Main > Gameplay
Junker viability and builds
Piemanlives:
A Junker is a good ship, able to fill a number of roles and take a decent amount of damage.
I'm personally flying side Carro/Banshee, side double Howitzer, front art. (For the science!)
The Howitzers are there if I need to do something at long range, and while they don't have arcs that the artemis has it's still a fairly powerful weapon. The artemis can complement both sides with its component destroying ability and the Carronade Banshee combo is a tad bit of an annoyance, because sure you have chem spray, but you still lost that balloon of yours.
It may not be the most effective build in existence but I like it.
GeoRmr:
What is a howitzer?
N-Sunderland:
--- Quote from: GeoRmr on August 23, 2014, 10:22:01 am ---What is a howitzer?
--- End quote ---
That's what the merc was called two years ago.
Piemanlives:
--- Quote from: N-Sunderland on August 23, 2014, 12:01:23 pm ---
--- Quote from: GeoRmr on August 23, 2014, 10:22:01 am ---What is a howitzer?
--- End quote ---
That's what the merc was called two years ago.
--- End quote ---
I may consistently go out of my way to call them Howitzers.
Baron Saturday:
--- Quote from: Alistair MacBain on August 23, 2014, 06:50:57 am ---You shouldnt even need to hit at high speed.
Your not a squid. Youre a junker. Once you are in good range and arc you shouldnt need to move at all.
If shots dont hit at fullspeed it isnt the crews fault. Its the pilots fault that he is at such a speed.
--- End quote ---
I guess i mis-spoke. While the junker is pretty tanky, there are times when you have to move and shoot to survive. The flak is far superior in the hands of an average gunner because it's easier to hit with. I don't think anyone likes being parked in a pyras front arc unless they just turned to face you from their starboard side. But that's rare as they would run.
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