Part Five: Relearning to Ram
Odds are, when you ram, you are probably doing it wrong. Not a lot mind you, but enough to where someone better will kill you 9 times out of 10. Let’s start easy.
Spire:
Probably the best way to ram a spire is right on the armor plate on its front side. Naturally, if you can ram from any other side, try to do so, but the key is to hit dead center. This will bounce the spire straight away from you without turning you aside. Keep kerosene on until you hit, then instantly evaluate the trajectory of the spire and your self. If you knocked it straight backwards, leave the kerosene at full burst and keep going. If not…
-You stayed straight but the spire bounced at an angle
Pop phoenix claw and pull back throttle to around 0 while you turn your ship towards the spire’s center again. Just as you are almost pointing towards center, switch back to kerosene and finish turning as you close in again. You want to push your advantage as quickly as possible and every second counts.
-You glanced off and are now going past the spire
Pop phoenix claw and throw your ship in full reverse and turn hard the direction you glanced out to. Occasionally pop a burst of kerosene to help you stop your forward momentum and get going in reverse. About halfway through your turn back towards the spire, keep phoenix claw on and go full forwards. This should give you time to nearly finish your turn as you stop moving backwards. Then throw kerosene back on to finish the turn and ram again.
Keep ramming into the spire till you get the kill or die. You won’t be able to flee a decent spire build, so fleeing is not an option. If you die trying to ram one, then odds are he got assistance from a friendly or you didn’t approach correctly with your ally. More on team tactics later.
Mobula:
Mobulas are notoriously squishy as well. If you are approaching from directly behind, hit dead center. If from behind at an angle, hit the back on the side closest to you. This is to try to prevent the mobula from turning and getting arcs on you. If you approach from the side, angle slightly towards the front of the mobula so you again turn the front of the mobula away from yourself. When approaching the front, you will use the same tactics as the back. As scary as the front side of a mobula is, you don’t want to hit the mobula and glance past it while turning it around with you. You can survive the combined arcs of a mobula while ramming better than they can.
If you get misaligned from a ram, use a small burst of phoenix claw and low thrust to angle yourself back towards its center before kerosening again. This phoenix claw tactic will show up again and again in my ramming. Be careful using it and keep an eye on your nose, your surroundings, and your target. Any glancing blow will knock you completely off target. If it happens, don’t panic. Throw kerosene to stop your spin instantly, throw it into reverse to get a small bit of space, claw back to the right angle, and kerosene in again. You have the advantage. Don’t let them take it away.
Goldfish:
Goldfish can take a while to finish off, so be careful when you chase down a goldfish. If you are flying meta and your gunners don’t time their shots well, you can end up putting mortar shots into newly rebuilt hull armor time after time. With any build, you want to maintain a positional advantage on a goldfish. Blenderfish will make you pay for giving up position by popping your balloon and sitting on you, and hwachafish will just repeatedly take out your front guns, making you completely ineffective. Use your rams to get on the side of the goldfish.
Ramming a goldfish from behind is difficult. When you strike the goldfish, you will launch them forwards, which they can use to get distance on you and possibly maneuver in time to unload their heavy weapon in your face. Pay close attention to the direction the fish is pushed so you can start taking control. Ramming head on from the front will work if you catch them off guard or follow up with nudging rams to turn them. A good goldfish pilot will use kerosene or moonshine to prevent being turned by your initial strike, but usually the initial strike will impart some angle between your bow and the fish’s bow, allowing you to ram their bow at a slight angle, which will turn their nose away from you. Follow this up by keeping yourself on their side.
Toying with a goldfish from the side will take a couple tries of practice to get used to, but your main objective is to keep pushing the fish and not let it get its front gun arc on you. If you are perpendicular to your target, ram the center of the ship. This should just push it away from you, which is acceptable. If the fish tries to move forwards or backwards without turning, ram the trailing edge of the ship (if he moves forwards, you ram the tail, if he moves backwards, ram the nose). This will again turn the side of the fish towards you. You will glance off and start to lose gun arcs, which is acceptable if you reestablish them immediately. As soon as you hit, go full reverse with kerosene for a moment to prevent you from drifting past the fish. Then maintain your reverse thrust while phoenix clawing to turn your prow back towards the center of the goldfish. About halfway through that turn push your throttle back forwards as you want to be constantly ramming the goldfish. The more strikes you get on the fish, the more disoriented the pilot will be, leaving him not knowing where to go since he doesn’t know where he is about to be pushed.
If the fish tries to turn, ram at the side that is turning towards you. You will prevent them from getting their front gun on you, or prevent them from being able to turn tail and flee. Learn the balance between getting a forceful, damaging ram, and trying too hard to ram and losing your positioning. Ramming is powerful but if you lose your gun arcs, you are giving your opponent the opportunity they need to get out and kill you.
If the fish moves forwards or backwards while turning towards you (in a circling motion around you), you will have to let go of ramming until they change their tactic. All you need to do is keep your front guns pointed at your target. Phoenix claw as needed to keep arcs and, if the opportunity presents itself, close in slowly. We need gun arcs, but ramming is our power over our opponent and we want to see if we can use it further.
If the fish turns away from you while moving backwards or forwards (like flying in a circle where the edge passes in front of you), then you need to close in and prevent their turn. Ram the side that is angling towards you. You will need to be paying attention and move quickly because this is their opportunity to keep a distance from you by retreating and possibly bringing their heavy weapon to bear.
Be aware that many goldfish will have flamers on their side guns to prevent you from using this tactic. My meta build will allow you to kill them before the fire disables you too much. My flamer build will allow you to disable their gun and destroy their balloon, which will put you in a position of greater control. My hades build gives you the artemis which can be used to snipe out the flamer and remove it from consideration. Done correctly, you can keep a goldfish pinned to your nose until it dies.
Galleon:
Don’t.
But really, you have a couple different approaches you can take. The key is to never sit in a galleon’s actual broadside. Being there will get you killed faster than nearly anything else. Ideally you want to sit in front of the galleon or behind it. However, you are using your front guns. You can’t circle the galleon with your front guns on target. This gives the galleon pilot the opportunity to simply turn and have arcs on you. In response to this, I usually take one of 2 tactics:
Attack the spike jutting out of the bottom of the galleon. At the bottom of the galleon, there are extra sails (why? what’s the point?) that have a metal pole running straight down to maintain them. This metal pole is, you guessed it, part of the hull. Get in stupid close to the galleon extra low so that your gunners must fire slightly up and crosseyed together to hit the spike. Hold that position by turning with the galleon and letting it circle you if he tries to move out. Pay attention to his vertical movement. He won’t want you there because his guns are either long range and hardly damage you at that arc, or are short range and can’t aim that low. He will probably try to drop low to bring you into his gun’s arcs. Drop with him as long as you can, but if you have no space to move down…
Attack the top of the deck from balloon height. You can approach from this angle if the galleon is already low. If moving to balloon height because the galleon is dropping, you will want to hit hydrogen and rocket up past the broadside to get to the right height. This will prevent him from hitting you with a full broadside, and you should live. From the height of the galleon’s balloons, you can fire down onto the deck of the galleon and deal hull damage from another relatively safe position.If he moves up to counter, we don’t have a tool to drop fast, so we have to counter a different way. This will be discussed later.
When the galleon’s hull armor is down you can try ramming gently. The galleon out-masses you. Dont try to bully it around like you can other ships. Just poke it and back up a bit to get in some extra permahull damage while you can. Galleons are big and tough and more maneuverable than you may think, but they have large hitboxes and can be attacked from many relatively safe positions.
Squid:
Ramming squids is a glorious achievement, and immensely gratifying when successful, but don’t try too hard. Squids are going to try to get in your blind spots. They are very good at it. Don’t let them. It will take practice, but you can keep your front guns on a squid at all times. If a squid is being shot at, the squid is in trouble. If the squid is moving towards you, you generally want to be moving backwards to give yourself reaction space. When they try to fly past to one side, go full reverse phoenix claw and turn hard to follow it with your front guns. You may lose arcs for a second, but if they try to turn in on your tail, you will get the opportunity to regain arcs as long as you commit early and completely to focusing solely on keeping arcs.
In special circumstances where a squid doesn’t see you or they are particularly disabled, you may get a chance to ram. Take it. Even if you don’t kill the squid, a decent speed ram will mess up a squid and entertain you and your crew.
Junker:
Junkers offer some of the best training on how to keep gun arcs while flying a ramming ship. The moment you ram a junker, 9 times out of 10 they will slide away to one side and you will be left pointed at empty air with a junker’s broadside on your broadside. Bad day. Don’t let it happen.
Feel free to charge junkers. If you are going to ram, see if you can’t get the point of your ship to hit their hull instead of their balloon. It will be much more effective that way. However, be careful about how you ram. At the last moment, kerosene at full reverse so as you hit the junker, you will stop instead of continuing to move past the junker. Depending on how the junker bounces, switch immediately to phoenix claw and start tracing it. You will want to move forwards or backwards situationally depending on whether they bounced forwards from your or sideways. In certain circumstances, the junker will spin and you will hit it multiple times as you ram. Be wary and watch for this happening. If you get caught like this with phoenix claw on, you will be knocked completely out of arcs.
Junkers tend to be an exercise in patience similar to goldfish, however they are much happier circling you than a goldfish is. Your goal is always to nose in and poke them again, but never sacrifice your gun arcs. Remember, they have 2 guns on you right now too, so you don’t want to lose arcs.
Pyramidion:
Possibly one of the most challenging ships to ram right, but one of the more gratifying.
You understand the Pyramidion a little better at this point. You recognize that you want your front guns on him and you don’t care which side you are facing as long as he doesn’t have front guns on you too. It is hard to say side guns are useless, but using them presents a significantly larger target while also exposing engines. Pyramidion’s front guns will beat out the side guns nearly every time. You just have to put yourself in right position while they try to do the same to you. Here is where it gets fun.
For head on collisions, you must be perfectly aligned with the center of your opponent. If you lose alignment, their initial ram will turn you slightly sideways. Additionally, they will push harder than you will and will have the opportunity to get a second turning ram in similar to what you do to a goldfish. You can’t let this happen. It is certain death. Ram straight and true directly into them and keep a close watch for any hint of an angle. If they present you with any angle, take the opportunity and get in and nudge their nose. Use it as a lever to turn their ship away and gain control of the fight.
If you can ever approach from the side, try to hit towards the front of the ship. This will turn their front guns away from you and ensure you get the time you need to kill/disable them.
Approaching from behind it is almost better to just sit behind them and rain down fire. Ramming them will push them away from you and slow you down. It can be used, but you must be careful using it and be aware of the risks.
Walls:
Walls are overpowered. Not by a little either. Walls are the most powerful weapon in the game. You can instantly destroy anything but a galleon (and it doesn’t take too long on a galleon) by using walls.
Pay attention to the location of your opponents. If you ever see an opportunity, even if it means turning your back to one ship, take it. If a ship drifts too close to a wall and you have a direct path, go for a straight ram to push them up against the wall and keep pouring on the kerosene. If you see an enemy hitch up against a small edge in a scenery hitbox. If an opponent rams a friendly galleon, you can treat your ally as a wall. Any time your enemy cannot move backwards if you push them, you can almost instantly destroy them with a well placed ram. The one exception is galleons. Since they out-mass you, they resist wall rams much better. It is, however, still a golden opportunity to take them out. Keep pushing unless you notice your hull armor getting extra low. If it gets too low, back off slightly and let your engineer get a mallet hit in on it before trying another push.