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Junker viability and builds

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BlackenedPies:
I tend to find the best tactic in a pyra against a junker is to not ram because they will out dance you and kill you. Stay inbetween their long range and close range. Switch when they switch. Or bring a carronade and win.

Tell crew what to do and they'll do it! It's very rare that you run into a crew member who simply won't listen.

The best way to root uncooperative crew out is if they don't accept a recommended loadout. If they refuse to bring the loadout or leave I will leave, report the uncooperative crew, and invite the rest to a new crew form.

If you tell them what to do and they trust you, your ship will succeed. Experience has nothing to do with it. Crew might panic but after that they will learn. Trust your crew.

The meta loadout is nice and simple because no one has to move much. The front and bottom can work together and the top deck only needs one engi.

Crew not listening is a separate matter. If they listen, they will only screw up if you screw up. Crew pick up on the captain's confidence and calm. Trust yourself, trust them.

Kain Phalanx:

--- Quote from: Kamoba on January 31, 2015, 12:44:00 pm ---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. :)

--- End quote ---


--- Quote ---on the lower Deck, together with the Gunner. With the amount of components on the top deck, the 2 Engineers are better suited for gunning there and one can always quickly run down to help, for instance when the Main Engine goes down
--- End quote ---
This is wrong.  The lower deck has a critical fire problem.  Sending an engineer down to fix stuff is incredibly inefficient.  Having two engineers top deck also creates confusion from the overlap of responsibilities.

Kamoba:
*shrugs* then maybe you should experiment and find a new system yourself but I think many people have said what is considered the norm, if you are finding it inefficient practice with a new system and see if it works for you.

Kestril:

--- Quote from: Kain Phalanx on January 31, 2015, 12:59:30 pm ---
--- Quote from: Kamoba on January 31, 2015, 12:44:00 pm ---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. :)

--- End quote ---


--- Quote ---on the lower Deck, together with the Gunner. With the amount of components on the top deck, the 2 Engineers are better suited for gunning there and one can always quickly run down to help, for instance when the Main Engine goes down
--- End quote ---
This is wrong.  The lower deck has a critical fire problem.  Sending an engineer down to fix stuff is incredibly inefficient.  Having two engineers top deck also creates confusion from the overlap of responsibilities.

--- End quote ---

As far as crew goes, I don't usually have a problem. I pubs I go "okay engineers stay topside and gunner you stay on the guns below."

That's really all I have to do. Occasionally, I'll have to say, "okay, stop shooting the front gun and go full repairs. We're switching to the close range guns." But for the most part The engies can coordinate and figure out who's responsible for what. I'm not a very micro-manag-y captian.


That's literally all I have to do. People don't give pubbies enough credit. Heck, usually I get stuck with levels 1-5 and make it work after 15 or so seconds of explaining. Sometimes I can even get a sniper-mobula to work with the newbies.

It's when I'm running a hard-to-aim gun like the hadies or LJ and don't have a good gunner is when the ship suffers, but tri-artimis, a galtling, and a banshee on a junker isn't exactly hard to aim.

I haven't had a bottom-deck fire problem on the junker as well. The hadies usually hits the balloon, and the tri-artimis  usually  disables most all a flamer-ship's components before it gets into flamer range, allowing for easy dodges.

Kamoba:
A big factor to keep into account could be language barriers, most of the pubs I play with will be from different corners of Europe. Besdides I was not intending to bash pubs, just giving worst case scenarios as examples as to why some things can be done differently from time to time

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