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Junker viability and builds

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Destroyer Bravo:
This is an old piloting tactic that I used to use against things.

Upon approach, begin rising.

Stay at the enemies' balloon height.

Rain down gat/mort hell.

This put morts in such an arc that the drop was irrelevant due to positioning.

Actually, are you not already doing this? Mortar drop can be accounted for by altitude for even the worst pug.

BlackenedPies:
Being above your opponent is almost always an advantage, however with a junker you can use your greatest weakness as a powerful asset.

The junker has a giant balloon and is very vulnerable to having it popped, however you can use that big balloon as a shield to protect your hull and components. If you need repairs duck below them and keep your balloon between you and their guns.

Don't forget that your top deck engineer can't handle balloon/components and the hull. The front deck position is for repairing the hull (and help bottom deck if necessary). Stand right by the side post of the hull and look up. If you're not rebuilding a broken hull it's usually recommended to just jump up to hit it. Don't forget chem spray when your gun reloads.

As for junker builds, for exclusive close range builds I like a lesmok mine on the front.
I also enjoy heatsink light flak front (quick turning, high dmg per clip). Double banshee left, double gat or gat carro right.
Triple heavy clip carro!
Trifectas are very powerful.

Destroyer Bravo:

--- Quote from: BlackenedPies on January 29, 2015, 03:28:30 pm ---Being above your opponent is almost always an advantage, however with a junker you can use your greatest weakness as a powerful asset.

The junker has a giant balloon and is very vulnerable to having it popped, however you can use that big balloon as a shield to protect your hull and components. If you need repairs duck below them and keep your balloon between you and their guns.

Don't forget that your top deck engineer can't handle balloon/components and the hull. The front deck position is for repairing the hull (and help bottom deck if necessary). Stand right by the side post of the hull and look up. If you're not rebuilding a broken hull it's usually recommended to just jump up to hit it. Don't forget chem spray when your gun reloads.

As for junker builds, for exclusive close range builds I like a lesmok mine on the front.
I also enjoy heatsink light flak front (quick turning, high dmg per clip). Double banshee left, double gat or gat carro right.
Triple heavy clip carro!
Trifectas are very powerful.

--- End quote ---

If you're low map turtleing with the balloon as a shield you need drogue chute or you'll start scraping the floor.

Hull is handled by lower-deck engi/gunner, top deck handles back stuff, and a guy with buff/chem does rounds. At least that's how I ordered my crew.

BlackenedPies:
Hydrogen is recommended as the third pilot tool (with kero and claw).

For example if you're fighting a gat mortar pyra you can use your superior maneuverability to dance under the pyra until you get to a good spot to use hydrogen. This is usually on their blind side or behind them. Going under is generally only for an emergency. A junker can easily out-position a pyra as is.

If you're fighting someone with a carronade this is not recommended. I'm a fan of using hydro as soon as the balloon is back up, assuming your balloon will just get repopped. I also like hydro drogue combo but you give up a tool. It's usually not a good idea to bring a junker against carronades.

The meta junker loadout is a wrench buff chem on top deck, spanner mallet chem on front, and spanner mallet buff on bottom. The left side is a double artemis hades trifecta and the right side is a gat mortar. This is the most efficient setup for repairs and buffs. The gun setup is very effective.

One of the junker's best assets is the ability to have trifectas. I recommend using this as often as possible. That's why  the front repairs hull, the gunner spot is the bottom, and one engi on top. This way the front and bottom can help eachother with repairs while the top focuses on the balloon (with the pilot) and engines. The pilot should usually be repairing and rebuilding the balloon. Bring a pipe wrench to repair damage while your engineer is occupied.

Kain Phalanx:

--- Quote from: BlackenedPies on January 30, 2015, 11:10:28 am ---One of the junker's best assets is the ability to have trifectas. I recommend using this as often as possible. That's why  the front repairs hull, the gunner spot is the bottom, and one engi on top. This way the front and bottom can help eachother with repairs while the top focuses on the balloon (with the pilot) and engines. The pilot should usually be repairing and rebuilding the balloon. Bring a pipe wrench to repair damage while your engineer is occupied.

--- End quote ---
I loathe crewing junkers because of this mindset.  I do not automatically know what pilots expect me to do.  The trifecta puts people out of position and completely relies on that hull repair sweet spot trick.  And the gunner spot being below deck has a big fire problem.  It's just horribly inconvenient in practice.  I say if you want a trifecta, fly a Mobula.

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