Main > Q&A
A few questions
redria:
As a pyramidion pilot, kerosene.
Consider, you can fluidly and constantly mix between kerosene and phoenix claw without having to pay attention to your engines. Only under heavy fire do you have to pay attention to your engines, leaving you that much more ability to pay attention to your surroundings, situation, etc.
Kerosene also allows you to turn a little bit while boosting your speed. In some situations you can actually match the curvature of a turn with kerosene on, as opposed to having to play with angles on moonshine.
With the regularity that I try to abuse the way ship physics work, moonshine would obliterate my engines regularly. Kerosene seems just all around more versatile to me.
Alistair MacBain:
Mainly from the view of an engineer ...
Kerosene
You get a decent speed and dont take to much damage on your engines if your engineers handle their job good.
Moonshine has the huge drawback of knocking out your enginers on around half health if you keep spamming it.
As a pilot i mostly use kerosene. In some rare situations where i just want the pure speed to catch up with the enemy fast i use moonshine. Mainly on a brawl Galleon to get into range faster.
Dutch Vanya:
Kerosine = Going fast for a bit of distance
Moonshine = Quick change of direction or ramming
Alistair MacBain:
A question i thought about recently is the midrange ammunition for a lumberjack.
I know Burst is a common choice but if i look at the facts that looks quite strange actually.
The lumberjack deals shatter with its primary and flechette with its secondary damage. Would Burst mean that alot of people then aim for the enemy hull and still get the damage on the balloon or is it just never really thought of?
Or would Charged be better to maximize the damage.
Or would a different ammo be much better at medium range?
Schwerbelastung:
--- Quote from: Alistair MacBain on April 13, 2014, 06:21:47 am ---A question i thought about recently is the midrange ammunition for a lumberjack.
I know Burst is a common choice but if i look at the facts that looks quite strange actually.
The lumberjack deals shatter with its primary and flechette with its secondary damage. Would Burst mean that alot of people then aim for the enemy hull and still get the damage on the balloon or is it just never really thought of?
Or would Charged be better to maximize the damage.
Or would a different ammo be much better at medium range?
--- End quote ---
Burst and charged are my two go-to ammunition types for mid-range LJ. Depends on my mood mainly, though I lean towards burst. I often try to take into account the other weapons on the ship, for instance if I'm going LJ+Hwacha galleon, burst gets an advantage. LJ+Heavy Carro, I lean towards charged. Etc..
Burst is good since it allows you to miss the actual balloon and still hit it with relative ease due to major AoE (18 meters with burst if I'm not mistaken, although the AoE effect should get reduced on components further away from point of impact than 9m). Burst also gives you more ammo to play with, which is essentially more chances to miss or a better chance to prey on balloon rebuilds.
Charged is good since it allows less time for the enemy engineers to repair. Additionally, you will have more burst damage (more damage in a short amount of time, not factoring in reloads though) in case the hull goes red, and more overall dps when factoring in reloads if you keep hitting the enemy constantly.
Both ammo types have 85% rate of fire, but you will have 4 shots (5,2 shots worth of damage) with a charged clip, and 8 shots with increased AoE with a burst clip. Overall, long-term dps difference should be around 10-15% in favor of Charged, not taking increased AoE from burst into account. (According to a spreadsheet, not personal calculations)
I hope that helps.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version