Main > Gameplay
Junker viability and builds
Alistair MacBain:
Why no gat flak?
Gat 450m range, even less when using incendiary.
Flak 150m arming range. Can be decreased to maybe 120 ...
You will get shred to pieces by any crew that has experience.
Your flamer will run into chem sprays and your guns will either be out of range (gat) or inside arming (flak).
Also wouldnt suggest using incendiary. Its a nice third ammo for a gat maybe if you doesnt have anything else to take but usually id say its crap.
There is no reason for it on a gat if youre running a standard gat mortar cause greased will do the hullshred faster and saver and thats all purpose of the gat.
In a disable setup your better suited with heavy for the gat to be able to effectivly snipe components.
There is simply no reason for incendiary atm. Maybe in a light arm deacrease for mines bout outside i wouldnt suggest it for anything.
And like replacable said ...
A junkers strenght is versatility. You have either a longrange and closerange side or you have a disable and a killside.
Mirrored junkers arent worth it. Theres simply no reason to do that.
And like every ship you have to rely on allies at a certain lvl. A junker has a big juicy balloon as target. If you dont know and dont trust your ally in those situations your most likely screwed. Atleast if the enemy knows what he is doing.
Sprayer:
Truth be told I see Junkers much rarer than I saw them half a year ago.
Baron Saturday:
Then why is the pyra meta gat/flak? It's the exact same principle exactly. I see pyras run gat flak every day and it's very effective. It's been so for us, but then again i have a pro level gamer in my main crew. We'll see how it goes.
Dementio:
--- Quote from: Baron Saturday on August 22, 2014, 01:34:29 pm ---Then why is the pyra meta gat/flak?
--- End quote ---
It isn't. It is gat/mortar. A pyra that uses the flak usually has it coupled with a hades to get the full range advantage of the light flak, since flak is better than mortar at range. When you use a gatling, you might as well bring a mortar since you will be rather close to the enemy and you won't have to worry about arming time either if the enemy can manage to get close. Enemies usually will get close to you if you are a junker, since junkers cannot move sideways to back up while shooting whereas ships like pyramidion and goldfish can. What you could do however is dodge by turning and moving past them while keeping side guns in arc, and when you are this you will be so close that mortar is better than flak.
Of course you can continue using this combination, but you have a much more restricted range game which does make it a bit harder to play with.
Baron Saturday:
Alright. I'm gonna go gat mortar mirrored. I'm still curious as to why mirrored is bad. Two kill sides are good especiallywhen you have a sopport squid making a firey mess of things.
I'm still in complete disagreement with the incendiary rounds for gat however. I think it depends on how it's used and what it's coupled with. There's a reason it's in the game and we're seeing good things using it. So until that changes our gat gunner is using them. It's all situational though, and ammo does change between clips quite often.
Edit: And for chem spray, i understand what it's used for. I'm not saying don't take it. What I'm saying is it seems betterto have a engi with chem spray OR ext, and an engi with the other.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version