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Mine-laying Ships
Kamoba:
Pure mine squid is a viable Mine ship build, but very tough to master, any squid loadout is tough to master in honesty. :)
--- Quote from: Newbluud on June 17, 2015, 06:51:02 am ---[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.
--- End quote ---
Sounds like most competitive teams I've flown with and against. 8)
As for open discussion, you'll find it appearing here in this thread :)
Mine squid can be very effective, a good match up with tar, if you're being chased and tar the enemy well, drop a mine in the tar! :)
But mostly the squid mines rely on the squid bi-fecta, flying in the enemies blind spots (because you cant take too much damage)
The launcher does not have great downward arcs but gunners can use the projectile arc to shoot quite low!
Practice in a few matches and set yourself different challanges!
Spend match one only flying low, stay below the enemy galleons arcs and find the sweet spot in distance where the mines land well, give your gunners the same practice too!
be sure to have your engineer bring the right ammo for the rages you will use, if you're not going to be in the enemies face, bring lesmok so they can reach the target and use default as a closer range alternative.
Spend the second round up high! Stay above the enemy and force yourself to spend the match holding the high ground, get used to how the mines drop, and just how high you can afford to stay, again mix and match those ammunitions for the situation. If you're bringing the same ammos each time it'll make it harder for you as a pilot to adapt to the ammo, when its easier to adapt the ammo for the tactics.
Spend the third match mixing both around and using the vertical mobility to confuse and disorientate the enemy.
This.method of practice does mean you will loose a lot, but it'll be much more useful to you to learn the guns than trying to "win"
Newbluud:
--- Quote from: Alistair MacBain on June 17, 2015, 07:24:56 am ---A Mine Squid can work. Thats not the issue. Its just pretty hard to make work of as youre much more likely to run in your own mines. A junker with its mainly sidewards guns is much less likely to hit his own mines.
In terms of pure firepower a mine junker beats a mine squid due to the trifecta potential. In terms of maneuverability the squid is obv the winner.
--- End quote ---
Alright, cool. I do like that, other than certain weapon combos (met a level 1 galleon with four minotaurs), a huge variety of loadouts can be made viable with the right crewing, flying and team comp. The lack of absolutely dead-set winning meta makes this game super replayable to me. I'll keep working at it.
--- Quote from: Byron Cavendish on June 17, 2015, 07:28:09 am ---The key to the munker is knowing the exact range of lesmok mines and normal ammo mines. It has a high demand of pilot knowledge. All crew (including the pilot) need to be familiar with how to shoot with lesmok and normal. Your gunner needs to know that plus burst and lochnagar range and use.
Here is a demonstration of pain: https://www.youtube.com/watch?v=QdzbXZC0XGo ...me trying to kill my ally (his perspective)
--- End quote ---
I'll watch the demonstration when I'm not posting from work, m80 ;). So, yes, It would pay for me to get comfortable with effective mine ranges as the pilot, and get within the goldilocks zone, so to speak, as quickly as possible. Things like that do not occur to you when you decide to steal a loadout that beat you and play it without enough research. We had an idea about how it worked, but our strategies and skills were miles out. I just hope the rest of my crew are prepared for the incoming grind to get that versatility.
--- Quote from: Kamoba on June 17, 2015, 07:36:33 am ---Sounds like most competitive teams I've flown with and against. 8)
--- End quote ---
Yeah, we're clearly comp material already ;D.
As for the rest of your advice (save quoting it all), I think we'll give it a shot. Hopefully my crew will understand that we are learning. I want to git gud, and I feel we're pretty decent for our level so far, but we're a long way off being "good" by community standards. Thanks for the advice. I'll keep an eye on this thread for more mine tips and cheatsheets.
Carn:
If you want to learn to shoot mines, I can help with that. One very important thing for your gunner to know is when, and when not, to use lochnagar.
BlackenedPies:
I regularly fly a mine carronade mine squid with mines front and rear. It's important that your gunner brings correct ammo: lesmok heatsink/incendiary lochnagar so they can shoot at 4 ranges (using regular too). Engineers on mines should bring lesmok. Mines detonate at 20 meters away from ships so try to aim at their sides not directly at them. 3 mine mobulas can work well and my favorite was 3 mine pyra.
The mine pyra had the advantage over munker of being very easy to crew and much faster speed. Attempt to always engage at an angle to get all 3 in arc. Rear gun is flare gun of course. I often switched the left gun to a carronade with less experienced miners or AI. I'm not sure I'd recommend mine pyra since the pyra nerf.
For junker I enjoyed mine on the front and paired with gat-banshee left carro-gat right for close range maps like Labyrinth, but the best mine position is on the bottom for the gunner. My favorite mine junker is the meta 3 engi setup with a wrench buff chem lesmok top, spanner mallet chem lesmok front, and spanner mallet buff lesmok bottom. The left side is 3 mine and right side gat mortar just in case you gotta kill em. Buffed junker and buffed mines OP. Important note that the front engi is in charged of keeping the armor repaired from below.
Carn:
It should be noted that its viable to swap incendiary for charged. Charged mines create a lot of damage.
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