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Is it bad that I prefer. . .
Kestril:
@ Oliver Colt: According to the wiki, which may be out of date, the gatling's max range is 400m, and The arming time (the point at which the flak starts to do the most damage) is about 225 meters. So, that's a small 175 meter window for stripping the hull and then killing with the flak, especially at say, a charging pyramidion. According to the math, this loadout has a very narrow range of being at maximum effectiveness.
@Oliver Colt still: I just mean gunners who know the arc of the Hades and can consistently hit at medium range.
But the funny thing is, I stumble upon that 175 meter window a lot in a match. Usually when ships overshoot, are trying to run away, or are attacking an ally, such as a galleon. Plus, the junker is a slow ship, so that little bit of extra range the flak provides helps out when a ship is just outside of mortar range and you don't have the speed to fix it.
There's also the issue of actually hitting the target. When spinning about, decending, and acending, I'd rather have a gun that can hit in the narrow amount of time it takes to shoot the enemy while their armor is down. So, while the gat/flak has a narrow ~175m window to be the most effective it is always decent at the shorter ranges, and it's accessibility, fast projectile speed, and wider firing arcs allows a crew member of nearly any experience to hit the target.
Compared to the mortar, which is super effective in close, but looses out after the enemy leaves short range and requires a decent gunner. I think that flexibility and ease-of-use gives it to the flak instead of the the mortar most of the time in public matches on the junker.
Then again, I've got no clan and generally only play public games with random folk. I'll be the first to admit that a good gunner makes all the difference.
redria:
Then more power to you! Seriously, if you find that this build works well for you, keep using it. If you want to try something else, try it. There is no right or wrong answer, just right and wrong answers for you. I can't fly a ship dedicated to sniping because I find myself unable to resist closing distance with my enemy. I'm the pilot, I want to be part of the fight, not just a weapons platform. I bring weapons that have long range, and shouldn't work close range, but I make them work with my play style.
I have ram-killed a galleon with a 5 flare gun mobula.
If you see a build and want to try it, just go for it. If you feel like you are weak in an area, find someone who flies with you a lot and is more experienced in using guns and ask about what they would suggest for the way you play. Someone else's insight can really be helpful.
Oliver Colt:
Ah I see. Well everything makes sense now, thanks sir! :D
I used to fly a gat/hades pyra back when I had no idea what i was doing and I got really good with the hades but since I learned it wasn't a good build I don't use hades as much so I may be crap now xD
Still, I don't get to hit much with a mortar so it may technically be the most effective, but in practice I agree it's best to have something more novice-friendly. It's no use to have more time to hit and whatnot if you're not really hitting.
--- Quote from: redria on January 23, 2014, 03:34:06 pm ---I can't fly a ship dedicated to sniping because I find myself unable to resist closing distance with my enemy. I'm the pilot, I want to be part of the fight, not just a weapons platform.
--- End quote ---
I do this too but it usually doesn't end well :P
Omniraptor:
Rant incoming:
Thing is, the light flak already does so little damage compared to the mortar that it's almost not useful against ships with lots of perma, requiring multiple armor strips to deliver the kill, as opposed to the mortar which kills anything in one clip. The arming time is just the final nail in the coffin making light flak useless. The enemy will certainly get within arming time, and as a junker you are way too slow and unable to kite to maintain that narrow window in which both gat and flak are effective. Junkers are also very vulnerable to sniping in general, so using a weapon that doesn't kill at range while doing nothing else is.. pretty ill-advised.
However, I've had good results with gat/artemis on the side, and all the cool kids are using hades/artemis. IMO the artemis cannibalises too much of the flak's killing role because of its better ballistics and additional shatter damage. It will probably get nerfed next patch.
The mortar is a wonderful weapon on the junker because the ship shines most in close range, where it can fly circles around clumsier ships (every other ship except spire, goldfish, squid). The enemy should never be in a position to flee you because you have an artemis on the front and can wreak havoc on their engines if they are stupid enough to turn tail.
Squidslinger Gilder:
If they would take the flak back to what it was before last patch it would be great. They had finally gotten it good. Mortar was the in your face brawly build but flak was the finesse build which was better for junkers and squids. Then...oh noes, we must add arming timers! Sigh...
Mortars are a lot easier to dodge. Their projectile speed is slow and while you might take a hit from one, you can hydro or chute to avoid the rest. The turret's movement speed being slower, it hinders their ability to track you quickly. Flak didn't suffer that issue. Made it even better for high mobility ships.
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