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Junker Build: Countering the Pyra Gat/Flak

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Captain Smollett:
I actually ran the double Artemis gat on one side of my Junker to great effect before the Artemis nerf in a Cogs match but I'm certain that it is still quite powerful at medium to close range.  I frequently still run an Artemis on my front mount for many of the reasons stated in the post already.

Oh and Hamster; the distance from the front gun to the hull is very small if you know the sweet spot to hit the hull from underneath without jumping.

James T. Kirk:

--- Quote from: Captain Smollett on June 27, 2013, 09:08:14 pm ---Oh and Hamster; the distance from the front gun to the hull is very small if you know the sweet spot to hit the hull from underneath without jumping.

--- End quote ---

At least I'm not the only one who didn't know about that...

Kyren:

--- Quote from: James T. Kirk on June 27, 2013, 09:20:40 pm ---
--- Quote from: Captain Smollett on June 27, 2013, 09:08:14 pm ---Oh and Hamster; the distance from the front gun to the hull is very small if you know the sweet spot to hit the hull from underneath without jumping.

--- End quote ---

At least I'm not the only one who didn't know about that...

--- End quote ---

If it makes you feel better, I didn't either. God, that's going to make serving on a Junker so much easier. I feel like I've been completely ignoring that ship before I read this guide :P Could it be that I moderate this board because I'm in need of guides? :(

Thaago, my thanks for getting involved, I added your Guide to the Guide Overview! If you'd like the description changed just tell (or another Moderator) so!

Good that our ship's section is finally filling up :)

HamsterIV:
I was aware of the sweet spot, but I think the distance to it is still longer than the distance from the side gun to the hull on the Pyra. It is also a sweet spot and not an area which means it is possible to mess up an spend an extra 1/2 second readjusting yourself until you are sitting on it.

N-Sunderland:

--- Quote from: HamsterIV on June 28, 2013, 10:15:08 am ---I was aware of the sweet spot, but I think the distance to it is still longer than the distance from the side gun to the hull on the Pyra. It is also a sweet spot and not an area which means it is possible to mess up an spend an extra 1/2 second readjusting yourself until you are sitting on it.

--- End quote ---

As an engineer who has spent a good number of hours on the Junker and a stupid number of hours on the Pyramidion, I have to respectfully disagree. Sure, the sweet spot is fairly small, and it takes a moment to get there, but there's a way to compensate for that. When running from the front gun to the hull, jump up before you reach the ramp and land the hit on the hull in mid-air. That's already made up for the distance, since the jump makes it roughly equal to (if not slightly shorter than) the gun to hull on the Pyra. Then, during the first mallet cooldown, you have a full nine seconds to position yourself in the sweet spot. Problem solved.

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