Yeah, I'm not expecting to do much acrobatics, but the ship just felt very controlled to me. When I read 'the hulking tank' on the site, I expected a molasses cannon. But I think it's surprisingly agile for what it is.
In my time playing, I've really enjoyed playing the Junker. I love its survivability and broadside capabilities. I think by far I've been most successful with it. It's slow, but enough to squeeze out some maneuverability. Well, Galleon is pretty similar, I think, like a bigger Junker. It turns way slower, but I don't think it's much slower in speed. It felt steadier to me somehow.
I know I'm not nearly as experienced, but I really want to push the Galleon's capabilities to its limits! My top focus in combat is good arcs for the gunners, but I don't want to just rely on the armor if I can move well, you know? It has movement stats, I'll use them! I like to keep momentum, with the Junker, it's gotten me through some crazy stuff. Granted, Galleon's no Junker, but I feel it's enough for me! I mean, sure, I'll tank if I know we can pile some decisive shots (done some parking with Junker), but to me, the most important things as a pilot are survivability and momentum.
I trust my gunners can aim decently even while moving, with most weapons anyway. I gungineer'd a lot and had no trouble shooting some guns like flak or mercury field gun even as we flew at higher speeds... Honestly I don't plan to use something like mortar because it was too unreliable for me.
If a balloon is down, what happens if you shoot it? Will say, flak, still just hit the balloon if you shoot below you at a ship, and do nothing to the hull? Should I try to crush them at that point then?