Flyswatter
Description |
As close to naval combat as you can get while airborne. Your fleet has a battleship and support frigates. Will you sail solo or travel together? All hands to battle stations!
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What makes this special? |
Each team has one Galleon and all other ships are Squids. These two ship classes essentially possess completely opposite attributes. One bristles with heavy weapons as it lumbers into battle; the other is lightly armed and armored but very difficult to target and outmaneuver. The juxtaposition is a thing of beauty.
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Appropriate Map Modes |
-VIP Deathmatch (preferred)
-Deathmatch -King of the Hill -2-Team Brawl |
Ships Allowed/Required |
Required:
-Galleon (1 per team) -Squid If you're playing VIP Deathmatch mode, the VIP must be the Galleon. This ruleset cannot be played on 1-Team Brawl. |
Ships Prohibited |
All except above
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Weapons Allowed/Required |
All except below
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Weapons Prohibited |
-Manticore Heavy Hwacha
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Classes Allowed/Required |
1st Slot: Pilot
2nd Slot: Gunner 3rd & 4th Slots: Engineers |
Classes Prohibited |
None
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Pilot Tools Allowed/Required |
All
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Pilot Tools Prohibited |
None
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Repair Tools Allowed/Required |
All
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Repair Tools Prohibited |
None
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Ammunition Types Allowed/Required |
All
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Ammunition Types Prohibited |
None
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Tips and Strategies |
This is one of our VIP-compatible rule sets, so it shares similarities with its sisters (Glass Cannon Support, Whalehunt). Besides the rules regulating each ship's class composition and each team's ship composition, the only additional rule featured in Flyswatter bans Hwachas. While Squids can be a difficult target for Hwachas (and many other weapons) to hit, if they hit they'll likely "shut down" awkward-to-repair Squids and render them impotent. Prohibiting this weapon significantly levels the playing field.
When armed with heavy weapons other than the Hwacha, the Galleon becomes a tempting target for the swift and agile Squid, encouraging the smaller ships to engage the larger one at point-blank range. Stealth may help surprise the enemy, but there's power in numbers. A pack of Squids surrounding a Galleon is quite a sight. Even with all of the available helm tools, a Galleon pilot will have difficulty keeping a Squid in the crew's sights. Consider this when selecting your individual and ship loadouts. Target prioritization and map awareness will play a key role in this battle. If you're aboard a Squid, is it worth it to flank the enemy Galleon on your own while leaving your allied Galleon with less protection and increased vulnerability? Who is your primary target? The Galleon or the escorting Squids? Galleon captains will ask themselves similar questions. Remain stationary to accurately engage the enemy Galleon at long range, or charge toward the enemy with close range weapons ready, swiping away escorts like gadflies? Sometimes risks can lead to rewards, but it will definitely help to coordinate with your allied ships. Getting caught alone will likely result in a quick death for any vessel. |