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Junker viability and builds
Kestril:
A little late, but as I fly gatflak junker regularly in pubs (and well, at that), I felt obliged to put some thoughts down:
For pubs, I prefer mirrored gatflack with the front nose gun as a flare or some other utility gun. When I've got a good crew, I'll usually switch one side to a longer range focus, or replace a gat with a Hades and swap the other side to a brawly/disabl-y carronad-banshee. Whatever I feel like, really.
I don't find the arming time problematic on the flak gun with the mirrored build in casual play. I can usually stay at arm's length away, on the edge of the gats range. Plus, i find that the flak punishes the enemy for mis-maneuvering into my arcs more. Also, the gat and flak are easier to aim for random pubbies. (But even then, I get a player that can't lead worth a darn with the flak, let alone mortar.)
I guess it's because I play my junker like an escort rather than a brawler or sniper. I just stay near my ally and cover their sides from medium to close range. It's worked well for me so far. I prefer the flak because the playstyle is passive, and I find it harder to cover my allies with the short range of a mortar or odd arc and the arming time of the hadies. The gat-flak is that "sweet spot" off of 120 meters where the enemy ships are most of the time.
It's also easier to coordinate by saying: Shoot the gatling all the time, and then wait until the red to shoot the flak. That way, when I change sides, spin to avoid a ram, or do some other evasive maneuver everyone knows that their job is the same, just on the other side. I love it when a pyramidion overshoots and my gunner instantly gets on the opposite side to continue shooting as if nothing has happened. Also, the flak is much easier to aim in the thick of things while spinning and dodging enemy fire.
So yeah, as of now, I think the range and accuracy of the flak is better suited to how I play "escort" junker than the close-in range of the mortars.
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Of course, when I get a good organized crew (like many people coordinate to do), I'll change it up to play with what my crew is good at/wants. And make it something that requires more knowledge and coordination.
Alistair MacBain:
Gat flak is extremely bad on broadside ships like junkers and it will most likely get punished quite hard ocne you get to higher lvls.
Broadside ships like junkers cant control the range they engage a opponent very good.
ITs up to the ships with frontpointed weapons to decide on which range they want to engage you and that will most likely punish your gat flak if they are clever.
Bronzium:
Not sure if it's been talked of, but has anyone tried Gunker? (full gat Junker?) I've used quite a bit in the matches I've piloted in, and from my experience it works very nicely if you have good comms with your ally. Get 3 gats on one ship, strip the hull in seconds, and slowly but surely you wear the hull down too.
A Carronker works very effectively as well as a disabler. A friend and I tried it in a Crazy King match (where we both piloted Carrnonkers), and we were victorious. :)
Alistair MacBain:
Seen? Alot. Useful? No.
Every build that suffers if it gets split into 1v1 isnt useful. And with the power of disable builds its just to easy to get forced into 1v1.
Why not swap one gat out for a mortar or banshee?
2 gats strip hull pretty fast aswell. Faster as any other build that doesnt bring 2 gats.
Thats the reasoning why brawlmobula is so strong.
2 gats and a mortar.
Kestril:
--- Quote from: Alistair MacBain on November 28, 2014, 01:14:26 pm ---Gat flak is extremely bad on broadside ships like junkers and it will most likely get punished quite hard ocne you get to higher lvls.
Broadside ships like junkers cant control the range they engage a opponent very good well.
ITs up to the ships with frontpointed weapons to decide on which range they want to engage you and that will most likely punish your gat flak if they are clever.
--- End quote ---
Well yeah, I'm aware. Although i still maintain that the gat flak junker has the lowest skill barrier for new crews, which I find myself playing with very often.
Though I wouldn't say "extremely bad", but rather "just like a gat/mortar" an opponent will punish you just as much with a gat/mortar combo on both sides. In fact, It's easier to avoid the gat/mortar than a gat/flak on the side of a junker. You just stay far away, preferably with a lumberjack.
If it's "run asymmetry to make up for the range gaps" then yes, i agree.
--- Quote from: Bronzium on November 28, 2014, 01:27:43 pm ---Not sure if it's been talked of, but has anyone tried Gunker? (full gat Junker?) I've used quite a bit in the matches I've piloted in, and from my experience it works very nicely if you have good comms with your ally. Get 3 gats on one ship, strip the hull in seconds, and slowly but surely you wear the hull down too.
--- End quote ---
Nope. I always like to have a killgun. Although, I could see it working with a hwatchafish with some good cordination.
--- Quote ---A Carronker works very effectively as well as a disabler. A friend and I tried it in a Crazy King match (where we both piloted Carrnonkers), and we were victorious. :)
--- End quote ---
When i run carronades, I pair them with banshees. If it's not disabled, it's on fire.
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I'd also disagree about the not useful if they can't hold their own in a 1v1. The lumberfish is useful. Galleons are useful and they can't handle a brawly 1v1 against a pilot that knows how to approach.
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