Main > Gameplay
Junker OP?
RearAdmiralZill:
--- Quote from: Sammy B. T. on February 21, 2014, 01:16:59 pm ---
--- Quote from: RearAdmiralZill on February 21, 2014, 01:07:35 pm ---
--- Quote ---Are any teams other than Mandarins flying consistent double junker?
--- End quote ---
Why would that matter? I haven't read all the posts here but that shouldn't have much weight on if it is unbalanced or not.
--- End quote ---
If something is amazingly objectively over powered then you would expect the majority of the comp scene to be using it.
--- End quote ---
Take note of the Fjords tournament, and how many heavy flaks we got to second place with.
Its not the best of ways to tell if something needs changing by only looking at competitions. All this thread is really doing is getting opinions, and maybe it'll lead to changes in the dev app to see what's up.
Squidslinger Gilder:
Pyras got their ramming ability nerfed. Yeah I'm all for them being a ram boat if that is what people want but when they get nerfs to prevent ramming from being as effective then it needs some turn rate back. This was tested and it was fantastic. Just a half degree made the nerf much more bare able. It didn't make the pyra op again and it would help it with engaging Junkers again.
RearAdmiralZill:
If anything, ramming a junker shouldn't be like ramming a squid where they just fly all over the place and into the gun arcs and out yours.
The Djinn:
My only real issue with the junker is extreme coverage of the gun arcs (2+ guns on a target in most positions) combined with an incredible ability to turn to cover any blind spots that a target might try to take advantage of.
I think makes it unique amongst ships: all other ships have at least one angle of approach that renders the ship relatively incapable of retaliation and requires significant maneuvering on the part of the defending ship to regain solid gun arcs. The Junker, meanwhile, remains a fairly durable ship with a slim hull profile and a ton of turning maneuverability sufficient to constantly present strong gun angles against any opponent.
If I saw any Junker changes, I'd like to see something to increase the area of vulnerability of the ship. Whether this means spinning gun angles towards the fore of the ship to create a wider aft blindspot, reducing the turning acceleration to require more proactive movement rather than reactive movement, or even something as (admittedly) crazy and potentially balance-ruining as running some Dev App tests where the Junker has only a single gun on the starboard side just to see what happens.
In short, I think any change to the Junker should be directed at opening up its vulnerabilities and making it harder to keep 2+ guns on a target. Currently a well-played Junker is almost impossible to approach except from above and, with a height cap, it's hard to always be able to do that. I'd like to see more options for denying a Junker it's strongest gun angles.
'course, I'm still not convinced the ship needs a change...
IvKir:
Okey... there is a biiiig weak spot on junker - it's balloon. Double or heavy carronade ship can kill junker. I met carronade\flame squid, that was a totally pain in mah behind, and without ally, i'll end up dead. And me and my crew not the weakest players.
But i think yeah - maybe it's a good idea to a decrease front gun ark, thus making trifecta nearly impossible.
About slim hull - it's not a big problem. Good gunner and heavy rounds on gatling will make a short work of armor and health of this ship.
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