Main > Gameplay
Flak vs Artemis
Crafeksterty:
Until someone chooses to fly above
Kamoba:
--- Quote from: Crafeksterty on June 07, 2015, 08:21:11 am ---Until someone chooses to fly above
--- End quote ---
That's why its important to keep the high ground and not fly low, which is a downside I noted :)
Most ships which benefit well from Artemis can keep the guns high too, mobula and pyramidion both have their guns mounts up high and will be able to keep their guns higher or at equal level to the enemy. :)
The Mann:
--- Quote from: Kamoba on June 07, 2015, 07:58:28 am ---Throw the meta of kill builds out the window and accept, Artemis as your new god. 8)
--- End quote ---
Hades/Flak Pyra Master Race! ;D
Kamoba:
--- Quote from: The Mann on June 07, 2015, 08:53:05 am ---
--- Quote from: Kamoba on June 07, 2015, 07:58:28 am ---Throw the meta of kill builds out the window and accept, Artemis as your new god. 8)
--- End quote ---
Hades/Flak Pyra Master Race! ;D
--- End quote ---
All flak spires are the true master race
Dementio:
The Artemis is your go to weapon when you want to live. If you want to actually still get a kill, pair it with either Gatling or Hades. Mercury is also a posibility but many use it as another disable gun with very limited gun arcs, so you have to be on the same height as your enemy all the time, which isn't always easy to do.
Gatling and Mortar on the Pyramidion front makes the Metamidion, for reasons already mentioned the Gatling paired with the Flak is suboptimal and it should be Hades and Flak.
Artemis is superior in many ways, but a problem is when you use an Artemis in close range, because the enemy can easily go above your arc, very quickly too. Being above literally everything is not always an option either as on some maps like Paritan you are spotted, visible and naked, while you don't even have any idea where your enemy is, which means you are, very likely, going to die. More problems start when you realise that your guns can't aim directly down either and if they could there is a good chance of being blocked by a balloon or even by the nose cone of the Pyramidion.
Even more problems start when you realise a Light Flak (or Mortar) work much better on some certain ships. Against Spires and Mobulas the Artemis can work great, but the Spire has four guns, one of which is a heavy one and the Mobula has five guns and on both ships aimed forward, also with the Mobula having the best vertical acceleration, which makes it relatively easy for the Mob to out-arc the Artemis, when it comes to close range stuff. Against the Spire, if the Artemis fails or if it rebuilds its guns then you are in serious trouble. Of course you could possibly outmanouver it, but when facing that much firepower, why not take your chance and kill it instead of disable until you die instead?
If fighting a Galleon, the Artemis can do wonders, if you want to support your ally that is, so it doesn't shoot your ally. That tank is so limited in movement and arcs that you have a good chance of staying above or even below it and kill it with Hades/Flak or Gat/Mortar.
Kills with an Artemis are possible and not rare at all, but it is slow. Your ally could need your help, while you are trying to kill this other ships. but with an Artemis against some ships it can take forever, then your ally dies and then you die too, because your ally cannot stop your from getting 2v1-ed when he is dead. Also, when the enemy is turned away from you and looking at your ally instead, you can destroy their engines, but that won't stop the guns or stop them from moving vertically.
--- Quote from: Kamoba on June 07, 2015, 07:58:28 am ---Shooting burst with an artemis will destroy a small component (Light guns and turning engines.) in one shot, and two shots for heavy weapons.
--- End quote ---
That counts for almost any ammo type for the Artemis. The reason why burst is good for the Artemis is, because its secondary damage type, which is the one that is applied in AoE, is Shatter. Shatter damage is good against guns and engines and burst rounds increase that AoE radius, making it easier to damage enemy components. It also increases the maximum amound of shots you can have, with little penalty except a decreased fire rate, but nobody cares about fire rate on the Artemis since it can destroy components in so few shots.
If your Artemis gunner has a nigh perfect accuracy, he can probably do Heatsink rounds in close range to make up for the lack of rotation speed or Greased rounds for that superior dps, because of the increased fire rate.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version