Main > Q&A

Would like to get better at using the Phobos Mine Launcher

<< < (2/3) > >>

N-Sunderland:
http://youtu.be/bhuAWUmhTIA

That's BFS's most recent competitive match.

The Junker has several qualities that make it a great mining ship. One advantage comes from its gun setup, which allows it to get two mine launchers on one target in addition to a third gun, like a carronade or a gat. Despite that, you still have room for a regular brawl side opposite that, giving you something to fall back on if they get in close. Its high turning speed is also good for reorienting for the mine gunners/gungineers and also for switching sides.

Captain Smollett:
You can probably find bfs matches mixed in with matches recorded on http://www.twitch.tv/gunsoficarus
and
http://www.twitch.tv/cesports

The Junker has 5 gun slots so you can afford to dedicate 2-3 gun slots for mines while still leaving other slots available for different weaponry and very quick acceleration so you can change your engage distance quickly to get your mine launcher/s in their ideal range and hold them there.

edit - ninja'd by Sunder again

HamsterIV:
To use mines effectively the captain and the gunner have to be very in sync. The mine launcher has the smallest effective range of any gun in the game, and the captain needs to park the ship in that range to be effective. The gunners need to feed the captain targeting information "too far," "too close," "too high," and "too low."

I find the best ship to use mines with is a squid. Make both the front and side gun mounts mine launchers, and make the rear something you can support an ally with if the enemy gets too close to use mines. The mine launcher has a very wide turning arc and both the side and front guns can overlap easily. The best ammunition for mines is burst since it increases the blast radius and increases the chance of a multi mine explosion. Lesmok is also useful if you have a gunner that can swap between burst and lesmok as range changes.

As for shooting a mine launcher, the mine only does max damage if it deploys before impact. If it hits without exploding, you are too close and need to tell your captain to back off. At optimal range do not shoot directly at the target, but shoot in the direction it is traveling. If the ship is stationery shoot so that the mine passes as close to without hitting the enemy ship's hull as you can. If you do this right the mine will deploy for 1/2 a second then explode. If you have multiple mines in the area they too will go off and you get a cascading effect that either cripples a ship or destroys it outright.

A dense mine field can one shot a galleon from full health. It takes a long time to set one up and a lot can go wrong in the mean time. Usually one mine hit will put an enemy ship into repair mode. While the enemy crew is busy fixing things and not shooting you, the mining ship can adjust range and dump enough mines to setup an instant kill. If during this time the target's friend shows up the mining squid will have to break contact. Breaking contact with a brawler is easy, dump mines and fly backward. If the brawler strikes a mine they go into defensive mode and become your new victim. It is harder with sniper ships because they usually can't be suckered into your mine field.

If the enemy team decides to 1v1 a mine squid the squid will eventually win. If they decide to 2v1 the squid will hopefully be able to disengage and hurt one of the ships. If they decide to 2v1 the squid's ally the squid has to choose between using the one non mine launcher to support the ally or risk friendly fire by dumping mines into a furball.

Zenark:
You must fly on Spud Nick's or Pieman's mining Junkers or my Mining Squid. The best way to get better is obviously with practice.

Lesmok, if using mines offensively, is a must have! Bring three range changing ammo types. I use Lesmok for long ranges, Charged for medium, and Incendiary for very short ranges. With lesmok, the mine will deploy slightly under your reticle while with incendiary, it'll drop like a depth charge so you have to aim higher than with the other ammo types. Don't aim directly at your target unless you're sure of range, instead, aim in front of them if they're going forward (obviously) and aim for their sides of they're moving slowly. If it deploys close enough, it'll still detonate, and if it doesn't, they'll still have less room to move in.

As you get better, you'll be able to deploy mines directly above or below a ship, quickly changing thier altitude. Putting a ship near the ground and placing mines above her is a great way to lock someone down or slam then back to the ground.

Combine the mine's awesome armor stripping abilities with an explosive weapon and you've got a very unusual, incredibly annoying strategy.

dragonmere:

--- Quote from: Captain Smollett on October 17, 2013, 03:51:29 pm ---Unfortunately I can't find the gun arc info anywhere, if anyone has it I'd be curious to know myself.

--- End quote ---

Pitch Degrees :-45 to 15
Yaw Degrees : -60 to 60

Someone correct me if I'm wrong, but I'm fairly confident in those numbers.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version