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Mine-laying Ships

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Newbluud:
So, after rocking sniper loadouts (artemis + merc pyra, art/merc/art mobula) for a while, as well as the occasional game as a carronade fish/metamidion, I decided to try something new.

I rocked a squid on KotH paritan and proceeded to get my world rocked by a munker. Now, while we still won the game, we spent a huge majority of it getting blown into church spires, buildings and rubble. Needless to say, I was pretty salty.

We tried out a mine-laying squid of our own on the same map recently, after seeing just how effective area denial can be, but wound up posing virtually no threat to the metamidion duo opposing us. Not only did we miss with most of our mines, it seemed like the only people hitting our mines was us.

I'm not the highest level, but ain't the worst pilot either (I will admit that I'm not so hot on the squid). I felt like the mines had an AoE trigger that was wrecking us. Is that true?

Also, general tips/tricks for a mine-centric ship build. Which ship to fly? What loadouts for crew/pilot? What other guns are needed to synergise with mine launchers?

And how do I make sure I don't skim mines on the side of the ship where I am blind as pilot? (Specific to squid)

Just help me not be scrub pls.

Kamoba:
Link to a Munker guide:
https://gunsoficarus.com/community/forum/index.php/topic,5369.0.html

Basic mines rule number one:
Your gunner must be confident in the use of Mines, very often have I met gunners who say they're confident to shoot with any gun, even mine launchers and then they shoot it poorly.
The mine launcher requires the mines be launched so that the mine deploys, not direct hits, many gunners not familiar shoot direct hits, which is mostly ineffective in comparison to the AOE effects of a deployed mine.
The gunners also need to be aware of what's going on in the fight, if you have a gunner who aims.shots at an enemy which is running away, unless they get the mine to deploy ahead of the enemy, what they end up doing is adding obstacles which block your path to chase.

Mine ships should really only be used with a crew you're familiar with, if you use mine ships with randoms, the chances are against you, either you'll have players that don't shoot the mines effectively or a grumpy engineer who complains that mines were a bad choice....
The rest can be found in the guide above :)

DJ Logicalia:
The Mine Launcher is one of the hardest guns to shoot and pilot for, but is also very rewarding. The squid is probably not the ship you want to learn mines with. Squids are all about speed, and mines require methodical precision, something hard to get without a lot of practice. I recommend more practice and maybe trying a Junker next time. Eventually, your crew CAN get the hang of things

Newbluud:

--- Quote from: Kamoba on June 17, 2015, 06:16:55 am ---Basic mines rule number one:
Your gunner must be confident in the use of Mines, very often have I met gunners who say they're confident to shoot with any gun, even mine launchers and then they shoot it poorly.
The mine launcher requires the mines be launched so that the mine deploys, not direct hits, many gunners not familiar shoot direct hits, which is mostly ineffective in comparison to the AOE effects of a deployed mine.

--- End quote ---

Yes, that might partly explain an issue we had. We scored one or two good hits with AoE (we could tell through hitmarkers), but direct hits were a huge issue. I guess practice will do us some service in that regard.


--- Quote from: Kamoba on June 17, 2015, 06:16:55 am ---Link to a Munker guide:
The gunners also need to be aware of what's going on in the fight, if you have a gunner who aims.shots at an enemy which is running away, unless they get the mine to deploy ahead of the enemy, what they end up doing is adding obstacles which block your path to chase.

--- End quote ---

Something we should have thought about through common sense, but that stuff can be hard for a relatively newbie crew (we all use voice comms, take advice, use appropriate ammunition and - at least as far as I can tell - pick our targets well, but lack the experience of longer standing players). We were stressing out like mad, flying around way too fast and generally panicking due to the huge unfamiliarity of the build we had.


--- Quote from: Kamoba on June 17, 2015, 06:16:55 am ---Mine ships should really only be used with a crew you're familiar with, if you use mine ships with randoms, the chances are against you, either you'll have players that don't shoot the mines effectively or a grumpy engineer who complains that mines were a bad choice....
The rest can be found in the guide above :)

--- End quote ---

We were a clan ship with a teamspeak channel going. Y'won't find better communication than a Brit, and German and two Muricans screaming incoherently at each other while raging over hitting our own mines for the seventieth time.

Oh, that munker guide is super helpful, but feels very limited to that very specific build. I was look for a more open discussion in mine avoidance, use, and applicability on different ships, in particular the squid.

Newbluud:

--- Quote from: DJ Logicalia on June 17, 2015, 06:21:28 am ---The squid is probably not the ship you want to learn mines with. Squids are all about speed, and mines require methodical precision, something hard to get without a lot of practice. I recommend more practice and maybe trying a Junker next time. Eventually, your crew CAN get the hang of things

--- End quote ---

Squids are really a bad call, huh? I saw one use the speed to get to a point and mine the crap out of it very early in a KotH game. Map was Desert Scrap. It cost our team direly (although we had the classic, all hwacha, lvl 2 galleon pilot). Is it not a viable tactic against anything other than the freshest of players?

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