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Gunnery for Dummies v1.3.5
Wundsalz:
--- Quote from: Coldcurse on February 11, 2014, 04:52:17 am ---Also the mortar is good against balloons.
--- End quote ---
Not at all. You'd need 5 greased clips to take it down... while no one bothers about balloon repairs on the enemies ship.
Coldcurse:
--- Quote from: Wundsalz on February 11, 2014, 05:03:15 am ---
--- Quote from: Coldcurse on February 11, 2014, 04:52:17 am ---Also the mortar is good against balloons.
--- End quote ---
Not at all. You'd need 5 greased clips to take it down... while no one bothers about balloon repairs on the enemies ship.
--- End quote ---
sorry that I said "good", I ment decent compared to other guns.
Wundsalz:
The Artemis, Light Rocket Launcher
Primary Damage:
Secondary Damage:
Play Style
The Artemis combines a wide field of operation (wide horizontal arcs, a wide arc downard, long max range, no arming time) with a good disabling power and decent explosive damage. Furthermore if they are grouped up, e.g. in a junker trifecta, they are also capeable of breaking hulls. 3 artes deal roughly as much damage to the hull armor as a heavy carronade (or half a gatling gun). It's an all-rounder weapon which does a lot of jobs decently.
When shooting the Artemis you've got two jobs:
1. take out critical components of your enemy. That's mostly all guns pointing at you or an ally and the engines to immobilize them.
2. kill enemies once their hull is down.
Usually the Artemis can be fired permanently to accomplish these tasks, but sometimes it's a good idea to delay shots a little bit. For example if you expect a heavy gun, which points at you or your ally, to be rebuild with in the next couple of seconds, it is often a good idea to hold your fire for a brief moment to take it out again right away. Also Artemises are frequently the only source for explosive damage in sniper matches. Hence it sometimes makes sense to delay your shots a bit if another weapon, like a mercury or hades, is about to take out the enemies hull.
Unbuffed and with loaded with normal/burst rounds the artemis can:
1-shot light weapons
2-shot light engines (1 shot with charged rounds or buffed normal rounds)
2-shot heavy weapons
3-shot heavy engines (2 shot with charged rounds or buffed normal rounds)
Viable Ammo Types
burst rounds
Burst rounds increase the AoE of your shots, which allows you to take out components with less precise hits or multiple components with the same hit if they're nearby.
lesmok rounds
Lesmok rounds increase the velocity of the rockets and hence the maximum range. It's a good choice for ultra-long-range sniper builds like merc+arte mobulas.
greased rounds
greased rounds maximize the dps without reload times. Using greased rounds makes sense if your enemy is rather close and you want to kill it with the Artemis rather than keeping it disabled. Note that greased rounds decrease the projectile velocity quite a bit. Hence you need to adjust your lead in order to still hit your target.
charged rounds
charged rounds increase the dps significantly and can be used if you want to finish off enemies with the Artemis rather than disabling them.
Wundsalz:
The Mercury Field Gun.
Primary Damage:
Secondary Damage:
"The Mercury is a slow firing sniper cannon, its high damage makes it an ideal long range armour destroyer as well as a very good disabling weapon, as one shot from it will instantly destroy any single gun or engine. The gun fires a fast moving projectile that has a slight drop that you need to compesate for at longer ranges." - Echoez
Play Style
point and shoot at the enemies armor and components.
Currently a buff engineer with charged rounds is probably the best load-out choice if you want to focus on shooting the mercury.
Mercuries can 1-shot all guns and engines.
Viable Ammo Types
charged rounds
Charged rounds maximize the damage output of the mercury.
heatsink ammunition
Heatsink increases the number of bullets for the merc from 2 to 3. Even with the reduced damage the mercury deals enough damage to snipe out all guns and light engines witha single shot, which makes heatsink useful for disabling. However the reduced projectile velocity alters the trajectory of the shots.
lesmok rounds
I mention Lesmok rounds here because I occasionally see people picking it to shoot the mercury. Lesmok rounds increase the projectile velocity, allowing easier hits in the distance. However due to reduced clip size from 2 rounds to 1 round the dps drops to less than 50% of the dps with charged rounds. Frankly I recommend not to use it. With some practice even slim junker hull can be hit reliably at a distance of 2000m with charged rounds and fights beyond that mark are pointless anyway.
Erheller:
Burst might be more useful on the carronade than I previously thought. While most ammo types on the carronade can one-clip a balloon, burst rounds can deal 1555 damage in one clip, which is enough to destroy the balloon even if an engineer whacks it with a mallet (Balloons have 1200 hp, a mallet repairs 250. 1550 total.). So if you can land every single pellet, you have a guaranteed one-clip regardless of pesky engies repairing the balloon.
That being said, you have to land every shot. In practice, it's probably better to take greased and kill the balloon before the engineer has a chance to whack it. Also, burst loses its utility if the balloon is already damaged because then the other ammos can one-clip it.
Just me looking at numbers, haven't tried it out yet. Any thoughts on this?
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