Author Topic: Spire Builds  (Read 32762 times)

Offline Sugar Honey

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Spire Builds
« on: June 19, 2013, 12:04:25 pm »
Let me just say upfront, this is NOT a thread to bash the Spire (I hate it myself ironically), I'm simply bringing up the topic of possibly effective Spire builds that I could take into battle in the future because I'm the type of guy who flies heinous ships because he's bored.

First things first: Let's cross-reference some stats, shall we?

The Spire's documented Health and Armor(respectively) are as shown: 650 and 500
Considering this, I'm going to show approx. how much ammo is expended to disable the Spire given certain gun combos based on the damage matrices under the Gameplay section of the site. Please correct me if I haven't done my math correct. Assume all conditions are perfect.

Gat/Flak Pyra - 43.33 rounds/4.8 rounds

This combination coupled with a ram is only a few seconds of playtime for the Spire before certain doom, and yes we've all seen components raining down on us as we completely obliterate it this way, don't lie.

Merc/Merc Pyra - 2.8 combined rounds, y'know... because there's two of them.

Either sitting abroad, disabling everything on the Spire with each hit (and hilariously each miss), or gaining the perfect interval with which to ram with something akin to an insta-kill, this combination is deadly. The only salvation is a supportive teammate or a counter sniper to disable the Pyra's mercs... what are the odds of that?

Carronade/X/X From some god-awful balloon-popping goldy - 1.9 rounds to keep the Spire on it's knees.

This is self-explanatory. Once the Spire is down there's no recovery from a balloon-popper. Uninterrupted it will keep driving that poor, defenseless hull into the dust until it becomes dust itself.

Oh goodness me, what time is it here? 9:00 in the morning and you haven't slept you say? That means I leave what I put down for you to pick up... until I'm back of course. Have fun! And I swear to god if anybody gets on here just to bash the Spire...
I..
will..
find you.
.
.
-_0
Keep one eye open
...
Cheers!

Offline Sugar Honey

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Re: Spire Builds
« Reply #1 on: June 19, 2013, 12:06:46 pm »

Offline James T. Kirk

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Re: Spire Builds
« Reply #2 on: June 19, 2013, 03:45:35 pm »
Personally, I don't fly Spires, but I always saw them as the perfect sniper build.

Put mercs where the light weapon slots face forward, some flares on the light spots that don't, put a lumberjack or heavy flack down below, and viola! a sniper platform.

These should only be used in capture maps, because they're just easy kills in DMs.

I swear to you, today, I joined a 2 v 2 with a Spire who had a heavy carronade and flamers. He also insisted on leading the charge. They were 4 out of the 5 kills (I tried to ram the broadside of a galleon off of him in a last-ditch effort. Didn't end well.)

Offline HamsterIV

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Re: Spire Builds
« Reply #3 on: June 19, 2013, 03:49:51 pm »
Some times you just have to sit back and let your ally burn. A good captain will know when they should rush in to save their ally and when they should hang back and avoid the meat grinder. Fortunately with a newbie in a spire for an ally that decision is pretty easy to make.

Offline Squash

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Re: Spire Builds
« Reply #4 on: June 19, 2013, 03:50:05 pm »
I have to disagree with the Captain, I think Spires are horrible snipers. There's really nothing a sniping spire can do that a Galleon can't do better. The spire somehow even manages to be a bigger target. I think the strength of the spire is its immense alpha strike ability, delivering massive amount of damage in one close range volley.

Have you ever tried a heavy carronade - mortar - gattling spire? The damage output is nuts, I mean really, really nuts.

Offline HamsterIV

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Re: Spire Builds
« Reply #5 on: June 19, 2013, 04:18:57 pm »
I am more of a fan of the double Gat/Manticore build with flare left side gun. The Mantiore can pull the teeth of a pyramidion at long/medium range and is a great finisher when the hull armor goes down. The problem is that the Spire can only do this to one ship so against a coordinated team it is pretty much screwed.

Offline Echoez

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Re: Spire Builds
« Reply #6 on: June 19, 2013, 04:26:42 pm »
The Spire can fit both Sniping and brawling builds, the advantage to the galleon it has is that it can keep going forwards or backwards while firing and it brings more light guns facing on one direction.

The problem is, the Spire is still too slow to close distance fast and isn't tanky to be a proper brawler, it's also not as manuverable as other ships to fit as a sniper too well either. It's also stupidly vulnerable to mercuries, probaly the only ship you can destroy by solely using mercuries.

Personaly, I mostly use it as a support with a Lumber, Mercury and Artemis. Sometimes Hwacha Spire with double gatlings, but honestly I think that this is just a troll build, in reality it's not effective if your enemy takes advantage of the fact that you have a Spire and brings even one mercury.

EDIT: and as Hamster mentioned, you have the best 1v1 potential, but by the time your enemy coordinates against you, you are pretty much scrap metal.
« Last Edit: June 19, 2013, 04:28:36 pm by EchoLG »

Offline Sugar Honey

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Re: Spire Builds
« Reply #7 on: June 19, 2013, 05:21:23 pm »
Personally, and while these are builds I seek to try in the future, I have had tremendous success with a spire on Desert Scrap. I sit on the point and when some bugger comes rolling around the cylindrical walls we pepper them with gatling fire, a hwacha, rotate on the reload to hit them with a top-right carousel or flak, and finally I have a flare or flame-thrower on the bottom for tormenting the crews that didn't bring extinguishers.

I love the turn speed it has and often found myself jumping off the helm to mount a gun, usually resulting in our definite capture of the point and game... however...

I was a fairly low level when I began my experimentation with different ships and, around this time, the gat/flak combo became the go-to guns for any low-level pilot to utilize for a quick and painless severance of the Spire. It was a great method, mind you, but I feel kind of scared going back to the spire without fighting in Scrap and without a teammate to help guide me along.
Regardless of all this, I think I'm going to summon my special crew and try out a brawl and sniper build to see which ones I like better... perhaps get some more flight time with this ship and find out if it ends up working or not. I like being versatile, and I hate seeing my Spire sitting useless and alone as I scroll past it to a more favorable ship.

If you guys find anything that is grade-a, please post here, I would love to know. If not I'll surely comes across you in game when the Spire makes its comeback and dominates everyone in its gritty reboot sequel or something.

Offline Redorio diVario

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Re: Spire Builds
« Reply #8 on: June 19, 2013, 05:24:05 pm »
I may not be the best person to listen to when talking about tactic but...

I personally like Spire. Maybe because I like the design. Maybe because I'm tired of constantly flying on Pyras and Junkers (oh, and obligatory with gatlings and flacks). Or maybe because it can be a good ship.

As it was mentioned, Spyre can be deadly if it's the one who shoots first. Generally that's' the tactic when it comes to a duel. IMO it's a great ship for tight maps like Labyrinth where it can appear from nowhere and deliver a killing strike. The lack of horizontal speed can be substituted with good vertical movement. I had a tactic one on Labyrinth that I hid my Spyre in the clouds near the ground while our ally was above the clouds. When enemy struck our ally we suddenly raised from clouds, turned and destroyed them.

But generally it all depends on other crews. I don't consider myself a good pilot so maybe I just had noobs to play with, but I found some loadouts sometimes effective sometimes not. A typhon + mercury + gatling is generally effective for long range combat if you won't allow enemy to get to close. And a setup with manticore + gatling + flack can be effective for tight maps.

Offline Echoez

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Re: Spire Builds
« Reply #9 on: June 19, 2013, 07:39:56 pm »
and I hate seeing my Spire sitting useless and alone as I scroll past it to a more favorable ship.

If you guys find anything that is grade-a, please post here, I would love to know. If not I'll surely comes across you in game when the Spire makes its comeback and dominates everyone in its gritty reboot sequel or something.

Yes, I kinda feel sorry for not going Spire anymore cause it's realy not the most effective ship and I absolutely love its design.

As for loadouts, there's realy only 4 main ones, since the Heavy weapon you will have equiped will play a major role on what else you bring.

1st Loadout: Lumberjack, Support Sniper.
Lumberjack bow.
Mercury bow.
Flare gun dock.
Artemis starboard.


2nd Loadout: Heavy Flak, Finisher Sniper.
Heavy Flak bow.
Mercury bow.
Flare gun dock.
Artemis starboard. (Change for Gatling if more mid range)


3rd Loadout: Heavy Hwacha, Brawler glass cannon.
Manticore bow.
Gatling bow.
(Variable) dock.
Gatling starboard.


4th Loadout: Heavy Carronade, 'I don't even' build.
Heavy Carronade bow.
Light Flak bow.
(Variable) dock.
Gatling starboard.

At least those are the most popular I have seen on Spires.
« Last Edit: June 19, 2013, 07:42:22 pm by EchoLG »

Offline HamsterIV

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Re: Spire Builds
« Reply #10 on: June 19, 2013, 08:37:26 pm »
4th Loadout: Heavy Carronade, 'I don't even' build.
Heavy Carronade bow.
Light Flak bow.
(Variable) dock.
Gatling starboard.

Taking that 4th loadout speaks of a contempt for that meta that is ballsy to say the least. Either you are facing an opposition that is so weak that you can flaunt your disdain for the meta or you have achieved some godlike flying/shooting prowess that us mere mortals can not comprehend. Either way my hat is off to anyone who can take that build and still win.

Offline Captain Smollett

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Re: Spire Builds
« Reply #11 on: June 20, 2013, 02:41:42 am »

1st Loadout: Lumberjack, Support Sniper.
Lumberjack bow.
Mercury bow.
Flare gun dock.
Artemis starboard.

Yup

2nd Loadout: Heavy Flak, Finisher Sniper.
Heavy Flak bow.
Mercury bow.
Flare gun dock.
Artemis starboard. (Change for Gatling if more mid range)



Perhaps not grade a but so much fun.   Works really well if you have good synergy with your teammate and can have them body block incoming ships.  Nothing like seeing an ally pyramidion deflect an incoming ship with a ram while you shove a flak up their tailpipe for the kill.



3rd Loadout: Heavy Hwacha, Brawler glass cannon.
Manticore bow.
Gatling bow.
(Variable) dock.
Gatling starboard.

Try Flak starboard.  It makes an amazing finishing gun for the captain to use.  It's incredibly gratifying to see the enemy armor get dropped by the hwacha and gattling and jumping on the flak to finish them when they think they're safe.  With good gunning this easily can kill a charging pyra before they make the ram.
4th Loadout: Heavy Carronade, 'I don't even' build.
Heavy Carronade bow.
Light Flak bow.
(Variable) dock.
Gatling starboard.


This actually used to be a viable build before they nerfed carronades.  That's one of the reasons I'd love to see them back so badly.  One of my favorite ships to fly ever was a Spire with a front mortar starboard side gattling and heavy carronade.  You could basically charge in gats blazing, pop the balloon break the armor and have the top deck gungineer run over to the mortar and just rain down hell on the target that was below you and couldn't return fire since his balloon was locked down.  Absolutely brutal and guaranteed kill if their ally didn't help them.  Used to shock the heck out of opponents who had never seen anything like it, sadly this was only possible for a few weeks.

By the way not sure I agree with most of the math at the top of the post.  Double check your multipliers.  I think that may be it.

Offline Echoez

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Re: Spire Builds
« Reply #12 on: June 20, 2013, 09:45:38 am »
Actually, just before I went to sleep last night, I though of something.. a more agressive mid range Lumberjack Spire with a Flak or a Mortar on the upper deck bow instead of the Mercury.

You still have the Artemis to disable enemy weapons, the LJ can clean up their armor no problem with a decent gunner and the Flak/Mortar can finish them. Definately gives you a little bit finishing power if you feel like getting closer for a fast kill cause the LJ realy doesn't do much Perma hull damage, so if you trust your gunner, definately try this as well.

Offline Zenark

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Re: Spire Builds
« Reply #13 on: June 20, 2013, 10:36:18 am »
Last night me and another captain were flying two Spires in Peritan Rubble (I think that's the name) we named our ship lefty and righty.... It was the funniest thing I've done in GoIO.

Anywho, we lost because we were mostly playing around, but we still surprisingly got a few kills. It seems two Spires working together could be quite formidable.

Offline Sammy B. T.

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Re: Spire Builds
« Reply #14 on: June 20, 2013, 11:28:12 am »
I did a carronade spire (tow barking up top, one heavy below) It was quite effective until it came time to actually finish the kill because the Spire just can;t get low to the ground and the carronade is still idiotically unable to look down at all.