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Mine-laying Ships

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BlackenedPies:
If youre gonna swap an ammo then swap loch, it's much more useful to keep the intermediate range. Start with all 4 ranges until you're comfortable.

A common mine strategy on junker is to use a longer range side and mine for closer range. For example, the gunner can be on a hades on left side and mine right. A left side merc can also work with lesmok charged heatsink. For my gunner merc mobula the gunner brings charged heatsink loch. Charged for merc, heatsink top left flak, charged/heat/loch for top right mine.

Carn:
Meh, full munker is so much more fun. And please, I know how to use loch, I ain't swapping that.

BlackenedPies:
You're better off with an intermediate ammo when used offensively, loch is purely defensive. You need to stop them before they get that close. Loch is great but slow.

Arturo Sanchez:
heres some free practice for you.

if you get too many gunners and they refuse to change class.
Turn into a munker and give everyone on the ship mine ammo sets (if they refuse just roll with it-and tell them during the match that its his own fault for not taking the mine set that helps him shoot the mines).
If they wanna gun. They better gun well. If they don't you will all die.

Many will complain that the mine launcher sucks. But just know that the mine launcher is pretty much one of the most powerful guns in the game and its only failing is the gunner's own skill.

Its pretty much the chimps all using typewriters scenario. Get enough monkeys (game pun intended) to fire mines in the general direction of an enemy. Something will happen.

Carn:
And that's why I like charged, the drop isn't as harsh as incendiary and it also creates a fair amount of damage. I'm still a full advocate of loch.

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