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Questions about the GUNNER

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Fleet Admiral Abrams:
Hello all you Gunners out there.

I'm Mark Abrams and i'm here to answer your questions about the Gunner Class of GoiO.

Feel free to ask.

Skroo:
Ammo types?

Haven't really figured out whilch ones are good for what situations. The low-recoil seems best for long range shots but the others are a bit of a mystery still.

Fleet Admiral Abrams:
It depends on wich Gun you are going to use.

For example, if you have a weapon with a high bulletdrop (Heavy Flak,Lumberjack,Mortar) use Lesmokrounds in it to increas the range and making aiming easier for you.
Heavy Clips are good for weapons with a big bulletspread (Gatling,Carronade,Manticore,Small Flak and Banshee) all these weapons are mostly used in mid down to low range battles.
Burst Rounds are good on weapons with a big basic AoE (Manticore,Lumberjack,Mortar,Banshee) by using this rounds u can deal damage to a lot of ship components at the same time.
Incindary Rounds are uses to set ship components on fire, weapons wich are good for this ammo type should have a high rate of fire and big clip size (Manticore,gatling,Banshee).
Heatsink Rounds making your gun oviously fire proof and you get a bit more clip size for sacrificing a bit damage.
Greased Rounds sacrificing damage for a 60% higher rate of fire and 20% bigger clips, good on weapons with a good basic rate of fire ad big clips (Banshee,Gatling,Small Carronade,Mortar).
Charged Rounds sacrificing clip size and rate of fire for 30% more damage, wich is ood on all weapos with a good basic damage per shot (Heavy Flak,Lumberjack,Mercury Fieldgun).
The last one is the Lochnaga Shot it reduces your clip down to one shot removes recoil slows down the bullet and it deals 175 points of damage to gun wich fires it, but u get 150% mor dmamge out of this shot. At the momoent there are only three guns wich can really use it the Heavy Flak, Mercury Fieldgun and the Heavy Carronade.

All in all you should use the rounds to increas the benefits of the weapons and reduce the weaken of them while not sacrificing to much damage.

The rest is all about hitting the target, wich is a combination of motionprediction of your ship, the enemys ship and the bullet it self. Sounds hard but with a bit training you don't even have to think about it while shooting.

Another important point is the comunication with your captain, on some ships its hard for the captain to see if a enemy is in angle for your gun or not, (a working microphone is very useful on this point) so u can tell him/her "a bit more to the right/left/up/down".

Pickle:
Not forgetting the special circumstances ammunition..

Lesmok - very useful for increasing the range of the flamethrower

Incendiary - because ot reduces the projectile velocity it reduces the arming range for the Lumberjack and the Heavy Flak, the arming time remains comstant, but the distance travelled by the prokectile in that time is reduced.  There's an equivilant range reduction for any wespon using this.


Knowing when to switch ammunition is a trick to learn.  You can switch during a regular reload without penalty, but switching with a loaded or part-loaded clip will force a reload.  Most weapons will benefit from two ammunition types, one for use at longer range and one for use at closer range.  For example, with the gatling it's common to load with Heavy at long range and switch to Burst as the enemy closes (some Gunners will prefer Greased, Charged or Incendiary - I prefer Burst).

Long range ammunition choices tend to be Heavy Clip, Lesmok or Lochnagar.

Close range ammunition choices tend to be Burst, Charged, Incendiary or Greased.

Heatsink is a special purpose ammuntion when facing an enemy with a flamethrower that you suspect may get close enough to use it.

Choosing one long range, one close range and heatsink is a reasonable default ammunition load for a Gunner.  But check the ship you're on to adapt your load to suit the ship, it's weapons and your opponents.

HamsterIV:
I hear that people are using the heatsink and heavy clip muzzle velocity reduction to get around the arming time on the flack and lumberjack. Has anyone gotten this to work effectively?

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