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Artemis
Puppy Fur:
I find huge success with just merc/ artamis vs the trifecta... But, anything else stands no chance... Artamis stops other guns from shooting.
Burst ammo:
5 shots
no drop
decent reload
If they have one and you don't then your not likely to have weapons very long to even fire back. I feel the firepower vs components is a bit to much to handle in it's current state. But, that's how I feel so..
Spud Nick:
The problem I see with the Artemis is that it can be very powerful up close or far away. Something that all other sniper weapons can not do because of arming time or poor gun movement.
Mattilald Anguisad:
Heavy guns have slow turning rate in comparison to (most) light guns and narrower arcs than most light guns. The only other light sniping gun is merc that has limited arcs and turning speed - thus impractical in close range. The same thing that allows junkers to use 3 artemi at the same time makes it good at closerange.
People defend it that artemis lacks killing power. If you let enemy get into gatling range with all guns intact, then yes you are effed. But then you are doing something wrong. If you do septuple artemis build right, enemy won't get close to you without loosing all or most components [oustide armor and baloon]. If you keep enemy dissabled you don't need to kill him fast.
I question the balance of a weapon that you can take sextuple into 2v2 and win competitive matches as a rule.
Thomas:
It's always been a fun gun for me, and I do like seeing it used more. Although it is a bit rough to go against, especially if their captain is good. You're not really flying against their gunners, since the gun is one of the easiest to shoot. You could pull a kid off the street and toss him on it, and within five minutes he'll be picking up on how to aim for the guns and engines.
One of them being used generally isn't enough for a full ship disable, but if you get 2 or 3 you can usually keep a ship mostly pinned down and even kill it once that armor goes down. However, the gun does have a glaring weakness; that being it can't aim upwards for beans. This doesn't make a big impact at long range, but up close you have the choice of either popping their balloon, or flying above them (or both). Once you're out of their arcs, they're pretty much toast.
Now it could be difficult to approach these ships, and that's why you have to use terrain and clouds to your advantage, just like approaching any other sniping build. Frankly a spire with a lumberjack and field gun will take you out easier and faster than a triple artemis combo. (or even just a artemis/field gun, or possibly a hades/flak). Some of those guns do have arming times, but they also tend to have better arcs (the flak and hades have pretty good arcs for instance).
So fly low and soak up shots in your balloon, hydrogen up to their level or above them. As you get closer, they'll tend to have to go lower to keep hitting you while they try to back away. Once you're in gunnin' range, pop their balloon and kill them while they're defenseless, or just brawl 'em down in a heartbeat. You still have to worry about your guns going down, but once you're that close you can rebuild them and fire a few rounds before they're taken out again. They don't kill components as fast a field gun and such. It's not an easy fight, but it's not a hopeless one either.
Spud Nick:
Dual mrec was easy for good pilots to counter but got nerfed in the end. I feel like is thread is more about good pilots talking about counters rather than debating the gun it self.
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