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Art meta is boring

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Moriarty:
ITT Art OP QED.

I'm a god damn poet.

 

HamsterIV:
I have been using a pyramidion with 2x front mounted Mercurys as a counter Artemis heavy ships with decent results. I have a gat morter on the side. For crew I ask for two standard engies with charged rounds, and a buff engie with lesmok.

Here are the pros a Mercury Pyra has over a Artemis Junker.
Unlike the junker it is a pretty quick run between the guns allowing a buff engie to keep both merc's buffed. When combined with charged rounds the damage output gets pretty fierce. Since the mercs have longer range than the Artemis and the junker can' strait run at a target and shoot all 3 of its guns the pyra can kite for most of the engagement. The beak of the Pyra absorbs some of the near misses from the Artemis preventing the gun lock down the 3x Artemis is famous for. The captain can maintain the hull while the rest of the crew is shooting. An engineer can be spared to fix the ship with out a significant drop in DPS. You can strip a target's hull armor from a very long range allowing for your ship to effect a fight immediately after a respawn. At close range ramming a ship after the mercs strip the hull is very effective.

The cons of this build are:
The merc requires a bit more gunner skill than the Artemis to use effectively, especially when you are outside of Artemis range. The fat pyra hull is an easier target than the skinny junker hull. If you ally did not coordinate for a long range build they may feel betrayed as you hang back and snipe. It takes a while to make a kill solo, and this build can't 2v1 very well. The merc's pitch limits and the Pyra's slow climb/decend rate prevent this ship from fighting up close against a captain who know how to use hydrogen/chute vent.

Puppy Fur:
I'm about in the same situation I was with cannonades. I can't play the game without using Artemis.. Once again a weapon was buffed when no one thought it needed a buff. I don't wish to play the game this way. (Taking a break from playing. I'll watch global chat every so often since I'm CA.)

Edit: As you guys probably know I use many different types of ships successfully. The best ships I fight and use all have an Artemis on it. The best ships I see fight others in matches that aren't mine have an Artemis on their ship. It feels like the situation is just like the Carronade situation was except people are making a lot of excuses to keep using them this time around...

Captain Phil:
I personally use the artimis as a defensive weapon, for squishy ships like the mobula or spire you need to be able to disable enemy weapons or you will be taken out quickly. While there are carronades and banshees to also use as disables, people can still keep shooting at you and fix their balloon or put out weapon fires after they sink you. Fact is, the artimis is the most reliable disabling small weapon in the game that a pilot can equip on their ship. It is easy to use, and very effective, and while you can snipe weapons out just as fine with a carronade or gat, the lag that can occur in a game or the lack of shooting skills from the gunner can make using other weapons to shoot other weapons out unreliable.

HamsterIV:
The Artemis ceases to be defensive when more than two launchers are hitting a ship regularly. At that rate the hull will go down faster than a mallet can repair it. Shutting down the target's guns and engines is just a bonus on top of a long range hull strip/kill. Other guns need a complementary gun to bring down a ship, the Artemis just needs more Artemis.

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