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Junker viability and builds

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Dementio:
Trifecta on Junker: Gunners is bottom deck, hull engi is front gun, balloon engi is side gun. Everybody is only a few steps away from their position.
Fires on bottom deck? Hull engi can easily go down there and it really isn't hard to get that hull repair sweet spot going. The hull engi on a Junker is even closer to the hull than on most other ships, making the armor repair even quicker and easier. Going to bottom to chem and back up isn't that much of a walk either and more than a chem spray is not required, which lasts long enough for half the engagements.
Most Junkers with the previous mentioned loadout have a 3rd engineer anyway, they can chem all they need to.

What I don't like is how vulnerable to engine damage it seems to me, and balloon destruction too, of course. Can never have the guy shoot the side gun...

But yeah, Mobula OP.

Kain Phalanx:
Yeah, see, I've never heard of anyone telling the main engineer to man the front gun.  With a premade savvy crew I'm sure your strategy works but it's needlessly convoluted most of the time.  Gunner gets front and top guns, buff engi downstairs, main engi on hull, balloon and turning engines with assistance from pilot.

BlackenedPies:
Oops Daniel beat me to it.
In competitive Sammy would sometimes jump on the mortar....and miss every shot. (Or so I've been told)

The big problem with having the main engi on top is that the hull is too far away from everything else. With the main engi on the front they can repair the hull and help downstairs.

Triefectas are easy if you have guns with 60 degree arcs like banshees. Artemis have 65 and it can be done with 55 like flaks and carros. Generally your left side is for range and right side for close (pyra has right side blind spot). Close range doesn't need trifecta because if you're dancing the front gun may not be in arc.

The hull sweet spot isn't difficult and it's essential. I always put my most experienced crew on the hull for this reason. If you're worried about fires have the bottom deck engi bring chem. The general consensus is that the only gun that needs a gunner on a junker is a mine. If you have any other guns on the bottom its better to have a buff engi, and they can carry chem and buff downstairs and buff and repair the hull.

In my opinion the only light gun that should ever have a gunner is the mine launcher (some say hades too). If you buff while you reload your gun will stay buffed and give a winning advantage.

Other junker setups may work in pub matches but will fail against good crews. Junkers take practice to crew and pilot effectively. The junker is the best defensive ship and competitive matches have demonstrated that it excels against all except mobulas and balloon pops. Mobula OP

I can think of alternative crew positions, but none are as effective or efficient as meta. The junker isn't a very self explanatory ship.

Update: forgot to mention that the flamethrower does benefit from a gunner, or more specifically it doesn't benefit much from being buffed.

Sammy B. T.:
If you're not using trifectas, why use a junker? Without a front engineer you're just a crab pyramidion with an odd balloon.


Also your "gunner" (main person shooting your most important guns) should be lower deck as those are the most secure guns in terms of being called away to do other things. Top guns often have to be passed up due to repairs.

And I didn't miss eeeeevery shot.

Alistair MacBain:
One hit in a whole clip isnt much better sammy :P.

And yeah ... A junker is strong due to its trifecta. Not using a trifecta either at close or long to midrange renders you to a crappy pyra.

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