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Some obvious or not obvious inquiries
Claxus:
I'm not saying I try to go full speed and dance around ships and stuff, but I do prefer to constantly move (at a controlled speed), while keeping my gun arcs as stable as I can (my top priority), and keeping a good position on our enemy, possibly forcing them to turn, trying to spread out our own taken damage, trying to maintain a position where we can take out their engines, etc.. If I just park, my crew gets DPS, but a lot of times I feel maintaining positioning, however minimal, can be more advantageous, and harder to react to, if we have the momentum to keep the pressure, or and can quickly make some distance if we lose our main offense. The quicker ships can tend to slip away if we have no acceleration.
I don't expect gunners to always hit, though, that's fine for me, I can accept a good 75%ish hit rate, more or less depending on the weapon and our position. But I take back what I said about not using mortar. The Lumberjack is completely different than the Scylla mortar, didn't know that. The light mortar was a nightmare... Lumberjack seems like a very solid weapon for mid to close range.
I really liked Junker's solid gatling + flak on one side... But what should I run on one side on the Galleon with heavy flak? The top port-side gun is a harpoon, so I'm not sure what to use as a heavy gun to get past armor (no heavy gun proficient at taking down armor?). Heavy flak + Lumberjack/Manticore? My friend loves the flak weapons and tends to be a great shot with them, so keeping it is preferable.
For starboard, I'm thinking of Carronade + Manticore for strong disabling power up close.
Alistair MacBain:
gat flak is a pretty no-go.
Gat mortar. Hades Flak. Dont mix them.
Gat 450m range, flak 150 arming range
A standard galleon looks like this:
Flare Back, Merc/Hades on left+lumberjack+hflak and hwacha, carro on the other side.
The lumberjack is more of a mid to longrange gun than closerange. It works in that area aswell but below 300m you need greased or sth similiar to decrease the arming range of the lumberjack.
Same would go for the hflak.
Arming: Some guns need to have their shots traveled for a certain amount of time. After this time has run out the shot is "armed" meaning that it will deal full dmg (without arming only the primary damage is deakt). When using lochnagar rounds you can decrease that arming range. Or you use an ammunition to change the muzzle speed. That way the bullet is slower what leads to a shorter range traveled till the arming time has run out. Lesmok does it the other way around so you need to beware with lesmok at close range cause it increases your arming range.
obliviondoll:
--- Quote from: Alistair MacBain on July 08, 2014, 05:02:14 pm ---gat flak is a pretty no-go.
Gat mortar. Hades Flak. Dont mix them.
Gat 450m range, flak 150 arming range
--- End quote ---
That's still a 300m window in which both weapons are effective for their role. Fire with Gats until armour is broken (or nearly so) then add Flak fire, usually while the Gat reloads. By the time the armour is back up on the target, you Gat should be ready to fire again, and the Flak can reload while they wait. It isn't as reliable a pairing as Gat/Mortar, but it can work with the right crew and a good Junker pilot.
--- Quote ---A standard galleon looks like this:
Flare Back, Merc/Hades on left+lumberjack+hflak and hwacha, carro on the other side.
The lumberjack is more of a mid to longrange gun than closerange. It works in that area aswell but below 300m you need greased or sth similiar to decrease the arming range of the lumberjack.
Same would go for the hflak.
--- End quote ---
Another option would be to have dual Hwachas on the port side with a Gatling Gun to strip the target's armour. At long range, Heavy Clip can allow Hwachas to snipe with moderate effectiveness, and if you have a friendly ship in close, they can strip armour and let you finish the job. When enemies come in close, the Gat lets you wreck armour and weapons then paired Hwachas with Burst or Charged ammo can shred the hull.
Alistair MacBain:
Still ...
Why render your pair so hard when you could easily take a different pair that does the same much better. Gat Flak is just not a good choice atm that just cripples you for 0 benefit.
There is no benefit in having a flak over a mortar when planning for closerange.
Claxus:
I finally forced myself to leave novice for good... It's been interesting. Started out pretty terrible... One match a Goldfish took out our balloon, and kept taking it down near instantly every time (carronade?), and so we were just stuck on the ground 'till they just swooped down with flamethrowers taking us out miserably and slowly on the ground, our balloon instantly going down repeatedly. I also got called a terrible captain. What am I supposed to do?
I changed our set later to four heavy flaks, and a hades cannon. Yeah, laugh. It was kinda hilarious, the crew went along with it, but we kinda steamrolled that much staying close to our ally. Wasn't serious, just experimenting with the game.
But in any case, how's heavy flak, manticore, and a hades cannon up top for port side? For long to mid range combat, and starboard will focus on more up close. Honestly though, I don't understand why flak + gatling is bad. What I liked about it on the Junker was that it's an accurate pair that hardly lets up on the offensive at variable ranges, and they're fairly easy to aim. To me, it felt like it struck a nice balance of anti-armor and anti-hull streams. But I'll probably go with hades as a Galleon.
So yeah, I'm really wondering what to do if a ship focuses on disabling your balloon.
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