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Aboard a Junker
Sammy B. T.:
I consider myself a Junker expert. However, my common playstyle require a lot of coordination beyond a simple guide so while there are quite a few minor aspects I disagree with, I will stick to more basic disagreements.
Pickle is definitely right on the gat placement. When you are placing your guns on the Junker the bottom deck needs to be the gun you need firing the most, not the gun you need firing the strongest/best.
Tar is a must have for Junkers as it acts as a fantastic way to control the enemy ship. As you do the standard slow circle of death that Junkers are known for, often times an enemy ship will find itself in an area that was at some point the area behind the Junker, putting some tar there can be quite beneficial.
I love phoenix claw it lets you swing your broadside really quickly and it it allows you to "matador" ramming ships.
With the new balloon buffs, I find myself not needing hyrdo or chute vent too terribly much. However, not everyone runs a buffer upstairs.
In terms of pilots leaving the helm, you are definitely right about the balloon repairs. I always bring a pipe wrench and help with balloon rebuilds and repairs. I have found though that often in engages, I needen't do much turning, I often jump up the ladders and hit my turn engines. Kind of the opposite of Pickle jumping on guns but same basic principle. The junker is about early positioning and if you do a good job of that, the pilot can be somewhat a 4th engineer (I run three engineers but my arguments for those aren't needed in a basic guide.)
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