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Junker Fight Club
Pickle:
I'll try that, the all sniper side. But I'd like to have a couple of faster ships on the team that I can trust to play the holding role - either a couple of Goldfish or a Goldfish and a Squid. If you've got two Merc on one side, what are you putting on the other side for close range effectiveness? - I'll guess a Whirlwind on the upper mount (got to work with the Engineer's Charged round ammo), but a carronade or Banshee on the lower? - I'm really liking the new fire damage from the Banshee.
I've tended to use Lesmok by default for long-range, but I think that's probably a habit I got into when absolutely every ship had a flamethrower - but I'm not trying to hit the enemy ship, I don't count hits in this role unless it takes out a weapon or engine. I'll give Charged a try next time. I'm not averse to hopping off the helm and having a pop with the upper-rear Mercury on a Junker.
N-Sunderland:
On the short range side I would put a gatling on top and a flak underneath, but with the new meta I'm not sure if that's viable anymore. It really does seem that the rocket carousel is the next big thing, so maybe I'm captain a ship for once and experiment with it.
Lord Dick Tim:
My go to ship, the Junker. My pride and joy, The Cloud Whaler.
With a chain gun on the UL and a Flak on the LL I've been able to chew through most opposition, even with the newbies I like to fly with when the terrible sky tyrant turns into the magic school bus.
On my right side and bowsprit I try to keep it fluid, or as needed.
Merc/Artemis is a tasty combination, with a banshee rocking the front. I've also tried flame and barker for that up in your grill kill. What's big for me is captain tools on this beast; kerosene is often a must, along with my tar that I can't live without. I'll adjust the fit depending on the opposition, such as some lionfish spitting rocket death at me, well that'll be chutes and hydrogen to keep me out of that things arc.
For squids I like to have tar and a Phoenix claw, as they love getting into my rear and I almost feel obliged to make the squid feel at home in a cloud of ink before I turn hard and bring a chain gun and flak into its face.
Galleons I'm loathe to take toe to toe, preferring to deal the killing blow while other ships soak up hits. Same goes for pyramidions, I'm not fond of them getting close to me.
Pickle:
Whirlwind/Artemis can chew up a Galleon if you can drop onto it's stern and take out the stern gun - at least that was working before the last update, I haven't tried it since.
Tar Barrel is something I haven't tried since it was improved, although I did get caught in one last week and it was effective in annoying me and shutting down my engines as I chased my target through Canyon. Probably not as useful for the long-range support Junker. Drogue Chute is rapidly becoming a fixture for my Junkers, Impact Bumpers because if things ever do get close the strength of the Junker hull is worth using against your opponent (hopefully weakened by my guns as they approached), and that leaves me just one other tool for improved maneovering.
Pickle:
General John Sedgwick Memorial build, aka They Couldn't Hit Elephants At This Distance build
Junker, long-range sniper platform
F - Banshee or Flamethrower (or Mercury on Canyon Blue SP build)
LL - Mercury Gun
LR - Whirlwind Gatling
UL - Mercury Gun
UR - Banshee Rockets
Pilot - brings Drogue Chute, this really takes the pressure off balloon repairs and keeps two guns firing as long as possible. The Pilot can also hit the balloon for repairs without moving from the helm. It's not unknown for the Pilot to also use the rear gun mount in the sniping role (usually a Mercury on the rear sniper-side mount). Because the Pilot can make easy repairs to the baloon, the penalties for Hydrogen and Chute Vent aren't so severe - and the Junker isn't going to ourun a fight, so up and down maneuvering is useful.
Engineer 1 - mans the rear sniper weapon using Charged Rounds (if the Pilot isn't using it) or nips up to juggle the helm if the ship drifts (if the pilot is sniping), mans the rear CQB weapon (on the other side) if an enemy closes and the ship rotates to face it. Attends to the balloon in direst emergency (but see point about Drogue Shoot above). When the situation is less combat-focussed this Engineer runs around bringing everything up to full strength. This Engineer is responsible for emergency repairs to maneouvering engines when the Pilot needs them (the Pilot should maintain situational awareness and call the Engineer from the gun when needed).
Engineer 2 - camps the hull during combat, may make a dash to the balloon or the rear weapons mounts during cool-down pauses but never strays too far from the hull. The Engineers can end up swapping roles during a match depending on where they find themselves after emergency repairs when a target presents itself. It's possible to organise the Engineers to swap rolles between sniping and CQB broadside (allowing the second Engineer to use Burst ammo), but this requires good communication and coordination - most games I play the Engineer in this role never shoots.
Gunner - has responsibilty for shooting and repairing the lower deck and forward guns during combat when they are needed. All Gunners should bring Heatsink to cope with Banshee and flamers - it takes the pressure off the Engineers in CQB. The Engineer also makes emergency repairs to the main engine if the Engineer's are in crisis mode on the upper deck. Attempts by the Engineer to repair the hull from below take a lot of skill and seem to be hit-or-miss.
(crew details copied across from my post on the How to engineer efficiently on different types of ships (Part 1) thread)
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