2013-04-09

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0 Squishat's Guide to Atlantis {WIP}

Squishat | 10:35 AM

{{Work in Progress}} Will be adding in screenshots and organizing the info more.

Basics:

1) Introduction + Preparation


Is to enter and exit the Citadel SAFELY. It is not to kill as much as possible. Hence the other times when waiting for a cit to spawn, it's best to stay in Z1/2 killing things to reduce risk and make it safer and easier for the ship and yourself to stay afloat.

I would definitely advise you to read all the related wiki pages to sea monsters and Atlantis to get a better idea. I would also advise you run a few regular atlantis trips first to get an idea of the monster AI, the tokens, etc.



2) Your Ship Size:


You really need a feel for how much the ship can take as far as damage. Some navvers prefer to push it, getting high damage, and then healing up, others are cautious. You being a pilly navver I suppose you're more on the cautious side. Do note that it is okay to trade shots, but I'd advise switching to cautious navving once you hit the 50 dmg mark.


3) Atlantis Zones

Zones are basically the areas where the monsters move. You use this to your advantage to say.. run away from Monsters in Z3, and because there is an area of their "movement" they won't leave that particular area.. so you could sit at the edge of Z2, and it wouldn't come close to you. Sometimes effectively used for escaping.

The basic guideline is to divide the entire length of the board by 5, and see whereabouts the area the monsters are. That would be approximately its zone and its area.

Z5 is at the left side (more difficult monsters) and Z1 is at the right side with easy monsters.

Zone 1 -  2 scout triketos, aka the super shallow end.
The updates have made it more probable that the cits spawn in lower ends... ergo easier to get to.

Zone 2 - 2 light triketos, circling their respective area.

Let's say you are dabbing between zones 1 and 2, you could have the triketos in both areas on your tail if you engaged a group first and then wandered over to the other area. So you want to be mindful of that.

Zone 3 typically has 1 archeron or one gorgonyx depending on the map, with 2 trikes flaking it on either side. Hence it is easy to tell the difference between z2 and z3 easily.

Z4 and Z5 are the even deeper ends naturally with even more gorgs and arches.


2) Monsters; special moves and goon numbers

YPP page on Sea Monsters

The four classes are: scout, light, heavy, elite. (Easiest -> Hardest)

They don't take more shots to take down (on the classes) but the harder classes DO deal more damage if they hit you.



  • Triketos, akin to the double forward, have a forward ram that deals a lot of damage. This hurts more when their head pokes your ship from behind, and moves your ship forward one space. Their usual arrows don't hurt, but will hurt if you have 3 shooting at you at once in the same turn.
  • Goons: trikes can board 1-2 goons at one time.

  • Gorgonyx. The gorg is just a giant ramming machine. One ram from it can deal ~50% damage to the WB, in one turn. Even a WF can go down from wallhumping it fairly quickly, if it isn't careful.
  • Goons: Gorgs board 3 goons every time they board.

  • Archelon. The Arch can do 2 special moves that can be very detrimental to a cit run. The first one being the net. The net takes away ALL of your current moves and the ones in your meter when it is deployed. So it is very easy to go DITW if you don't have good sailors. If you are in a medium class ship, best to just run, and try not to engage it.
  • The other one it does slightly less often, called a tidal wave (similar to the turn in place for our ships), where it turns and immediately gives you 50 percent bilge, if you are anywhere near it.
  • Goons: Arches are the worst as they board 6 goons per board.




3) The Bnav:

- Always shoot. Always fire. If there is even a slight possibility that you might hit it, always put the cannons in.
- Never sit, unless wall humping and even then try to move, and DO NOT wall hump more than 3 trikes at a time or you will SORELY regret it.
Especially with smaller ships or Junks that can only shoot 1 large at a time. (a trike takes 8 meds or 6 larges to take down)
- Don't overuse wall humping (LR, RL against the wall)
- You're in a multiship environment (in this case monsters). I'm not sure how much experience you have with that, but it's very similar to a flotilla in that you have to watch your entire area, instead of just one thing.
- Related to that, always have an escape route. Much like pillaging navving, you want to always know what you want to do a few steps ahead.
- Revise on ship bumping mechanics and whirlpool mechanics. Trikes are medium class, as are gorgs. Arches are large class. On that note avoid whirlpools with a rock in them.
- Dragoons can board the ship (affect performance, overrun etc) when a monster is too close to you, or on the square right next to you for most of the turn, or "touches" you during the turn. This is why sometimes wall humping is not a good tactic, as it is very "goon heavy".
- Always know how many goons there are on your ship, you definitely want a capable MAA. (More details on that later)
- Gorgs can take down a brig in 2 turns. They deal a lot of Damage, better to always be on the defensive
- Sparkles in Atlantis. As you know, after killing the triketos, you will have sparkles on the area. They have magical healing abilities. The amount they heal is roughly 1/10th the damage of a Warbrig, so it's really quite a significant amount, and can really save your bacon in times of crisis.

4) Special tokens (Maneuvers):

Yppedia link for Tokens

Most


6) The Citadel:
When the Citadel spawns, it is accompanied by 7 trik escorts, and lasts for exactly one segment. (3 light, 2 heavy and 2 elite for a total of 7 trikes. They are a bit more "lazy" than the normal trikes you will fight, but you still have to be very careful around them. )

One segment is 10mins and 30 seconds, so if it spawned in the 5th minute of the last segment, it will go down in the 5th minute of this segment. What the other guy said about entering right after break is correct, so you need to time your turns quite well whilst keeping the monsters off your back.

When you exit the cit and it goes down, the ship has NO moves. But it does get to keep the special token moves it accumulated before the cit. It is absolutely essential that your sails are filled within the same turn of exiting so that you can get moves asap, or else you'll be a sitting duck.

8) Your goal:


Good luck :)
Squishat

Originally posted here 






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