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The Rocket Carousel in 1.2.1

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Audie Murphy:
So the rocket carousel got a not-so-little buff in 1.2.1 to its ignition chance.

So where does this weapon fit into the strategy of GOIO? It doesn't seem to be completely unviable, but I've never seen anyone use it, and I'm not sure what role it's supposed to play. It doesn't do enough damage to function as a finisher weapon to a ship with its armor down...and with its range it seems to be a long range potshot weapon, but its damage type doesn't make it useful for that.

What do you guys think of this weapon? What purpose does it have, and how would one use it? Also, why doesn't it see much use, even after its ignition chance got a big boost?

Plasmarobo:
I see it as a good addition to a harassment vessel.

Lighting stuff on fire with minor stacks is usually not an issue for an experienced engineer.
That said, if used in bulk (all banshee junker?) everything on the enemy ship will probably be on fire.

Combined with incendiary... well, that's enough to ruin someone's day.  I've heard of Banshee Squids winning matches.
I think it's one of those things you have to commit to. Half-done fire isn't going to bother anyone, but when your entire ship is burning...

I imagine you need an ally who's ready to take advantage of the chaos you cause, but I think it's just that: a chaos weapon.

dragonmere:
I would recommend greased so you can dump full clips faster, or incendiary to buff the chance of flame stacks on each hit. The only goal is to add as many fire stacks to the hull armor as possible as quickly as possible by aiming directly for it.  The AOE fire chance, and the fact that the gun is wildly inaccurate, will insure that there are some fires on components other than the hull. ~1/3 chance of a fire stack on direct hit, ~1/4 chance of fire stack on AOE - not bad. The engineer(s) will then have the choice of running around to maintain the ship's components or babysitting the hull, which should all be in flames and taking direct/AOE/fire damage constantly. Even if they babysit hull, you should earn some component disables. Since the banshee is explosive/explosive, albeit low damage, once the hull inevitably goes down, you will get some health damage in there. Lather, rinse, repeat as desired.

That's the most effective way I've seen it used, but I'm actually in the "not enough experience with it" boat as well, so I'm looking forward to getting some other player's perspectives.

RearAdmiralZill:
To me, it is very much a harass/panic weapon with a very large arc, so it's a great secondary weapon. You're right to say you don't see it often because it really doesn't have the dps to do much on its own. You're not using it to kill people, and instead using it to disable or make it that much easier for your teammate to take them out.

It is kind of like a flamethrower, in the sense that it isn't a great main gun, but a fantastic secondary because of the fire chance. Then you have the added bonus that if their hull does go down, it'll still plink a fair amount of perma damage.

Don't forget that even though it's explosive, hitting the balloon also gives that fire chance, which even one stack there is something to worry about.

dragonmere:

--- Quote from: RearAdmiralZill on June 14, 2013, 09:49:40 am ---Don't forget that even though it's explosive, hitting the balloon also gives that fire chance, which even one stack there is something to worry about.

--- End quote ---

I disagree about balloon fires. I'm FAR more worried about the gunning-engineer who thinks it's more important to remove 1 stack of fire from the balloon than to stay on guns and get the kill. ;) That probably has a lot to do with my reckless do-or-die piloting approach, though.

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