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Incentives to Move

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N-Sunderland:

--- Quote from: Shinkurex on July 08, 2013, 10:38:52 am ---
--- Quote from: N-Sunderland on July 08, 2013, 10:37:34 am ---Solution: have a tournament where more than one merc per ship is banned.

--- End quote ---

eh merc/arty..... might take even longer........

--- End quote ---

I honestly wouldn't be worried at all about charging a merc/artemis broadside. It's much easier to close distance against than a merc/merc side.

RearAdmiralZill:
Banning weapons isn't going to solve it really. That would still equate to 2-3 mercs. You of all people should know that popping some engines on incoming boats and then focusing them down would still work.

N-Sunderland:
That's true, but it would still reduce the effectiveness of sniping. Sniping would do considerably less DPS. Usually when rushing quad mercs the main problem is that they get the edge on armour/hull damage rather than component disables.

Gambrill:
mercs are amazing for sniping thats true, has anyone tried getting their engies AND gunners to focus on engine repairs while you close the distance and then focus on firing? you'll be surprised how easy it is since the merc turn is quite lumbersome

RearAdmiralZill:
Well yea, I'd of much rather faced 3 mercs in our final vs 5. Eric is still trying with his 2 shots on "heavy" components to disable rather than 1.

The biggest "problem" is good gunners, as funny as that sounds. With a combined gun-line of merc and flak, you're not charging that successfully. Really you shouldn't either, else sniping is pretty pointless. It takes time to get yourself in a position that you are comfortable to approach enemy teams, much like our final. It took forever to get them near cover we could use too.

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