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Messages - VomAct

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31
Gameplay / Re: Pyramidion Side Guns
« on: December 24, 2014, 03:19:17 pm »
If you use your side weapons, your enemies can shoot at a barn gate of hull armor, and all components are exposed. Whereas when using the front, all components are fairly well covered.

Agreed.  The biggest weakness of the pyra is also one of its greatest strengths: that engine column.  In a close range brawling situation, if you lose even one engine you will likely lose the engagement, and if you are using the side guns as main weaponry, your engines are pretty much totally exposed.  Plus, side guns on a pyra are extremely easy to snipe out, while the front gun hitboxes are strange enough so even fairly experienced gunners can have trouble hitting them consistently.  Not to mention it is easier to ram with the front of a pyra.

32
Q&A / Re: General Piloting Tips
« on: December 22, 2014, 07:25:28 pm »
Guns on Mobula doesn't all face forward. Guns on the edge angle outward. Put the gun with the widest horizontal arc if you plan to get a tri or quad fecta.

Fun fact: you can put three hades in arc (barely) on a mobula by either doing two on one side and one in the middle, or doing one in the middle and one on the bottom of both sides. :D

33
Q&A / Re: General Piloting Tips
« on: December 22, 2014, 07:22:55 pm »
Different builds fly differently.  For example, blenderfish need to have the front gun pointed at the enemy at all times due to the really short reload time.  Also ignore the hecklers and ram the hell out of enemies with a fish.  When ramming with a fish, use kerosene or shine if they are level or above you, but don't use tools if they are below you; those two big fins on the bottom of your ship will automatically turn you to face them with your front gun.

Speaking of ramming, if you are in a galleon or a pyra and you see someone coming to ram your side, consider putting pheonix claw on so their ram gives you an unexpected positioning advantage.  In a galleon, this will turn your broadside straight on them.  In a pyra, it will do the same, only you can reverse back and get a nice view of their engines.

Ram ALL the things!

34
Q&A / Re: Flying the Mobula: Wat Do?
« on: December 22, 2014, 07:10:43 pm »
The mobula is the only ship in the game you can have two completely different sets of weapons pointed in the same direction.

First off, hull engineer gets an artemis on bottom, and doesn't leave it even at close range (good for precision disables) except to repair the hull.  Balloon side engi starts on top of the wing with an artemis, then jumps down to the carronade for when things get close and you need to get them below you.  Third engi/gunner takes the top mercury until they don't have arcs, then jumps to the top of the wings and either takes the balloon side top artemis or the hull side top gatling.

Also, totally agreed on claw being a waste of time.  If you have to turn more than 90 degrees one of two things is happening. Either you are moving into cover from enemy snipers or you are being ambushed.  If you are moving into cover, you don't need the extra turning speed; if you are being ambushed, you are either dead or your enemy is not a threat to you at all.

35
Q&A / Re: Working up to galleon as new pilot?
« on: December 22, 2014, 06:55:56 pm »
As for Galleon piloting tools, I would suggest taking phoenix claw and moonshine for little maneuvers and drogue chute for when you get blended.  Many pilots disregard the back gun, but putting a mine launcher there can save you from blenderfish and squids (they loooooove to hang out back there). A particularly effective close range build is a gatling/hwacha/h. flak on the port side.  If you want to go long range, I would suggest putting a hades instead of a mercury on the top, as it works better with the LJ arcs up close.  Biggest weakness of a galleon is that it cannot control engagement range, so try to stay out in the open with long lines of sight and an ally with a flare gun.

36
General Discussion / Re: What's wrong with heavy guns?
« on: October 08, 2014, 11:49:02 pm »
Biggest problem with galleons right now is it only takes one hwacha or one heavy carronade on a goldfish with half-decent positioning to effectively counter one.  Or any carronade or disabling build for that matter.

As for heavy guns, they are just too easy to disable.  One shot from heavy clip carronade or merc is an instant gun disable, which is bad news for a ship that relies on its heavy guns as its main advantage against lighter, faster ships.

Also I watched a match where the Ryders (double galleon) were taken out by the Thralls (Blenderfish/Pyra) on Paritan a number of weeks ago in SCS.

37
Gameplay / Re: Pyramidion Side Guns
« on: October 08, 2014, 11:16:05 pm »
Mines or Banshee also work fantastically in 3, Flares in 4.

Mines have some of the widest arcs of any gun in the game, and it can be really useful to have a main engi with incendiary or lochnagar rounds to follow up a left-deflecting ram with a mine, it can knock your enemy back into arc of your front gun.

Generally banshee is nice as well, for wide arcs and little more killing power, plus it is easier to use.  Another good idea is to have your main engineer bring heatsink for the extra turning speed and the third shot in your flare gun.

Which reminds me, flares are fantastic in slot 4 because if your gunners can't see the enemy ship, they probably can't hit consistently even if you have the spot.

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