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[N2] Nano's Noobs 101 - Crewing a metamidion

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HamsterIV:
I think the flare gun has a slight aim wiggle (recoil), but the thing that makes it most inaccurate is the slow muzzle velocity. The lower the muzzle velocity the more the ships momentum will effect the trajectory. I prefer to bring greased for the flare gun which will allow me to snap off two flares as fast as possible before returning to engineering duties.

On a whole I am glad this guide exists. Too many newbies are playing with builds that almost guarantee their failure. Teaching them them the metamiddion will increase their chances.

nanoduckling:
Hi folks, thanks for the feedback, I really hope folks read the comments as well as the guide itself so they get a clear picture of how variable even something as set it stone as a metamidion can be.

I use heavy in the flare because the jitter is 5 degrees, at least according to the wiki. Couple that with how slow shot is (as hamster point out) and I can never target the balloon precisely with it. Three shots from heatsink is also nice. Greased is good if time is a factor, but I don't want folks shooting it unless time isn't a factor.

As folks have said, hydro instead of drogue if the enemy doesn't have balloon poppers. I suggest this as an alternative for the reasons you all give. I'd usually have hydro, but I'd rather a novice accidentally take a tool that doesn't do damage and may still be useful (you can still get your balloon burned or rammed out) than one that does and may be crippling if activated at the wrong time.

I think a ramming guide would be awesome. For totally new pilots on a meta I think the list of occasions I want folks ramming is zero entries long.

I'd prefer a buffed greased gatling. My preferred loadout is in the alternatives, three engineers, greased gat with buff, buff engineer on mortar, also with greased. That said if there is a loadout with a gunner that is functional I'm using that one rather than triple engineer because folks want to use the gunner class.

As for charged vs. lesmok vs. heavy in the gat. I often take heavy for sniping out components, I don't want novices trying this. I'm with BlackenedPies on the lesmok gat, the jitter means it is very ineffective at lesmok range. That said it can slow ships trying to flee as Tentacles points out. Maybe I'd occasionally bring it against a squid to make running away harder. I picked charged because ~5% is better than nothing.

Lesmok in the mortar seems like a good idea for newer crew, but I find most folks pick up gun arcs very quickly. Maybe I've just been lucky with the novice folks I've flown with, it usually only takes a couple of matches for them to hit pretty reliably with a greased mortar. If as a consequence of this project I find that luck runs out I'll change the guide accordingly.

DrTentacles:
Alright, agreed with much of your reasoning.

I still think a paragraph about ramming-even a "don't ram," with reasons why, would be useful, because they're going to think of ramming, it even if it's not in the guide.

BlackenedPies:
The problem with drogue is that it lasts 2 seconds and reduces thrust. Pyramidions don't fall fast and being high is always good especially with metamidions. It's nearly essential against galleons. I would recommend a guide with hydrogen because it's a very useful tool.

For maps like dunes I'd recommend lesmok just because it's better than nothing.

Your reasoning for having the gunner loadout is spot on, although I disagree with charged.


--- Quote from: nanoduckling on February 20, 2015, 08:44:19 pm ---Lesmok in the mortar seems like a good idea for newer crew, but I find most folks pick up gun arcs very quickly. Maybe I've just been lucky with the novice folks I've flown with, it usually only takes a couple of matches for them to hit pretty reliably with a greased mortar. If as a consequence of this project I find that luck runs out I'll change the guide accordingly.

--- End quote ---

I often see newer metamidions keeping at longer ranges where consistent mortar shots are difficult or impossible with greased. Lesmok is a good multi ammo because you also have regular for closer ranges, and it guarantees early hits. I think for newer players it mostly depends on what ships they're facing.

Kamoba:
I have to admit back when I was newer I used drogue much more often than kerosene, the reasoning is the gungineer was often so busy shooting, they'd completely forget to repair the balloon, and id try voice chat, no reply or reaction while balloon was popped, so id use drogue shoot, use that time to type fix the balloon (because voice commands were so OP I didn't know how to use them, remember newbie perspective) and then they'd start repairing when near to the ground.
Without that extra time from drogue chute I often found the volume of blender fish in novice matches made the drogue chute a necessity and it was only at Christmas that my most used tools changed from kero claw drogue chute, to kero claw hydro.

Also new players can often forget to turn off tools (Suicidal Spires burning hydro ftw!) thus drogue chute IMO is the Bette choice for newer pilots with newer crews..

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