Main > Gameplay
Junker viability and builds
Kain Phalanx:
--- Quote from: Kamoba on January 31, 2015, 11:55:17 am ---When I run Junker in pubs I have a gunner and gungineer, with a main engi, the main engi can shoot the merc on approach to enemies but will.soon find himself out of arc when its time for engagement, pushing him to repairs...
Junker balloon rams are very effective if their pilot is not prepared for it, and can often lead to painful goomba stomps, again situational, a good junker pilot often stays high keeping them safe from such situations (as discussed above.) :)
--- End quote ---
The problem with the main engineer being on the merc is that he couldn't be farther from where he needs to be, which is near hull or balloon/turning engines. It's an inefficient transition. He can use the hull ramp trick, but that requires special knowledge and he will eventually have to make himself up top deck anyways. The gungineer bottomdeck is also ill-suited for it because of lack of ammo types. The gunner with access to three ammo types should man the merc while the buff engineer buffs it on approach. For middle range the gunner transitions port, top side guns to avoid the boxes. Starboard should be close range or utility.
Kamoba:
That's assuming I turn too late, I'll be out of merc arc before engagement and normally trying to explain to him why he should leave the gun alone.
As for your suggestion, that's good but normally with pub crews the buff engineer is doing buffs to.hunt acheivs and getting them to buff anything other than that achievement can be a real pain.. Unless its a green name. :)
The problem i find when i ask a gunner to man the merc (we are speaking strictly public matches) the gunner will often start demanding the ship be turned into merc arc rather than using the lower deck guns, it really does depend how aware and co-operative the crew are..
With friends i rarely need to say anything beyond "main" "gunner" "gungineer" :)
BlackenedPies:
I don't agree with the ramming talk.
First, the trifecta side is almost always the long range side so you won't be rammed on that side.
A good junker pilot will dodge any ram from a goldfish or pyra as long as they have room. This is very easy with buffed engines and/or balloon.
The point is don't get rammed! If you have engines and balloon and room you can dodge it. Every time I've been rammed (with healthy components) is because I let myself get rammed.
I agree that it should be a bit easier to repair from the front. It's like if you had to repair the top engine of the pyra at a more specific angle.
As a pilot in pub matches your mic is your best friend. If you sound confident and give clear instructions, your crew will follow. If you don't have a mic or don't use it, your ship will fail. If they mess up don't yell at them.
I tend to talk more than most pilots, mostly to give relevant info to newer players, but also about our current situation/plan. If you micromanage your crew they will never have to guess what to do.
If they screw up be calm and explain. If you screw up admit it. Everyone gets better and your crew will trust you and stick around. Add them as friends and invite them to do the same.
Kain Phalanx:
Pubs aren't always bottom of the barrel powder monkeys. There's nothing you can do about them and it's fine to expect more from a crew. The "man port guns" voice command should be sufficient in your scenario. The problem you'll have there is the main engineer will get on the gun and then you have a gunner to repair things, so you may have to straighten that out from the start. That's why I'm trying to establish some normalcy to crewing a junker.
Kamoba:
I know not every pub match is bottom of the barrel, I've made many new friends through playing public matches and always try to keep in touch with those who are good, BlackenedPies, yes the microphone is the best asset, speaking two languages also helps but I am trying to give examples of worst case scenarios to explain why I sometimes change the guns away from the norm which has been mentioned multiple times. Also yes you are right balloon rams on junkers should be rare, but it still does happen and I was only using the rams for pyra versus junker explanation, a pyramidions trifecta is less effective than a junkers for many reasons, dodges included.
Main: There is a great guide "aboard a junker" its here in the forums and on steam, it has the basics of what most people consider the "norm" for a junker which has also been discussed earlier in the thread. :)
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