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Banshee Light Rocket Carousel

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Indreams:
Let's talk Banshee Light Rocket Carousel.


I love this gun. I've even had it show up in my dreams once (where I was a crew on a mobula. I detached the banshee so I can shoot backward at a horde of chasing Pyramidions). But you know where it doesn't show up? In my ship load outs...

Its just that, when I try to use it for something, there's a gun better at that "something" than the banshee. For example, if I wanted explosive dama wge for when armor goes red, Flak, Mortar, and Artemis works far better. If I wanted ranged fire, I'm putting a Hades on my ship. If I wanted a snipe, Mercury or Artemis or even heavy gatling...


How can I make Banshee work on my ship?

Crafeksterty:
Work with what the banshee delivers. It adds alot of fire, and it does explosive.

You could pretty much combine it WITH hades, and you will automaticly cause chaos to everyship if they arent ready (Or in pub game).
You could use it as your fire maker, which in turn also is a killer weapon.

So lets say on a squid, if you usually use, gattling flamer, you could make it gattling banshee. Use the banshee for the effect of fire, but it will kill whenever it fires an unarmored ship.


Usually on my spire, i tend to have 2 light flaks or something else depending on build. When i switch it to banshees, we dont kill as fast but its much safer for me as a pilot to jump on it fire a bunch of shots and go back. Same goes for the gunner, and the effect allows for firing when the armor is up or down.

Carn:
I was on a highly successful spire build that had a banshee and heavy flak below. In the time it took for the flak to reload I was able to go and empty a full clip of the banshee.

Lieutenant Noir:
Pros:
Good arcs
Fast turn speed
Multi-range capabilities
No projectile Arc so easy to shoot (I think it's because it's particle)
No arming time (so they can't get close to make it's shots ineffective)

Cons:
Tiny explosive damage (Takes too long to kill them)
Inferior fire stacking to flamer (Why not use a flamer dummy)

In terms of Hull break

Its a matter of preference really, on my meta junker I found that the enemy would easily run away from mortar shots (since the projectile speed is so slow) on the gat mortar combo and it frustrated me to no end. Then I tried light flak but they would just stick close to avoid it's arming time. Then I tried Artemis, and they flew up to avoid it's arcs -_-. I then tried the Banshee and well... it wasn't great but I eventually killed them. The fire damage added pressure on their armor repairs and it gave me enough time to get the front Artemis in arc. The Mortar could have probably finished him off had my crew mate led his mortar shots a bit more but I said the same thing on the gat mortar squid and the banshee took the mortar's place.
Honestly though I just wanted shots to hit and be effective. It's easy to shoot, hard to escape from, and after the first armor break, you don't need to wait for armor break.

In terms of ranged flames

The Banshee has no arming time and so you can use it in close range and long range. It has good arcs so the enemy is going to have a hard time escaping from it, and you can chase with it as well (since it has decent side arcs). It has no arming time, so provided you have close range weaponry...... Ok, so I'm basically comparing it to the Hades and repeating myself.....umm

Ok, I have an example. I have a full disable Junker.
It has double Artemis on port, front banshee, and double carro starboard. It has disable on both sides but both sides have guns with weird arcs and different ranges. The banshee has good arcs so you can angle yourself to avoid enemy arcs while all three guns are still shooting and it has multi range capabilities. Once the Artemis breaks components at range, those take time to rebuild and in that time chem sprays won't be applied.... Banshee applies fire to neglected components at range. The carronades will break everything except the hull health but the banshee has explosive.... Banshee breaks hull health and applies fire to make sure components don't stay up for very long.
It's not that effective but the banshee has a place on this ship and I don't think another gun can replace it.

If you need to apply fire at long and short range then banshee it up but make sure you have something to break the hull or components as well. You want something to break chem spray rotations.
I would say try use it on a Hwatcha or Blender fish, both disable and work well with fire. Also if you need to hit below when an enemy tries to avoid your heavy carro arcs, a banshee can be just the range and pressure that you need while you get the heavy carro in arc.

Squidslinger Gilder:
Give it explosive damage comparable to the old LF. Not in each shot but the entire clip. Old LF had 4-5 shots. Not as powerful as mortar but was perfect for quick hitting and accuracy, even with the spread. What mortar would do in 1 clip, LF would do in 2 but many pilots swore by LF because it was just more versatile and better with break timing.

So take that overall damage and spread it out over the 8+ shots on the Shee. So it would take about 1.5-2 clips to do what a mortar would. Done. Shee would be in loadouts again. LF would be forever forgotten as the great weapon that Muse ruined.

Then Muse adds an arming timer and ruins it...again. Sigh...it would be nice if Muse buffed something to fit in the cqc but quick hitting area like the LF used to be. But I'm so afraid of them adding more arming timers that I just think we'd be better off nuke and paving. Make new guns, forget these exist.

Sad that I can see them justifying arming timers on Shees too. They'd probably give it a huge fire burst when it impacts. Big AOE fire spread dealie, then give it an arming timer to balance. You'd go "zomg awesomesauce!" then you'd see the arming timer and cry quietly in a corner.

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