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Artemis
Sammy B. T.:
I use an Artemis heavily and have had the Artemis used one me heavily. The operate just like any other disabler and thus have similar counters such as responsive teammate and avoiding situations where that can be done. Remember, these guns can't look up and are somewhat dodge-able with rapid vertical movement. Also they do have horrible finishing kill abilities as well as having them wait for "raspberries" (armor break) means losing out on their disable properties.
Imagine:
--- Quote from: Mattilald Anguisad on November 25, 2013, 01:25:01 am ---Good luck if you are going against mobula with Artemises. I'm a bit cuirous how come this is in Dev app Testing section?
--- End quote ---
I'm not really a fan of a mobula with trifecta artemis. The way that you have to engineer a mobula generally means that unless you're taking zero hits, quite often you'll only be able to have one, maybe two artemis going at a time. I'd say it's much easier to pull off on a junker (or spire), but both of those ships have their own issues (namely how quickly you can disable everything on a junker and the general paper construction of a spire).
Not that I don't think that Artemis is pretty strong at the moment, just saying all the ships that can get the three artemis loadouts have definitive weaknesses.
Mr. Ace Rimmer:
Pretty sure that it was debated in last Fridays fireside chat and that they are happy with it for the moment but might consider looking at it again in the future.
Subarco:
I think a decent counter for a triple Art Junker in a 3v3 is a double Merc Pyra and have the ship be parked just outside of the Artemis's range. The Junker will have a tough time trying to get in range as ships cannot move sideways.
For brawlers, they'll have to rely on tactics and terrain. One example is have a ship be bait, have it go to right forward side of the map where it can easily hide behind terrain if endangered, draw both long range ships' attention as much as possible. The other ship will have to go to the left side of the map, which will be ideally at both enemy ships' rear. Additionally, this other ship can also hug the ground to avoid the chances of being seen and rise up quickly to overwhelm one of the ship. The first ship can join battle when the ambush ship is engaging. Of course, this requires good co-ordination and is a little situational.
Captain Phil:
--- Quote from: Omniraptor on November 24, 2013, 08:32:34 pm ---I'd say it's exploiting the art's inability to aim up by bringing a ship with better vertical speed.
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Yea, but the other ship can raise up with you since the usual tactic with the arti is to get above the enemy too. What I see is the same issue that we have been seeing with a lot of guns here and there (IE Merc) where you have one gun and it is perfectly fine, but having two or more, it becomes broken.
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