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« on: January 12, 2014, 07:49:43 pm »
Part Three: Pick a Build
Your build, the ship loadout, will determine what type of role you play with your teammates and which ships you will try to target first. I will suggest my personal favorite 3 loadouts along with the tactics I use with them.
Bottom Deck:
As an introduction to my ships, I will tell you now, all my ships have a flame thrower in slot 3, and an artemis rocket launcher in slot 4. The flame thrower gives the main engineer a nice close range weapon to use to cause panic aboard an enemy ship if they get the opportunity, and the artemis can be used on the fly to take pot shots at enemies if you aren’t charging forwards already. Your side guns often won’t matter, so feel free to load them out however you like, though the flamer in slot 3 seems to be the best choice for the slot as a brawling ship.
Build One: Metamidion
When you observe other pilots flying a Pyramidion, you will often see them equip their ships with 2 specific guns: a gatling gun and a mortar. This is currently viewed as one of the most common and powerful loadouts for a Pyramidion.
Using this build, your 2 front guns will be a gatling gun and a mortar. I usually put the gatling gun in the top left slot (2) and the mortar in the top right (1) so my gunner can use multiple ammo types on the mortar, but it is a preference thing.
The concept behind the design is to charge forwards, start firing the gatling gun once in range to tear through the hull armor, then combine mortar fire with a ram to destroy the permahull of your opponent in a single pass. When used correctly, this build is very powerful, and can cause some of the fastest kills in the game.
Advantages:
-Very quick kills with coordinated firing from the front guns
-Both guns fire upwards respectably, allowing for a low altitude charge followed by rising up at the last moment with a burst of hydrogen to deliver an uppercut ram while firing both guns
Disadvantages:
-Heavily dependent on the gatling gun not being destroyed and on the gatling gunner landing enough bullets to destroy the hull armor
-Requires the Pyramidion be close enough to engage, sometimes causing you to charge a firing line of multiple sniper ships
-Performs poorly against junkers: junkers have a very thin hull. It is easy to miss gatling and mortar shots or to have the shots hit the balloon instead. If the shots are not landing on the hull, this build is almost completely ineffective.
-Fails to provide you with a positional advantage: this build only kills, and does not disable. If you fail to kill quickly, your opponent may have the opportunity to gain a positional advantage over you and maintain it.
Good against:
Spires: You will literally fly through spires 9 times out of 10. The gatling shreds their armor too fast and if the mortar doesn’t kill them by the time you reach it, your ram will obliterate it.
Mobulas:
Almost as weak as spires against solid charges. Try to give your gunners a shot at the Mobula’s hull instead of just the balloon. A single kerosene ram will destroy 100% of the permahull, but the hull has to be down first.
Pyramidions:
The gatling fire shreds their armor as they charge straight at you. Whoever lands more hits wins the ramming contest and breaks through the armor first, dealing more damage.
Goldfish:
Your ram should knock their main gun off angle, giving you time to rain down death upon their hull, giving you a respectably quick kill.
Neutral against:
Squid:
Ramming squids is a challenge. You will need to employ fancier flying and depend more on keeping your firing arcs on the squid. If you can keep fire on it, it will die.
Galleon:
Galleons have a lot of hull to shoot at, which is good, but in most positions being able to shoot a galleon’s hull means you are open to a broadside, which will leave you helpless most games. This is the best build to tear through all of the galleon’s ample armor and permahull, so fancy flying is needed to keep you safe.
Poor against:
Junker:
As mentioned before, you must fire at the hull. Junkers have small hulls and big balloons. You will find it more difficult than with any other ship to keep your arcs on the junker hull and have shots land. Additionally, ramming junkers bounces them around, but rarely actually deals hull damage, so ramming is rarely an option when approaching junkers. You just have to get in close and hope you kill it before it starts disabling your guns.
Build Two: Urz’s Flamer
This build, lifted off of the legendary Urz during a fight I had the pleasure of flying with him (thanks Urz! I love this one!), consists of a carronade on the top right slot and a flamer on the top left slot. It is much more of a disabling build than the classic metamidion, similar to a blenderfish or a Squid, but you are in a Pyramidion. You can still kill with it. Your ship is your weapon.
My game plan is to charge in similarly to the meta build and get close, then open up on the balloon and components with both front guns. Your opponents balloon will be destroyed rapidly, and the engines and guns should follow shortly. Nothing will cause more panic in a crew than everything being on fire, the balloon being destroyed, and the hull armor dropping fast. Except what you are about to do next.
The key to this build is to have the enemy spotted. Once their balloon dies, position yourself over them, so you can look down and see the white box of the enemy spot, and so you can see part of their ship through the grate under the helm. Your job as pilot is to maintain your position above your opponent and just drop. Push your ship down and use all the kerosene and phoenix claw you need to keep the nose of your ship over the opponent. Every time they get the balloon up and start to rise, you will smack down on top of them. Both flamers should be able to get arcs downwards and can continue lighting things on fire. Ride your opponent to the ground and sit on them: grind them into the ground until they shatter beneath you. Once you have your opponent under you, there should be no escape. If they get out from under you, your carronade will pop their balloon again and you can once again sit atop them.
This build is sadistic, hilarious, and probably one of the meanest builds I run. If your opponent doesn’t get serious help from an ally, there is no way for them to escape if you do your job right. The only challenge is the galleon due to its mass. It takes a little bit of patience and a lot of hull armor repairs on your own ship to grind them into the dirt enough for them to die.
Sniping out one of the front guns doesn’t cripple this build like the meta: both front guns can destroy balloons and components.
Ultimately, this is one of the best counters to junkers. When a balloon is destroyed, it effectively becomes hull armor. You suddenly get a very large target to ram and shoot at.
Advantages:
-Your gunners can aim at almost anything and be effective
-The side flamer can be used in tandem with the front guns to deliver a trifecta at the right angle
-Allows one shot ram kills of junkers
-Allows you to effectively keep any one ship out of the fight while your partner(s) fight.
-Gives you the opportunity to laugh maniacally while goomba stomping every ship
Disadvantages:
-Seriously close range: needs you to close in with the enemy which still may require you to charge firing lines
-Kills slowly until you can get your opponent on the ground: meta build kills much faster which allows you to assist your teammate much sooner
-Long killing time can allow you to get disabled by the free opponent while stomping your target. You must be wary of how your teammate is doing
-A gunner firing the carronade at anything but your enemy’s balloon while said balloon is alive can cause you to lose positional advantage. If you can’t regain positional advantage, you can die quickly
Good against:
Almost all ships. Once you begin opening fire, ram as necessary to keep gun arcs off of you until their balloon is down and you can stomp.
Neutral Against:
Spire:
Part of what makes Spire pilots fear Pyramidions is the ramming power that a Pyramidion has. A single ram can destroy all of a Spires armor or all of a Spires permahull. However, it will not destroy both. This build fails to provide quality hull damage to a Spire before and after rams. A spire’s balloon is small and much harder to attack. You should still win almost every engagement with a spire, but it will take longer than expected.
Build Three: Sir Yosh’s Hades Build
This one was hatched mostly by the great Sir Yosh (thanks!) in an effort to give me something to use at longer range while still giving me effective weapons for my style of flight. The top left gun is an artemis and top right is a hades manned by a gunner.
Tactics involve closing to midrange. The artemis aims for opponents weapons and tries to snipe them out, leaving them with no attacking power. The hades aims for balloon and hull, setting both on fire and taking out armor, balloon, and permahull. Once the hades destroys the hull armor, artemis shots start taking out permahull.
The trick to this build is to have a respectable gunner for your hades gun. These shots need to land as they deal the actual damage of the build. If your hades isn’t landing, you can’t close in and finish working them over.
Determine the appropriate range to the enemy by watching the hades fire. Hades shots have an arming time. You need to be at such a distance that when your hades shots land, they explode visibly. This means you are dealing maximum damage with the hades.
A note from Sir Yosh himself on why we choose a gunner to fire the hades: on long range maps you need both lesmok and greased ammo. Hades is surprisingly precise with lesmok at long range - you can start shooting early, destroying armor and balloon, while your secondary engineer disables their guns using the artemis. While getting close to enemy, your gunner should switch to greased ammo, which makes hades work pretty much like a mortar that deals more damage to balloon and hull. Since greased decreases the projectile speed, its shots arm earlier and you're able to shoot a closer target. Greased has provides an accelerated fire rate.
This build is new to me and needs practice, but when you feel that our opponent is properly disabled, approach and begin ramming/stomping. Our artemis will continue to work fine. Your hades will lose a lot of effectiveness, but it is not completely ineffective. Your gunner can also switch to your side flamer. Similar to the flamer build, you want to position yourself above your opponent and begin stomping them towards the ground. When done right they can’t escape. You are less effective at this close range that with the flamer build, but patience will let you finish them off on the ground.
Advantages:
-Allows for the approach of sniper bulds by taking out their guns with the artemis
-Can begin disabling ships at range giving you safer charging lines
-Can kill ships at range, keeping your hull safer from damage (mostly self inflicted) and giving you an opportunity to support your ally more readily if needed
Disadvantages:
-Less killing raw killing power than the meta build, and less panic inducing than the flamer build