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Junker Fight Club

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Pickle:
Welcome to Junker Fight Club.

The first rule of Junker Fight Club is: you do not talk about Junker Fight Club.

The second rule of Junker Fight Club is: you DO NOT talk about Junker Fight Club!

Third rule of Junker Fight Club: someone yells "Surrender!", plays dead, taps out, the fight is over.

Fourth rule: only six Junkers to a fight.

Fifth rule: one fight at a time, captains.

Sixth rule: No shirts, no shoes.

Seventh rule: fights will go on as long as they have to.

And the eighth and final rule: if this is your first time at Junker Fight Club, you have to fight.

Pickle:
Having established the rules.. this is the thread for discussion about the Junker.  Love it or hate it, got a great idea how to use it, or just got a question..

Who knows, maybe we can even run an unofficial Junker Fight Club ladder.. ..

Queso:
I've always been a fan of the junker. It's ridiculously versatile as a weapons platform. You can get 3 light guns going, you can have asymmetric loud-outs, you can be a disable, you can tank, you can sit and absorb damage. Basically it can do anything that doesn't require hyper-speed.

Pickle:
I initially saw the Junker only in the medium tank role..

F - Mercury for sniping in the long-range phase

LL - Whirlwind for armour destruction
LR - Whirlwind, or Carronade for baloon destruction

UL - Artemis for component/hull destruction
UR - Artemis


But I've been watching other people's set-ups and crewing a lot on the KGS Mars and KGS Mars II, and Captain Phoenix has opened my eyes to the long-range support platform role..

F - Artemis or Banshee or Carronade (it doesn't really matter, it's rarely going to be used)

LL - Light flak or Artemis
LR - Light flak or Artemis

UL - Mercury for long-range sniping
UR - Mercury

With Mercuries you can sit at long range, sniping with Lesmok and picking off enemy guns and engines.  The Mercury is perfectly suited to the Engineer's gunnery position because you only need Lesmok for this role.  The Gunner can use the lower Flak or Artemis effectively by switching between long-range and closer range ammunition types.  I've considered going all-Mercury on one side, but that's a very weak build if any enemy ship manages to close on that side before you can rotate.

Park yourself a couple of map squares away with a good view of all approaches and wait for the enemy to come to you.  Have your more nimble team mates patrolling in front and they can maintain arms length between the support Junker and the enemy, and you can provide sniper support taking out enemy the Hwachas and Heavy Flaks.

N-Sunderland:
On the subject of mercs, I have to disagree completely with using Lesmok on them. They already have enough range to hit any ship that you can see, and speed/drop shouldn't be a problem. Frankly, if the engineer needs Lesmok to hit with a merc, then they should probably work on their aim. Charged is much more useful thanks to the insane killing power it gives. At best, Lesmok is good for new players who don't have much experience aiming with the merc.

I am also personally a proponent of having an all-sniper side and a short range side. If you put a disabling gun on the front (flamer, rockets...), then you can minimize the effect that your foe can have while you turn. It doesn't take that long to turn around, either. And you might not even have to worry about their guns if you've disabled them with the mercs.

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