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Puntosmx

Guide to ships - The Goldfish

22 posts in this topic

The Goldfish.
Fast. Small. Sturdy.

This is one of the Novice-level ships, and one of the fastest in the game to date.
Its small size allows players to get acquainted with the game dynamic and minimizes mistakes.
It might seem insignificant due to its size and the three weapons it carries, but familiarity makes it a fearsome opponent.

Characteristics
The Goldfish is rated 1 Star for Easy.
Its strength lies in its Speed. High acceleration allows the Goldfish to dart into combat, and eases escapes from tight spots.
Its other strength is a sturdy Hull. It increases the ship's survivability and prevents suicide by ramming larger ships.
Its shields and maneuverability are nothing to boast about, and the three weapons can be seen as a disadvantage.
2014-06-30_00001t.jpg

Layout
The Goldfish is a small, elongated ship with two decks.

The lower deck holds the Shield in the center, preety close to the side guns. This allows a main Engineer to man one of the guns when he's not neded elsewhere.
At the front lies a Heavy Weapon, not too far from the Shields.
To the back, two of the three Engines whirl their proppelers. This low walk can only be accessed from starborad, but parkour allows Engineers to compensate for this limitation.

The top deck houses the Balloon just in front of the stairs. This location helps with repairs.
The third Engine is located at the end of a long catwalk. It might seem like a disadvantage, but this location helps avoid crippling damage to the engines, as enemies will have trouble hitting all three at the same time, unless they're right behind you.
The Rudder sits at the front of the top deck, kinda at the center of the whole ship. This allows for better viewon all directions and makes advancing and retreating easier by not being too far from any tip of the ship.

The thin frame of both ship and balloon allow for good overall visibility from preety much everywhere within the ship.

Parkour

Parkour involves jumping from the tail of the main engine to the bottom deck where the two turning engines

The rear parkour zone begins by the ballon, from where you can jump down on any lower Engine. You can't jump out to the ground (I tried), so learn where the Engines are positioned and jump down atop them.
Once you're on the Engines, you CAN jump off the ship, so don't panic and trip, please.
One curiosity in this zone is that you can jump from the lower rail to the portside Engine, and from there to the stairs.
Also, you can jump from the stairs to the side armor, and then walk back towards the portside Engine.

The Rudder parkour is self-explanatory.
You are turning the round thing wildly, and then just jump away to the lower deck.
Starboard, you'll frequently fall atop the Shield, but you're a couple steps away from repairing it.
Portside, you're two steps away from manning the Weapon.
It's hard jumping forward to the fore, but you can do it. Specialy if you move slightly portside. Though, I don't know why you'd jump that way..... but you can do it.

If you want to feel the wind on your face, there's nowhere better than atop the ceiling of the top deck.
Just get into the Balloon pump (and I mean CLIPPING INSIDE THE THING), jump a little starboard atop the rail, then advance to the ceiling and jump two or three times.
Then strike a pose.
2014-07-02_00006t.jpg

Another amazing place to feel the wind is atop the fore gun or climbing one of the ropes close to it.
2014-07-01_00001t.jpg

Edited by Puntosmx
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Guns
This being a Novice ship, Captains can only select one of the three default loadouts on Novice Matches.

Default Loadout A
All Weapons here are short-ranged, which means the ship will have to be up close to do anything.
Combat effectiveness can be maximized by keeping the enemy at diagonals.
On the portside diagonal, around 11, break their shields with the Whirlwind and then turn to deal damage with the Hellhound.
2014-06-30_00016t.jpg
On the starboard diagonal, around 1, you can keep both Weapons focused on the enemy, stacking flames, disabling modules and dealing damage at the same time.
If you see the enemy spraying modules, forget about the flamer for a while.
2014-06-30_00014t.jpg

Fore: Hellhound (2 Shots, Fast reload, Low RoF, High damage Flechette/Shatter, Balloon/Guns/Engines)
Range 425 m (short), Elevation +30°, Depression -15°, Horizontal arc +/-25°
This carronade is the main damage dealer. It lacks zoom, but as it's only effective up close, that's a moot point. Its firing range is rather narrow to the sides, but has a nice vertical arc. It loads only 2 shots, but each delivers 20 individual impacts, and it reloads rather quickly.
It's most effective at bursting balloons, sinking practice targets in 2 clips (1 with Heavy Clip and Incendiary Rounds).
It requires 6 normal clips to break a dummy's Hull and another 6 to destroy it, but a Heavy Clip totally sinked the dummy with 4 magazines. Incendiary Rounds broke the Shields with 2 clips, but took 6 more magazines to destroy the dummy. Charged Rounds totally destroyed the dummy with 9 clips, but that only means 25% improvement. Lesmok Rounds increase damage range significatively, but once the enemy gets closer it's better to switch to another type of ammo. Do not EVER use Lochnar Rounds, since it reduced each reaload to a single buckshot, and the damage increase is not significative.
2014-06-30_00011t.jpg
Starboard: Dragon Tongue (250 "Shots", Average reload, Extreme RoF, Nil damage Fire, Balloon/Hull)
Range 200 m (short), Elevation +35°, Depression -35°, Horizontal arc +/-60°
The flamer is the main disabling Weapon. It's only effective very close, and it can be defeated with sprays and Heatsink Ammo. Its firing arc is wide and tilted downwards, but it does overlap slightly with the Hellhound's, so keeping an enemy close and at the right spot will maximize damage. If you mange to set 7 stacks of fire on the weapons, the enemy won't be able to use them until flames are doused.
Dummy practice hints at higher damage with Burst Rounds, while Incendiary Rounds cripple the weapon's range too much to be considered. Lesmok is used to increase range at virtually no penalty. Other rounds are unremarkable, thus can be ignored.
2014-06-30_00013t.jpg
Portside: Whirlwind (82 Shots, Fast reload, Extreme RoF, Low damage Piercing/Shatter, Guns/Engines/Armor)
Range 450 m (short), Elevation +25°, Depression -50°, Horizontal arc +/-50°
This gatling gun is meant to break the Shields. It's close-ranged and low-damage, but the high RoF, big clip and reload speed make up for it. Its arc of fire is wide and tilted downwards, and as it doesn't overlap with the Hellhound's, you'll have to alternate shooting.
This is a good opening-fire weapon, since most loadouts break the Shield with one clip and destroy the ship 3 reloads later. Burst Rounds manage to destroy a dummy with 3 clips, requiring one less reload. Lesmok is often used to hit far enemies, though it takes longer to kill them, due to the smaller magaxine. Heavy Clips reduce the spread to almost nothing, which allows the Gunner to pick modules and disable them effectively.
2014-06-30_00015t.jpg
Ammo: Lesmok Rounds for increased range with all weapons, Heavy Clip for enhanced accuracy, which means as much as triple the damage per shot with the Hellhound and easier time targetting modules with the Whirlwind. For increased damage, you can carry Incenciary Rounds for Hellhound or Burst Rounds for Whirlwind.

bring Lesmosk for long range and grease for close range

 

Default Loadout B
Fore: Lumberjack (Very Long, 6 Shots, Shatter/Flechette, Balloon/Guns/Engines)
Starboard: Scylla (12 Shots, Average reload, Slowish RoF, Low damage Explosive, Hull)
Range 400 m (short), Elevation +30°, Depression -50°, Horizontal arc +/-40°
Portside: Banshee (8 Shots, Fastish reload, Slowish RoF, Very low damage Explosive, Hull)
Range 1170 m (long), Elevation +35°, Depression -35°, Horizontal arc +/-60°
Equipment: Rangefinder reccomended, to improve effectivity at long range.

Default Loadout C
This is a mix of long and short ranged Weapons, which makes it a very flexible setup.
At long range, the Manticore and Artemis may have to take turns shooting on Porstide diagonal.
2014-07-02_00005t.jpg
At short range, the enemy can be easily kept within range for the Dragon Tongue and Manticore to maximize module damage.
2014-07-02_00002t.jpg

Fore: Manticore (20 Shots, Slowish reload, Extreme RoF, Very low damage Explosive/Shatter, Hull/Guns/Engines)
Range 1200 m (long), Elevation +20°, Depression -20°, Horizontal arc +/-30°
The Manticore is a fast-firing, long-distance gun with very nice turning speed and fire archs. Its effectivity increases as the enemy is closer, which increases the versatility of the ship and can help adapt to short-ranged and long-ranged strategies.
Dummy targetting showed a tendency to miss most shots while leaving the button pressed for faster RoF; shooting smaller volleys might (untested) increase accuracy, specially at mid and long ranges. Normal ammo required 6 clips to destroy the Shields and 4 more to sink the dummy. Heavy Clips showed an astounding increase in damage output, destroying the dummy with 3 clips (though I feel I hit a weakspot ot a bug). Greased Rounds didn't improve damage to Shields, but once these were down 2 clips managed to destroy the ship. Charged Rounds performed slightly worse than Greased (though I swear one of the clips didn't hit even once). Lesmok didn't improve or impair the weapon.
2014-07-02_00001t.jpg
Starboard: Dragon Tongue (250 "Shots", Average reload, Extreme RoF, Nil damage Fire, Balloon/Hull)
Range 200 m (short), Elevation +35°, Depression -35°, Horizontal arc +/-60°
The flamer is the main disabling Weapon. It's only effective very close, and it can be defeated with sprays and Heatsink Ammo. Its firing arc is wide and tilted downwards, but it does overlap with the Manticores's, so keeping an enemy close and at the right spot will maximize damage. If you mange to set 7 stacks of fire on the weapons, the enrmy won't be able to use them until flames are doused.
Dummy practice hints at higher damage with Burst Rounds, while Incendiary Rounds cripple the weapon's range too much to be considered. Lesmok is used to increase range at virtually no penalty. Other rounds are unremarkable, thus can be ignored.
2014-06-30_00013t.jpg
Portside: Artemis (4 Shots, Average reload, Slow RoF, Low damage Explosive/Shatter, Hull/Guns/Engines)
Range 1334 m (very long), Elevation +10°, Depression -35°, Horizontal arc +/-65°
The Artemis on Portside is one of the longest-ranged Weapons in the game, and the rockets it fires advance in a straight line with virtually no fall. The nice RoF and reload time allows the Goldfish to circle the enemy at a distance while showering them with rockets. This and the Manticore can be used alternatively, keeping the enemy in range of one Weapon while the other realods.
Dummy targetting showed that 4 clips break the Shield while another 2 destroy the ship with rockets still loaded. Lesmok Rounds required one more reload, due to the smaller magazine. Greased, Charged and Heavy performed the same as normal loads, offsetting the variation in magazine size.
2014-07-02_00003t.jpg
2014-07-02_00004t.jpg
Ammo: Heavy Clip to increase accuracy with Manticore at all ranges, Lesmok Rounds to increase the Dragon Tongue's range. No other ammo has proven more effective than normal rounds yet (Incendiary and Burst left to test).
Equipment: Rangefinder reccomended, to improve effectivity at long range.

Custom Loadouts

 

Edited by Puntosmx
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Piloting the Goldfish

Depending on your weapon selection, you might want to keep your enemies close or far, in front or to the sides, but there are some common themes when piloting this darting midget.

The lack of any supporting guns on front or sides makes this ship a hit and run or a supporting ship at hjigher levels

 

Maneuverability
The fast acceleration makes this ship good for controlling the distance to your enemies.
A selection of close-ranged weapons will prompt you to dart in, deal damage and zoom away or circle them where they can't retaliate.
Meanwhile, a selection of long-ranged, support guns, will allow you to punish the enemy from afar.
Such acceleration also helps with escapes, both when you want to wiggle out a tight spot and when you are catching up a damaged enemy.
The ship takes some time to turn around, and doesn't climb or drop as fast as one would like.

It is recomended to carry Phoenix Claw to enhance turning and keep the enemies within firing range.
You can also consider Hydrogen and Chute Vent to help with ascent and descent speeds.

Structure
Even as the Shields are rated quite low, the Goldfish's Hull can take a beating, allowing Engineers more time to fix stuff and increasing survivability.
Still, don't abuse your ship. It might survive a few bups against rocks, buildings and other ships, but you'll need to repair it between collisions.

The sturdy Hull allows the Goldfish to ram other ships effectively, as well as survive other ship's ramming attacks.
If you plan on ramming, some Impact Bumpers will decrease the ammount of repairs your engineers will have to perform.

Emergency repairs
Pilots are a few steps away from the Balloon, so when they go down, you can set your speed, leave the Rudder and move to fix it.
If there's at least another Engineer fixing it, stop hitting the balloon before it's fully repaired, to allow them to use the Mallet for fast repairing.
Due to the nature of these fixes, it's reccomended to carry a Spanner.

Combat positioning
Although the Weapon choice will dictate approaches to combat, there are a few strategies that will increase performance.

In and out
Specially when you're outnumbered, and with knowledge that you'll almost always be outgunned, it's good to remind that this is a TEAM game. Allow friendly ships to face the enemies at close quarters while you support them at a distance.
Once the enemy is distracted, dart in, focus fire on whomever is weakest, then retreat to repair and guard the periphery.

Focusing fire at 1 o'clock
This requires the Manticore at the front and either the Dragon Tongue or the Banshee on Starboard. Notice that both weapon's arches intersect by the ropes at 1. So, keep a damaged enemy right there and in range for maximum damage output.
Dragon Tongue: http://steamcommunity.com/sharedfiles/filedetails/?id=269994970
Banshee: http://steamcommunity.com/sharedfiles/filedetails/?id=269994246

Weaving
Most effective at medium or short range with weapons that have fair arches of fire but can't overlap. Thus, it can be performed equally at starboard or portside.

The best teams utilize both side and front guns combined, hitting first with the Manticore, then moving in with the side weapon, not moving back with the front gun until the gunner notifies that captain that he is reloaded and ready to fire.

Edited by Puntosmx
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Repairing the Goldfish

The Goldfish's small size allows Engineers to repair more equipment with less running between places.

Main Engineer
Due to the low Shield rating, an Engineer's first priority is to keep the Shields as strong as possible.
The Shield's centric allows one Engineer to move quickly virtually everywhere.

I would add that the main engineer would probably be focusing on firing the starboard weapon when the hull doesn't need babysitting as well as running short distance to the engines in case they need attention

Thus, suggested circuit for the main Engineer would be:
Engines circuit: Shield, Engine 1 (Spanner), Engine 2, Engine 1 (Mallet), Shield.

In case there's no second Engineer (not reccomended), he can move up to fix the Balloon and then parkour his way down:
Ballon short circuit: Shield, ustairs to Balloon, jump down on portside, hit both Engines, Shield.
Balloon long circuit: Shield, upstairs to Balloon (Spanner), back towards Engine, Balloon again (Mallet), then either jump down to Engines or forward and fall atop the Shield.
 

Secondary Engineer
A second Engineer's first priority would be keeping the Balloon up.
The second priority would be enhancing stuff. Since the Shields aren't great, it would pay off to buff them until they're one or two hits away from golden, then finish them just before engaging the enemy.

while the second engineer would take the port weapon while focusing on the balloon and main engine as well as doing some parkour (Parkour involves jumping from the tail of the main engine to the bottom deck where the two turning engines) to get back to the armor/shields

Thus, the suggested circuits for the secondary Engineer would be:
Balloon long circuit: Balloon (Spanner), back towards Engine, Balloon again (Mallet), jump down to Engines, optionally hit the Shield, then back up to the Balloon.
Short Weapon circuit: Weapon (as in: shooting), upstairs to Balloon (Spanner), back to Engine, Balloon (Mallet), dash forward and jump on portside Weapon (as in: shoot again).

Edited by Puntosmx
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Shooting on the Goldfish

As always, Weapon choice alters the Gunner's strategy more than it does the other two Classes.
A good mantra for Gunners in this ship is "One Weapon at a time", as most combinations make aiming two at a single enemy absolutely impossible.

The best teams utilize both side and front guns combined, hitting first with the Manticore, then moving in with the side weapon, not moving back with the front gun until the gunner notifies that captain that he is reloaded and ready to fire.
The lack of any supporting guns on front or sides makes this ship a hit and run or a supporting ship at higher levels

When the Goldfish doesn't need repairs, a secondary Gunner or an Engineer can hop up on a side weapon.
It's good to communicate while practicing this turning maneuver, with the Gunners calling the turns when they've depleted their clips, but with familiarity, the Pilot can count the shots performed (eg: 4 on Artemis) and turn automatically when the fourth rocket is launched.

Fore
At the front lies a Heavy Weapon, which usually has longer range.
The Typhoon and Lumberjack are much more effective at long ranges, and once the enemies get closer it might pay more to switch elsewhere.
The Manticore has a fast turning rate, wide aiming area, and lands more hits at close range than away. You may want to remain here as long as you can shoot anyone.

A quick note on this gun, add Heavy ammo to your gunners loadout and you eliminate most, if not all, of the weapon spread, making the gun very accurate at range too (at the cost of a smaller clip size).
At higher levels most gunners will bring heavy for range and burst for close range on this gun, mind you that accuracy at range very much hinges on your captain getting you in arc and holding the ship steady! here, as in all other aspects of the game, communication will nt only keep you alive but also make you shine as a gunner.

The Hellhound is short-ranged. It aims nicely upwards, but is more restricted to the sides and downwards. Once you are in range to use it, you shouldn't leave this post unless your opponents outflank you.

Starboard
One Light Weapon slot is located at each side of the Goldfish.
It is important to know the intrincacies of each Weapon, for the turning rate, damage potential, and arcs of firing vary wildly.

One thing to note is that the Dragon Tongue and both Rocket Launchers on Starboard have overlapping archs with the Manticore, and to a lesser degree with the Hellhound.

The Dragon Tongue would allow an effective crippling of enemies at short range.
http://steamcommunity.com/sharedfiles/filedetails/?id=269994970

The Banshee Rocket Carousel has a tight overlapping area, but has good turning speed. Its main disadvantage is its Explosive-only loadout, but it has a chance to start fires.
http://steamcommunity.com/sharedfiles/filedetails/?id=269994552

The Artemis Rocket Launcher might be an option, but it has trouble aiming high and its turning speed might make it an impractical choice.
In this capture, the aiming circle is as up and forward as possible.
http://steamcommunity.com/sharedfiles/filedetails/?id=269993849
 

1) The Artemis is not short range, it is in fact one of the longest range weapons in the game.

And, as someone commented on the Steam capture, the weapon is meant for extra-long ranged shooting, so it's not expected to turn quickly.
On a critical analysis, with the long range, steady aiming (rockets have nil downward arc after being fired), nice damage of mixed types, average RoF, and wide arc of firing..... making it turn fast would greatly unbalance it.

Portside
 

Edited by Puntosmx
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Closing thoughts

The Goldfish's base traits and lack of weapons gives the impression of weakness, but if its strengths are emphasized, it can be a fearsome adversary.
The right selection of weapons, the right timing to enter combat from an advantageous position, and the ability to escape tight spots make this a worthy adversary.

As an example, to write this thread I entered a random battle to test a couple theories.
As the first clash led to 1 kill per side, I found my ship outnumbered after the respawn.
A quick escape among clouds and peaks allowed my ship to retain 70% of its Hull integrity, as my teammate closed in for a second round.
The battle was won 5-1, mostly due to the prompt action of Engineers and focusing fire from the Manticore and Dragon Tongue.
We never got our shields completely destroyed again.
 

Edited by Puntosmx
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Ok, thread layout finished.
There are some things to add and upgrade.

Please give feedback to expand this guide. It will be added to the relevant parts of the thread, and will allow other players to find some approach that suits their playstyles better.
Specially Weapon setups, with their reasons and positioning suggestions.


See you among the clouds.

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This is well written and rather informative. I will fins myself coming back if I have need for a goldfish

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Edit:

I would add that the main engineer would probably be focusing on firing the starboard weapon when the hull doesn't need babysitting as well as running short distance to the engines in case they need attention, while the second engineer would take the port weapon while focusing on the balloon and main engine as well as doing some parkour (Parkour involves jumping from the tail of the main engine to the bottom deck where the two turning engines) to get back to the armor/shields

 

That would take the burden off of the gunner when he needs to focus on main gun, or when there are multiple ships in range.

---- 

2 things (And i will delete my message in a day or so)

 

1) The Artemis is not short range, it is in fact one of the longest range weapons in the game.

2) If you don't mind please make more guides like this one for other ships =) I loved it

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Thanks, I'll add the bits to the posts above. There's no need to delete the sugestions.
I'll have to try that parkour jump ^_^

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The Manticore has a fast turning rate, wide aiming area, and lands more hits at close range than away. You may want to remain here as long as you can shoot anyone.

A quick note on this gun, add Heavy ammo to your gunners loadout and you eliminate most, if not all, of the weapon spread, making the gun very accurate at range too (at the cost of a smaller clip size.

 

 At higher levels most gunners will bring heavy for range and burst for close range on this gun, mind you that accuracy at range very much hinges on your captain getting you in arc and holding the ship steady! here, as in all other aspects of the game, communication will nt only keep you alive but also make you shine as a gunner.

 

  The best teams utilize both side and front guns combined, hitting first with the Manticore, then moving in with the side weapon, not moving back with the front gun until the gunner notifies that captain that he is reloaded and ready to fire.

 The lack of any supporting guns on front or sides makes this ship a hit and run or a supporting ship at hjigher levels

my 2cents

 

Niels Juel

AJSA Training officer

AJSA Guns of Icarus

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Added quotes to relevant posts and expanded information about default loadouts.
I also noticed that my suggested custom is virtually Default C, thus deleted it.

Thanks for the feedback. It's not done yet, but we're getting close.
Again, more feedback is welcome.

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Just keep cycle around enemy ships, find a way to approach and burn them to disable them. This is what the Goldfish is strong for, bring Lesmosk for long range and grease for close range, if you chose to snipe then I think you just wasted this ship potential in teamfight. My experience is if you are at close range then approach them from below, I see it's work for most ship except for Goldfish(enemy's).

Also, there are many situations that you are up against your mirror(same ship as you), knowing our and enemy's firing arc is the job of both gunner and pilot, these two need to help each other in this field. This game still offer strange idea that you can see enemy's loadout, both ship and their crew.

This thread need to update basic fighting tips against each ship, I think it will help.

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From memory: The manticore has (with default) 20 shots, 15 shots with heavy clip, and 25 with burst

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Thanks for the feedback.

I'm currently testing the B default loadout, and find it uncomfortable. Not as unplayable as default A, though.
 

2) If you don't mind please make more guides like this one for other ships =) I loved it

The plan is to have one of these threads per ship. Once I feel this is mostly complete and the layout is organized, I'll open one for the Piramydion, and soon after the Junker.

 

My experience is if you are at close range then approach them from below, I see it's work for most ship except for Goldfish(enemy's).

This thread need to update basic fighting tips against each ship, I think it will help.

I've tried to approach enemies from below, and have found myself in trouble more often than not.
I see some inconveniences with this approach, since some weapons (like the Dragon Tongue and the Artemis) can't shoot high. Also, it exposes the Balloon.
I've found it easier to circle at a distance, then zoom past them and turn to blast them from behind. Still, that might be playstyle.

PS: I noticed that the Goldfish doesn't climb as higj as te Pyramidion and Junker at some map..... the frozen one, Fjords I guess (forgot to check where we were fighting). For some reason I was at max altitude and the other ships were still above us.

Currently I'm testing and writing my impressions on weapon setups, and suggesting a default attack strategy for each.
I plan to add a couple custom setups after I finish the default ones, complete with combat strategies and ammo loadouts.
Though, if anyone would be kind enough to type the fighting tips vs other ships, I'll gladly add them. There's a post and half at top that I can still edit to add that information.

Edited by Puntosmx

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I can only comment from the Engineer's perspective. Without a sprint button, the Goldfish is a massive pain to keep in the air due to the design. If your crew sticks to their sectors and communicates well, it can be easy. If your secondary engineer gets trigger happy or ignores the primary... You get to look at the pretty map for a while.

Thats just a general engie thing though. Anyone planning to write up any class guides?

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I've tried to approach enemies from below, and have found myself in trouble more often than not.

I see some inconveniences with this approach, since some weapons (like the Dragon Tongue and the Artemis) can't shoot high. Also, it exposes the Balloon.

I've found it easier to circle at a distance, then zoom past them and turn to blast them from behind. Still, that might be playstyle.

 

Come on, if you say so, then if we are above them or same height as them, we always have risk of being shot at the hull or ballon, also the Dragon Tongue can shot high. The reason I choose this approach is because they will need time to look under them and need more time to turn their ship so they can shoot us., giving us time to circle around them and choose position.

 

This is teamfight but at public match right now, it's mostly individual, so most basic 1 on 1 work here, and of course if you are ganged up, you just run away and  like in one match, I said: Let go behind them, the captain said: Yeah right, everyone's behind are there to be kicked.

 

I think classes are very simple right now, after 3 matches you can grasp the basic and level up doesn't seem to give you any point to improve stats, so just doing your job right and it will all work out, this is why we need a team.

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How you approach your enemies depends on your weapons and enemy's weapons. If you have a carronande you have  to be bellow of on level. On level every gun can hit, below not. Only weapon that is effective against baloon and can shoot down is Lumberjack- if you have baloon chem-sprayed flamer and hades are ineffective. Baloon is a greet protection against ertemis, gatling mortar and flak.

If you have a hawacha howaever you have to fly realtively level.

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So, I'm back on the saddle.
I promise I'll add the latest 2 replies to the posts above, I was just waiting for the next batch of updates to the thread, though currently I'm trying to finish the Weapons part.

I decided that Steam is NOT good for hosting images, so I went back to my old Photobucket account. Also, I'm using the default video options from a just-installed client, so it should be more beautifuller (better textures and postprocessing filters make for nicer screencaps).
I feel it's a little TOO big, so I'll take the original images, reduce them to half or a quarter, and set them as "thumbnails" of sorts.
Still, please provide feedback on the images. Too many? Too few? Too pixely? Does my pet look nice wearing red and black?

Now, for the meat.... I wentinto Sandbox and started shooting at dummies.
Yes, yes. It's not a real combat. Results from the lab may not be relevant in everyday practice. The studies's objectivity may be compromised due to a conflict of interests. The outcome is altered by meassuring it.
Still, this is what I found.
Went in on Default Loadout A (Hellhound, Dragon, Whirlwind) with Gunner (Lesmok Rounds, Heavy Clip and Greased Rounds).

Hellhound magazine remains 2 with Heavy and Greased, but is lowered to 1 with Lesmok.
Lesmok pops dummy balloon with 3 Normal and Grased shots (1 and a half clip), 2 Lesmok shots (2 clips), and 2 Heavy Clip shots (1 clip).
Normal and Grased shots break the Shields with 6 clips, and require another 6 to destroy the dummy. It takes around 20 clips (1 shot per cip) with Lesmok Rounds. Only 4 Heavy Clip shots (2 reloads) destroy the Shield, and another 4 shots break the ship.
THUS, I conclude that the best damage-output ammo for the Hellhound is the Heavy Clip, while the Grased Rounds don't increase significatively the damage per minute over standard ammunition.

Dragon Tongue felled the dummy with a single clip, no matter what loadout I set (though Normal seemed to do it faster).
But as fire stacks work in a different way, this study might not have the required methodology to discern the impact of such a weapon.

Whirlwind carries 82 shots in a normal magazine, lowered to 57 with Lesmok, and to 62 with Heavy, while it increases to 98 with Greased.
Both Normal and Greased clips managed to break the Armor with a single clip, and destroyed the dummy after 3 reloads, with a few bullets still left to shoot. Both the Lesmok and Heavy variants broke the Armor during the second clip (Heavy did it before), and required 3 more reloads to finish the enemy.
THUS, I conclude that none of these options is particularly good at enhancing the Whirlwind. Lesmok Rounds might be better for an opening barrage, aiming to destroy the Shield at long range before switching to a damage-based magazine. On the other hand, a Heavy Clip might allow a Gunner to pick modules and focus fire on them (It's most effective on Guns and Engines).

Thus, I'm currently favoring the idea to carry both Lesmok and Heavy for this setup, and searching for a third loadout that enhances the Whirlwind's capacity to kill once the shields are down.
My Gunner packs Heatsink as default anyway, but it won't hurt finding a better mix.

So, anyway, I'm requesting feedback as always.
Keep blasting them from the sky.

PS: I'm thinking on expanding information about Pilot loadouts, probably together with the Weapon setups. Should I?

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Gattling gun can't kill hull. It's build for breaking armor, and the ballance is that it does very little damage to hull.

I'm pritty sure that Greased is the best ammo type for the Gattling gun though, though it reduces the range.

 

On that note, nice work on that Hellhound, I never realized it was that big a difference. I'll be packing heavy for a hellhound from now on

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Another night, another update.
Went into sandbox to test more ammo types, and then expand the Default C information.
I'll need some more experience with the Lumberjack to complete all information for Default B, although I think I got the basic strategy for that one figured.
 

Gattling gun can't kill hull. It's build for breaking armor, and the ballance is that it does very little damage to hull.

I'm pritty sure that Greased is the best ammo type for the Gattling gun though, though it reduces the range.

After reading your reply, I had to go back and test it. And actually, the numbers show that the best ammo for Whirlwind is Burst. I'd make a table, but you'll have to excuse my coding inexpertise.....
Whirlwind - Burst ammo - 98 rounds - Break Shields at end of 1st magazine - Destroy Hull at end of 3rd magazine - 10 bullets left on clip.
Whirlwind - Greased ammo - 98 rounds - Break Shields at end of 1st magazine - Destroy Hull at end of 4th magazine - 20 bullets left on clip.
Whirlwind - Normal ammo - 82 rounds - Break Shields at end of 1st magazine - Destroy Hull at end of 4th magazine - 30 bullets left on clip.
Whirlwind - Charged ammo - 66 rounds - Break Shields at end of 1st magazine - Destroy Hull at end of 4th magazine - 34 bullets left on clip.
Whirlwind - Incendiary ammo - 62 rounds - Break Shields at end of 1st magazine - Destroy Hull at end of 5th magazine - 20 bullets left on clip.
Whirlwind - Heavy ammo - 62 rounds - Break Shields at half of 2nd magazine - Destroy Hull at end of 5th magazine - 25 bullets left on clip.
Whirlwind - Lesmok ammo - 57 rounds - Break Shields at half of 2nd magazine - Destroy Hull at end of 5th magazine - negligible ammount of bullets left on clip.
Whirlwind - Lochanagar ammo - 1 round - Breaks gun after shooting once.
Whirlwind - Heatsink ammo - Wasn't tested.

Thus, I'm thinking that an optimal loadout for Whirlwind would be Lesmok for range, Burst for damage and Heavy to pick on modules.
One important note is that I'm not meassuring the time it gets to fell the ship, just the times you need to reload the gun to achieve it. Actual times might throw this "chart" off-the-board.
But for the now, I guess this could be copied and pasted straight into the Weapons thread ^_^

Now, I have more results for the other weapons, but the relevant numbers are already up in the post it has to be at.

Also, I made a ramming test (actually, yester-night), and the dummy was taken down with two rams, dealing around 66% damage to both hull and balloon..... not sure if it merits a writeup.

Last but not least, I thumbnailed the pics into 1/2 and 1/4 sizes.
The pics are linked to the original images (1366x768, although some clicking might be needed). Next year I might be able to provide even better screenshots, but I think this is good enough for the time being.

I'm still open for feedback. Please, chime in.

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You are forgetting fire speed in the Gattling cannon.

With Greased, you can fire 20% faster than with Burst (and burst also has a bigger clip).

So it will take much longer to empty a clip of Burst ammo, than a clip of Greased ammo. Burst does more dmg per clip, but Greased does more dmg per second.

With greased, it took me 8 seconds to kill armor, and 50 to kill the entire dummy. With burst, it took 10 seconds to kill armor, and 1 minute to kill entire dummy.

 

Now the downside of Greased is that it reduces projectile speed, and thus, range. Though you'll be close enough anyway with a gattling/mortar combo, it makes it less viable for other longer range combos

Puntosmx likes this

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