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Junker viability and builds

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HamsterIV:
I call that position "nose engie" or "hull engie." The main engie is the guy at the back of the ship responsible for the balloon, turning engines, shooting, the back guns, and fixing the hull if the nose gunner is too distracted. Even when playing with scrubs I try and run the junker with a nose engie and a back deck engie just so they learn crew positions. I try and have my back deck engie be the more experienced player.

BlackenedPies:
I call the hull engi the main engi on every ship. Sometimes I like to use colors for quick orders: hull blue, balloon red, gunner green. "On reloads green tap engine blue chem hull"

Not knowing what to do on a ship is a common and separate problem. If the pilot doesn't give you a recommended loadout and tell you what to do, then they don't know either. If you fly with an experienced pilot they will tell you what to do and they will be using 'this' junker setup.

If a junker is getting disabled the pilot will reposition by using altitude. The junker has excellent maneuverability so use that to avoid disables. Reposition and disable them. Buffed balloons are very powerful. The meta junker setup will out repair and out gun alternative setups.

Sammy B. T.:

--- Quote from: Kain Phalanx on January 30, 2015, 02:38:54 pm --- It's not just a matter of arcs.  The Galleon, Mobula, Spire, do trifectas effortlessly, so no, a trifecta is not much of strength for the junker.  The Pyramidion is also capable of it
--- End quote ---

Its not just capability to do trifectas with arcs but more an issue of crew work. The Junker is better for trifectas due to spread out crew. Sure a pyra has an easy trifecta but the third gunman is also in charge of armor and three engines. The Junker probably the most well spread out ship in terms of crew responsibilities.


--- Quote ---.   The hull sweet spot, a gimmick, should not be essential to a ship's success.
--- End quote ---


IIRC the devs have said its not a gimmick or a mistake but by design.


--- Quote --- I, and I believe the original poster, are not discussing highest level play so I don't care how useless you might find the gunner class or some supposed one only viable build.
--- End quote ---

Wasn't talking about classes or anything, just general roles.




--- Quote from: Sammy B. T. on January 30, 2015, 02:02:36 pm ---If you're not using trifectas, why use a junker? Without a front engineer you're just a crab pyramidion with an odd balloon.

--- End quote ---
Oversimplification.  There are clearly advantages and disadvantes to Junker compared to Pyramidion without concern to trifectas.  I shouldn't have to elaborate.
[/quote]

Sure its a bit of an oversimplification but its still giving up probably the best edge a junker has against other ships.

DJ Logicalia:
Let it be said, Sammy & The Ducks are probably the best junker pilots in the game so they know what they're talking about :P

please don't start a debate please don't start a debate

Alistair MacBain:
A competent pyra pilto can kill any junker that isnt aware of balloon rams.
You dont need ljs or carronades to abuse the junkers balloon as an enemy.
A pyra ramming your balloon and staying on top of you will get you down.

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