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Topics - Captain Blueberry

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Gameplay / I have such a weird Junker... Questions and Discussion
« on: September 15, 2013, 08:40:53 am »
I think the Junker is THE most diverse ship. You can almost run any layout successfully as long as you have the crew supporting it. And here lies the problem. There is exaclty one tp organize a Pyramidion, but I feel like you have many different ways to organize a Junker crew, all with their perks and pitfalls.

So I'd like to ask some questions about the Junker I currently think of running, any feedback is appreciated.

Layout
Portside is meant for long range and starboard for standard brawling.
Front: Artemis
Port Top: Artemis
Port Lower: Banshee
Starboard Top: Mortar
Starboard Lower: Gattling

I ran triple Artemis yesteday, it didn't really do anything but annoy the enemy and I think disabling can be done almost as well with 2 artemis'. I also ran Artemis front, lower and mercury on top. I didn't like it, the small turning circle prevented any trifecta so I didn't like it either.
So I want to try the banshee, I put it there so the lower deck so no engineer has to take heavy clip with him.

Crew Layout:
Gunner: Heavy, greased and ammo of his choice. Spanner as repair tool
engi 1: Standard layout + lesmok
engi 2: Standart layout + lesmok
pilot: Hydrogen + spanner + lesmok, i am not sure about the other pilot tools.

The idea is that everybody takes the same ammo so everybody can man a gun and doesn't have to reload it first.

My main problem is currently, how can I organize the engineers?

I mostly piloted Pyras and Goldfishes before, I am used to run and hide if I am get engaged from the blind spot or if the engagement gets bad. With the Junker I simply can't. So I have to position myself and not rely on my speed, but how do I find a good position? What do I do when things turn out bad?

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Hi Guys

I am still fairly new to GOIO, I played about 40 matches and had great fun. Anyways, I started enjoying the Hellfish, but so far I had no idea what to put on my side guns until now. I still have a lot of questions on what to do with the Hellfish and if you think the idea is stupid, please write me why. I feel that this layout idea is awesome with a good crew, but can be useless with an inexperienced team.

Anyways, I write the questions when they come up, here is what i want to write about:
  • Layout
  • team setup
  • Tactics

Layout:
Main: Hellhound of course, or I wouldn't have called this thread "the Hellfish." I started liking it more than the Hwacha. Unlike the Hwachafish, a Hellfish can actually kill an other ship on its own or do considerable damage to the hull and armor over time. Also, it has a higher range than you would expect, which brings me to my first question: How do I know I am in range for the Hellhound? I can't see the projectiles, how do I know if a shot was effective or if i should have waited a second longer?

Portside: Artemis, the Idea is to disable the  main gun of the "1.5 gun ships" like the Gatling/Flak Pyra or other Goldfishs. I haven't had a good shot Top engineer, so I don't know how good this works in practice. At least on paper it sounds like a good idea.

Starboard: Banshee, a support weapon to kill off a disabled ship. I first had a flamethrower on Starboard, but I rarely want to get that close even if the ship is disabled. The Banshee has the better range, also incinerates and has a great turning angle. If I want to give a volley of Banshee, i only have to turn the ship some few degrees.

Team Setup:
Top Engineer: Burst rounds. If he has nothing to do, he should man the Artemis and be a general nuisance if we are spotted.
Main Engineer: Greased rounds for the Banshee
Gunner: Well, here is one big question, what ammo should the gunner bring for the Hellhound? I have absolutely no idea.
Pilot: Kerosine and Tar at the moment. I like the tar because if I get caught out of posision, i am pretty much Suchi. It helps getting away from those Pyras and Squids. But what third tool? I don't feel a phoenix claw as essential on a goldfish as it is on a Pyra.

Tactics
The Hellfish exceeds at what I'd like to call 'the Pikaboo tactics'. If I can sneak up on a ship that is engaged or otherwise occupied, i can disable them before they can do serious damage. If I still don't  get shot at, I can start on destroying the ship with a fast volley of Banshee rockets between the Hellhound shots. But how often, every second Hellhound volley? And on what should the Hellhound shoot after the balloon has popped the first time? Keeping up pressure on the balloon isn't bad, but since it also has good shatter power, shouldn't the gunner take some shots at the components?

By the way, how do I  'Pikaboo' more experienced teams? So far I surprised mostly inexperienced teams who focus on whatever is in front of their nose. So in a sense, how do pro's fly?

Say for example a friendly pyra is engaging  an enemy ship, both are far away. Can a single artemis help enough to justify staying away, or should I rather speed to help up close?

If i was already spotted and only a single ship is engaging me, I could easily Pyramidion style approach and burst down the balloon. This works to some extend, but I am very sure there are better ways to engage a ship when I am spotted. Of course I wouldn't do this to any ship, I won't run up to a Galeon or a Mobula head to head. Also approaching a Pyra might be pushing it. So, how can I smartly approach other ships?

Thanks for reading so far, if you have any suggestions to the layout, team or tactics, please write them.

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