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Junker viability and builds
Dementio:
I suppose it usually goes like this, when you need lesmok gatling you should probably turn your long range side to the enemy instead. Only when the enemy is really getting close to you, you would have to turn to the gat/mortar side and in this range the mortar beats the flak.
With a certain amount of piloting and engineering you shouldn't have too much trouble keeping the close range side to the enemy.
That only applies, if you have both, long range and close range sides though, which many Junker pilots do advice.
Kestril:
--- Quote from: Dementio on December 01, 2014, 12:08:13 pm ---I suppose it usually goes like this, when you need lesmok gatling you should probably turn your long range side to the enemy instead. Only when the enemy is really getting close to you, you would have to turn to the gat/mortar side and in this range the mortar beats the flak.
With a certain amount of piloting and engineering you shouldn't have too much trouble keeping the close range side to the enemy.
That only applies, if you have both, long range and close range sides though, which many Junker pilots do advice.
--- End quote ---
In general, and on most maps, that's the way to go. I run asymmetry when I need the range more open maps like dunes and water hazard.
But, on the other hand, I think there is something to be said for being able to react very quickly with the wide turn arcs, fast rotation speed either side in constricting maps like canyon ambush, where the junker's fast acceleration make it a very responsive vessel. IMO symmetrical mortars give up too much because of their lack of range.
Basically, I'm trading side specialization for a "jack of medium-close range". There's many more options available, maneuvering wise in the thick of things. In turn, it makes it simpler to position and punish vessels that are not as nimble in that odd border of medium-long range.
Still, there's the problem of having a reactionary style instead of a proactive playstyle. I.E. you have to bank on and cause your opponent to make a mistake, but I think that's an issue more inherent to the junker itself.
Perhaps more disabling power would promote that. I could look into banshees as a replacement for the flak.
hmmm.
PixelatedVolume:
--- Quote from: Kestril on December 01, 2014, 01:59:51 pm ---
Basically, I'm trading side specialization for a "jack of medium-close range". There's many more options available, maneuvering wise in the thick of things. In turn, it makes it simpler to position and punish vessels that are not as nimble in that odd border of medium-long range.
Still, there's the problem of having a reactionary style instead of a proactive playstyle. I.E. you have to bank on and cause your opponent to make a mistake, but I think that's an issue more inherent to the junker itself.
Perhaps more disabling power would promote that. I could look into banshees as a replacement for the flak.
hmmm.
--- End quote ---
Totally agree. There's nothing better than surprising a nimble pilot trying to escape your gat with a quick side-change. I put an artemis on the front because trifectas are overrated, so I have a little range too, but in my experience the gat-mortar will reliably stop brawling pyras and squids and. . . almost everything but blenderfish.
Anyone have any good junker counters for blenderfish? A full sniper could do it, I guess. . .
DrTentacles:
Triple carro/double Artemis works pretty well.
Kamoba:
Double merc works well along side any ship packing heavy weapons (Specifically Flak :) )
Although I like artemis on the front, I don't use artemis on front with a pub group, otherwise you find the lowest level will sit on the Artemis and only use that one gun, and if its your gunner who you need below deck, you'll soon find yourself in trouble :(
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