Main > Gameplay

Artemis

<< < (31/35) > >>

Crafeksterty:
Also Read my Lumberjack cheat sheet guide if you wanna counter with that.

Recently, i found myself mostly complaining on maps. I usualy fly spire, and whenever Dunes is up, and that i still dont want to give up spire just yett. Im always mad that i just HAVE to switch builds. Gosh darn it, i want more good maps yo!

The only map with obvious flanks or paths that tell you "OI! You can fly thru here!" Is Canyons. That is the only map with intentionaly placed paths and flights.
If you have seen us thralls fly, we actualy utilised paths in Fjords and duel. Those paths arent exactly obvious to lower levels. Which is (again) a good way to counter any build or most builds. Just good ol flanking.

Ruairi:
Let's be honest here Sammy, no skilled Junker pilot who knows enough to get a trifecta Artemis set up and to try and stay as high as reasonably possible is going to be silly enough to just let you move in underneath them.... He/She is going to keep their Junker guns in line and on target, which means you're in for an uphill battle if you aren't counter sniping... xD

Sammy B. T.:
You're forgetting a major weakness of a Junker and that is the lack of control it has over the range of its engagement. As Junkers have to fight on their sides, in order to advance or fall back with guns in arc they have to move diagonally. Even if done perfectly this will still be slower than a ship going straight at the correct pursuit angle. A junker can evade enemy ships but it certainly can't outrun them especially if keeping guns in arc.

Ruairi:
Um... I don't think the Junker has much lacking in terms over what range it chooses to engage with... (Unless it is ambushed/caught off guard) Besides by the time the Junker has run out of room to back pedal, I'm sure the gat/mortar side will of come swinging around or some other suitable counter which will more or less result in the other ships demise... xD ( P.s. I know you'll probably have some kind of exception to this, but I'd rather not nit pick)

However let's not get off topic, the Artemis certainly could use some light tuning. And I reckon the simplest form would be to reduce it's downward vertical arc, allowing certain weapons to effectively fire upwards... (Assuming the Junker or any ship using the Artemis in quantity is smart enough to operate where the Artemis is capable of hitting on its upward arc)

P.s.s. The other alternative as others have suggested would be the tuning of other weapons gun arcs, although this would require a much greater amount of effort and testing...

Sammy B. T.:
Of course the junker lacks range control simply because it can't back pedal but instead diagonally moves forwards or backwards. This is a significant constraint on the ability for a junker to move forwards or backwards as they can't simply go forwards and backwards while keeping guns on.

In a thread where people are discussing whether a gun or build is over powered, claims that it is not over powered aren't off topic. The gun is balanced, "tuning it" would be an imbalance to the gun.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version