimes your firepower just isn't enough to end a enemy ship - especially if their ally suddenly turns up. Using Tar Barrel to cover your retreat will discourage pursuers to give you time for planning your next attack! |