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[N2] Nano's Noobs 103 - Crewing a metajunker

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nanoduckling:
Keb: Ah pants, good spot. I thought I fixed that a couple of drafts back.

Mag: Pilot balloon rebuilds are certainly important, can free engineers to double team the hull or keep shooting. I like the banshee too, should really be under alternative builds. I think the banshee is affected by ship speed and turning, just it is so fast that the impact is much less than on say a mortar. It can even act as a replacement for the arts and with heavy clip I've used it to take out balloons (2 banshee + hades at a balloon is a lot of fire damage and the balloon typically goes down in a couple of salvos). The junker is absurdly flexible.

Agreed on pilot communication. Junkers should usually not jibe, but it can be a viable operation with judicious application of tar if the enemy is in certain locations. Tar is far more effective than one art and if your engines are in good shape a turn to the meta side using your backside on a ship not shooting you can all but make a kill certain. High risk, high reward though, and not really something you should try on your first go out.

Kamoba:
Junker with tar in certain situations is an incredibly effective ship, without tar the Junker has guns facing 3 of 4 directions, have close range engagements? Take tar, its like having a gun on the Junkers one and only blind spot, although the turning speed and accel of the Junker rarely leaves it as a ship to be caught unaware..
It is one of the best ships in the game, I really should use it more...

DrTentacles:
I feel like there's a strong trend of high-level captains looking at Junkers right now, and going "It's such a nice ship. I ought to use it more."

Then a Blenderfish or Lumberjack appears, and we flee.

Kamoba:

--- Quote from: DrTentacles on April 08, 2015, 02:24:26 pm ---I feel like there's a strong trend of high-level captains looking at Junkers right now, and going "It's such a nice ship. I ought to use it more."

Then a Blenderfish or Lumberjack appears, and we flee.

--- End quote ---

Yup, and we flee more so if we know the blender has a good pilot and gunner, or if the lumberjack has a reasonable pilot and lumberjack.

Though blenders and lumberjacks can be countered with disable (ie Artemis) you need a good gunner on the Artemis, even mediocre gunners would struggle to keep the disables as strong as they're needed

Indreams:
Junker is such a nice ship.. well rounded, capable of anything, capable of deviating load outs.
But it's just not a very attractive ship, both visually and gameplay-wise.

And the Balloon. Oh God the Balloon.


But, Junkers aside, another great guide! I personally learned quite a bit about the Junker from this! :)

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