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Junker OP?

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Urz:

--- Quote from: Captain Smollett on February 21, 2014, 01:22:53 am ---Don't think Goldie is quite in Derp tier, but probably in low - mid tier depending on the level of players (I think you just wanted to make a Derp Tier).

--- End quote ---
The goldfish has marginally more armour than the squid with a much larger hitbox and less maneuverability. It relies on a single heavy weapon in a metagame full of artemis and mercury field guns. Two of the four available heavy weapons are more or less unusable on the ship. It's a high risk vessel with basically no reward.


--- Quote from: macmacnick on February 21, 2014, 01:38:07 am ---...Goldie is devastating when in competitive with a HFlak and Lochnagar, along with a ship bringing the piercing.
--- End quote ---
We have yet to see anything like that be remotely successful in competitive play.

GreyTea:
That mobula pic got me laughing,

But i think this thread has unintentionally brought up a deep conversation rumbling lately on ships and strengths, myself urz spudnick and ramjam had a very long conversation the other day on all of the ships and shared the opinion the junker needs a Nerf to the turning speed because like urz excellent tier system diagram shows junker is indeed god tier atm,

It can counter almost every build and boasts an impressive arsenal and just versatile in every sense, it is protected from both sides, and insane turning speed with buffed engines and claw and a semi organised crew can devastate, pyra charges hmm though it sounds effective you can just turn out of the way because people will aim for the middle so just kero forward or back and turn out of the way i have seen the likes of puppyfur and sammy do it plenty of times so charging does not work, the mobula i would say is a good counter in a sniping battle however you can just move forward with a trifector going toe to toe then when close or look gat mortar side bye bye,

However at the highest level of play the junker falls short to a galleon with lumber flak and lumber hwatcha extreme long range it is weak but it has such a low profile good luck getting a flak shot at 1200m plus in competitive play before them artimus or merc start raining down on you, that being said the balloon is the spot to aim for on a junker i feel that is its weakness and of course other junkers are the counter and it comes down to pilot and crew skill. so a lumber or a carronade then sit above them it is just getting i that range without being disabled or taking so much damage the ally kills you before you finish one target,
 
I honestly do not think there is any situation not to take a junker it really can do anything, and i hate the junker because i fly squids and it is a rage machine, staying in the blind spot long enough.. but that is for another thread


TL:DR Agreed needs a nerf, lower armor and turning speed,

macmacnick:
...It was in one sunday rumble.
the ships "Jesus take the wheel" (piercing pyramidion) and "disney films" (kill fish) managed to Defeat cake (SAC Vs CAKE) in canyons, during december (around the 20th-30th), and we were running galleons.

Urz:

--- Quote from: macmacnick on February 21, 2014, 01:51:15 am ---...It was in one sunday rumble.
the ships "Jesus take the wheel" (piercing pyramidion) and "disney films" (kill fish) managed to Defeat cake (SAC Vs CAKE) in canyons, during december (around the 20th-30th), and we were running galleons.
--- End quote ---
This is the game you are referring to (from January 26th Rumble):
https://www.youtube.com/watch?v=OCoPQcKGhPI&list=PLXy5l_wXGi3g609ri39CpzesqqHSO4DDQ#t=718

Sacrilege switches to double hades Pyramidion and heavy flak Goldfish after decidedly winning the first game with double Pyramidion (Hades/Artemis and Hades/Banshee). That match was certainly won by a large discrepancy in strength of play, and despite their build choice in the second game rather than as a result of it.

Piemanlives:
Also keep in mind SAC is a very well developed team, but that is another discussion entirely.

A junker is, quite personally, my favorite ship in the game. However many of the points raised against it are completely valid in one way or another. Thing is, the Junker is a brawler in every sense of the word sure it can be used at long range but the high turning speed is indicative of a brawler, why? Because of its ability to keep guns on target during a duel, at long range, lest it's sanding still, it has a tendency to over compensate sometimes. Going up against one in brawler is fairly suicidal, especially against a pilot who knows what they're doing and a crew who knows their stuff.


--- Quote from: Grey T on February 21, 2014, 01:47:52 am ---It can counter almost every build and boasts an impressive arsenal and just versatile in every sense, it is protected from both sides, and insane turning speed with buffed engines and claw and a semi organised crew can devastate...

--- End quote ---

The Junker is a very versatile ship, is has 5 light guns spread in a very optimal pattern, you can load a junker with just about any loadout you can think of (Excluding medium weapons). Can it counter every build? The possibility is there, load up cannonades and you'll be able to bring down another junker in a brawl, sit above a galleon laughing as it falls to earth, using superior mobility circle around a pyra.


--- Quote from: Grey T on February 21, 2014, 01:47:52 am ---I honestly do not think there is any situation not to take a junker it really can do anything, and I hate the junker because I fly squids and it is a rage machine, staying in the blind spot long enough..

--- End quote ---

It may be a jack-of-all trades but if your flying a squid you really need to know how to fly against a junker, that big balloon of its? If you play your cards right it will obscure most gun arcs besides a Hades and possibly a mortar, but if you are so close the Hades will do bare minimum, nothing at all, and the mortar isn't very good against armor either (at least last I checked). You shouldn't need to "Stay in the blind spot long enough" because that's not the purpose of the squid, it's a disabler, cause extreme havoc and get out, or if you can handle it, guerrilla them to death, you shouldn't be staying in the same place for very long. A squid is, much more maneuverable, has better turning speed and acceleration, has a higher speed then the Junker, and it's not built for prolonged engagements, at least ones where you're constantly under fire, if you duke and dive well enough you should be able to hold your own, if you know the weaknesses of its guns you should be able to formulate an approach that should get you in and out relatively unscathed, it may be easier said then done but as pilot these are things we all need to keep in mind, I've flown every ship in the game enough that I can counter them at the best of times, doesn't mean I'm good at it, not by a long shot, I'm terrible at this game, the point is, I believe you are over exaggerating the situation a bit.

(People who know me have probably figured I am a fan of wall of texts)

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