Author Topic: Team Setups  (Read 7310 times)

Offline Spud Nick

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Team Setups
« on: September 19, 2013, 06:54:34 am »
I wanted to open up this thread to talk about team setups. What ship builds work well together in a 2v2 match? Should both ships have the same role (sniper, brawler, disabler) or should they have different roles. Is it better to bring the same ship and build that your teammate does? Or should you bring a different ship with a different build. Post your thoughts about team setups and what ship builds would synergize well together.

Offline Crafeksterty

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Re: Team Setups
« Reply #1 on: September 19, 2013, 09:40:12 am »
Il wait for the next patch first, and then il come back with an answer. But for now, there arent too many options. Considering in a 2 v 2 game, but in a 3 v 3, team setups become alot more important.

As of me, i really like to cook my spire with a goldfish or a junker. Perhaps even a galleon if i ever get to play more galleon spire.  Because the more heay weapon fire power, the quicker the kills. In the upcoming patch, the spire will get a buff and have a more equal footing even though its stats are as equal as F***.

Offline Echoez

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Re: Team Setups
« Reply #2 on: September 19, 2013, 10:52:09 am »
According to my experience at least, in a 2v2 and judging by the fact that 99% of 2v2 maps are TDM.

I think it's mandatory to say that you want at least one ship that can kill an enemy by itself and do so in a reasonable time, hence why there's almost always a Pyramidion or a Junker. Those ships are solid, dependable, can take a beating and can deliver a hit when they need to due to having at least 2 light gun slots that can overlap arcs, hence pairing Piercing+Explosive damage guns on them leads to incredibly fast kills.

Those two are the backborne army of sorts in GoI, other ships are mostly utility or snipers that need close range protection.

The Goldfish can't kill by itself in a reasonable time, but is speedy and can deliver quick strikes with a heavy gun.

The Spire is a guns platform, slow and fragile, needs protection, the Mobula is in pretty much the same category, just without a heavy gun and complicated decks, works slightly different and is even more sniper focused.

Finally the Galleon, while packing a lot of fire power, still needs close range protection cause it has horrible handling, it's also incredibly weak to disabling weapons like the Hwacha, Artemis and Mercury gun.



So, depending on what you want to accomplish, you usually should be pairing a Pyramidion or a Junker with one of the other ships, or just get a Pyramidion AND a Junker, since the Junker is also suited to bear utility weapons while retaining a fair portion of killing power, or just go dual kill build and utility front.

Keep in mind that I'm talking about 'effective' team set ups, ships like the Spire or the Goldfish have problems with akward pairings. Obviously the Goldfish is an attacker ship, you won't be pairing it with a Spire since the Spire can't follow it around, the Goldfish can't protect the Spire reasonably well either, you are also pairing 2 ships with the same innate weakness, an exposed front gun, your enemy might want to take advantage of that, so it's a bad match up.

A Spire and a Junker is an example of a decent match up, since the Junker can fend off attackers with a close range side and assist a long range Spire with a long range side equiped with Mercuries/Artemises.

You can also pair a Pyramidion with pretty much everything, even itself.

Yes, I know I didn't realy post many team setups, but I want to believe this posts explains how team set ups work in a short and effective manner c:

Offline HamsterIV

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Re: Team Setups
« Reply #3 on: September 19, 2013, 11:58:50 am »
Two quick kill ships like gat/mortar pyras work very well together, even if they are a bit boring. I like dedicated hull stripping ships paired with dedicated finishers. I have had some success with 2x front gat pyras flying with Hwachafish or Hwacha galleon. Also the squid works will in stripping roll. I prefer the hwacha over the flack for the killer ship because it can disable few guns in the opening encounter thus lowering the incoming damage and giving the hull stripping ship a chance to do its job.

If the hull stripping ship dies the disabler/killer can break the engines/guns of the enemy to allow a chance to escape or tank until its partner gets back.

If the killer ship dies the stripping ship can attempt to finish the kill with a ram or just book it.

One of these days I would like to try a junker galleon combo where the junker has 2 mercs on one side, two gats on the other and a flack up front. Neither the junker nor the galleon are pursuit ships, but with the merc side they can force an enemy to close or slow an escaping ship long enough to make a kill.

Offline Zenark

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Re: Team Setups
« Reply #4 on: September 19, 2013, 12:30:14 pm »
The best setup I've seen is a Pyra and Junker together, both acting as kill ships. Matches like that end quickly. I've also seen a Junker and Galleon just wreck their opponents.

The best thing to do is have any two ships with gat/mortar or flak. But excluding double meta, a disabling Squid with a kill Galleon or kill Junker is effective. Another is a Goldfish and Pyramidion together.

With a Goldfish and Pyramidion, they do good flying side by side. The goldfish disables one ship for a few seconds while the Pyra starts assaulting the other. Once the disabled ship has been put out of combat for a moment, the Goldfish assists the Pyra in making the kill. By the time the disabled ship is back up, his ally is dead, leaving him as an easy target.

With a Junker and Squid, the Squid escorts the Junker at a bit of a distance and acts as the distraction. If the enemy goes after the Squid, the Squid should be able to juke them out, staying out of arcs and distracting the opponent long enough for the Junker to come in and do some hwavy damage. If they ignore the Squid and go after the Junker, the Squid can get into a tactical position and cripple the attacking ship while it's fighting the brawler. With two ships attacking one, the attacker stands little chance.

These strategies of course are impractical compared to two kill ships simply focusing on one enemy and then the other.

Offline RearAdmiralZill

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Re: Team Setups
« Reply #5 on: September 19, 2013, 01:41:52 pm »
Quote
synergize well together.

Enough said really.

Offline treseritops

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Re: Team Setups
« Reply #6 on: September 19, 2013, 01:55:42 pm »
The biggest problem in answering this question is knowing what the enemy is bringing as well. (duh... I know...)

You have to counter the roles of the enemy ships. If there are two pyras than bring a balloon popper (I find squid to work better, much hard to kill than goldfish) and make sure the two pyras are constantly separated (one on the ground). The second ship choice is up to you.  (I like junker, or even mobula)

I could make a whole list but it would be mostly obvious examples like that.

Additionally, I think countering the enemy is more important than complimenting your teammate. I've played in a pyra/junker team and got my butt kicked by two goldfish because of the way they countered us. Technically two goldfish don't work well together (it did take a long time for them to win) but we were constantly down on the ground or without weapons, or both! If it came time to chase the junker can't keep up, and if the pyra can you still have the edge on maneuvering in a goldfish.

Offline Captain Smollett

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Re: Team Setups
« Reply #7 on: September 19, 2013, 09:20:08 pm »
A disabling squid paired with a killing junker is one of my new favorite combos to counter Junkers and Pyras.

Offline IvKir

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Re: Team Setups
« Reply #8 on: September 20, 2013, 03:21:54 am »
Well.. in my cases, most effective was a couple of junkers, or junker\pyra, with one junker build for disabling, like, carronades or artemis with gatling.