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Junker Novice Preset Builds

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TheSovietKlondikeBar:
I do need to ask, why not have a build for the junker that includes a flare in the front, arty and merc on one side, flamer and carronade/mortar on the other? This would be more of a support build, but having a bit of killing potential, albeit a lot smaller compared to a bunch of other builds (Note: Just about every other build). It would make players rely on supporting other airships instead of trying to go in by themselves and shoot-em-up. Not preferred but would at least give them a "forced"* mindset of ship teamwork as well as crew teamwork. Plus Junker can run support well. (Right?)

*When I mean forced, I mean that support is what the build was designed for, but running the loadout is completely a captain and crew's option.

Also my wording might have been off a bit, will edit if necessary.

I might also have no idea what I'm talking about.

Captain Phil:
Most of the time, people stick flares on the front of junkers so the AI will be forced to use the side guns. For when you have actual players, that is your choice. A flare can output damage so it is not out of the question to have a front flare. But most of the time people usually stick an arti on the front for trifectas and initiation.

The Djinn:
I think the most important thing for the junker (as one of the most versatile ships) is that it showcase a variety of playstyles while (and this is important) remaining self-sufficient. These are Novice matches and, while I'd love to put emphasis on good team play, I think that expecting Novice matches to have the coordination required to make support ships function is a bit optimistic.

Build 1:
Gatling front and both sides on top deck
Mortar both sides below


I'm a little hesitant about triple gatling (I feel an Artemis or Banshee might make for a more well-rounded ship), but my biggest complaint is that I'd love to see the gatling and mortars switched. It might be personal preference, but most Junkers I've been on run the gunner belowdecks, and keeping up consistent gatling fire at the hull is more important than constantly firing mortars (as you really need to wait for the hull to drop...but we all know that). This would allow the Engineers to do their thing while the gunner fires the gats and keeps the main engine running. I think that change would be to the build's benefit, but it's not a huge deal.


Build 2:
Artemis front and top left
Flak on bottom left.
2 Gatling guns on the right

This one bothers me. Double gatling on a side while requiring a trifecta for explosive finishing damage is perhaps a bit demanding for newer pilots, and the double explosive damage left side is...well, I think it's a bad idea.

I'd much rather see a triple Artemis (front and left side), as this is a bit more in vogue and also a bit more effective than Artemis/Flak (at least when the crew might not know that the Flak is best against a downed hull). The double gat isn't as bad then...but Gat/Mortar might still be a better use of that side, allowing novice players to experiment with a hybrid ranged/brawler junker (which is quite popular).


Build 3:
Artemis front.
Gatling both sides on top deck
bottom Deck is left Mortar, right Flak

This one has two issues. Firstly, it's far to similar to the first build. Secondly, the new range changes to the gatling have made gatling/flak just bad. I don't expect newer players (especially in games heavy with Pyramidions) to understand that they have to fight with the gat/flak side within 400m but outside of 220m for both guns to be effective. That's asking for rather a lot of game knowledge and piloting skill.

Personally, I wouldn't mind seeing a Banshee build, or a Carronade/Flamer ship...something with a bit of disabling power that showcases some of these easy-to-use and fun weapons with a bit more of a niche than "killing power." Banshees, Carronades, and Flamethrowers are all very simple weapons that are easy to use and to understand, and I think a third ship build using some or all of these would really round out the available options.

Coldcurse:
Empty Mirror build:
Front: Artemis.
Top Left: Mortar, with lesmok rounds for unexperienced gungineers.
Bottom Left: Gatling gun.
Top Right: Artemis.
Bottom Right: Artemis.

Preffered Captain Tools: Tar, Helium, Phoenix Claw.

Explanation of choice of guns:
Artemis: A good allround rocketlauncher that anybody can shoot. Perfect for disabling and pinpointing accuracy.
Mortar: Good damager when hull is down, with this build that wont be a problem. Compared to a flak cannon this gun has more damage potential with short range combat.
Gatling Gun: Good old hull destruction device of doom. no explanation needed.

The right side and front side is for disabling ships. If you angle your ship in the right position you can shoot with all three artimese. When the enemy is disabled you turn your left side to them and shoot them with the DPS side. While the enemy is disabled they have to choose 2 ot of 3 things "hull, engines, weapons." if you time it right they only have the time to repair only 1 thing and you would be at their backside to disable their engines. because the artimese now do more damage you can even kill ships with your right and front sides. Because the artemis has no bulletdrop you don't need experienced gunners and or engineers. just make sure you first stay a midrange distance but not on sniping distance. This ship can be used for various roles such as support, attack or defend. The ship hull is a little flat so it will be harder for the enemy to shoot your hull from midrange distance. if you want to quickly get on the tail of an enemy that flies straight for you I would strongly suggest to lower your altitude and use your balloon as your shield to prevent hull damage, when you're under them turn to the right so you can later turn left to disable engines as you increase altitude (if you rather want your DPS side when you increase altitude then turn left while being under the enemy to later turn to the right). Use tar as you lower your altitude to distract them and do damage, then raise your altitude with helium and turn to the left or right with phoenix claw. with this tactic you'll be ready to shoot those engines of them or completly destroy them.

Kain Phalanx:
Hades is a terrible side mount.  I wouldn't recommend it even if you want it to go with flak.

I'm fine with the builds.  Be a bit more flexible.  You don't always need both piercing and hull specializers working together.  Ships are different.  The explosive, accurate side of build 2 will get through the small armor of a squid or goldfish and shred their considerable hulls.  The gatling side will shred junker armor and eventually whittle down the small hull as well.  Pyramidions and Galleons will be trouble, though the front disabling artemis helps with any case.

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