Guns Of Icarus Online
Main => Gameplay => Topic started by: Gryphos on August 08, 2013, 04:12:49 pm
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I've been told several times that my Mobula build is slightly unorthodox or weird on occasion. And it got me thinking that the Mobula is a ship so rarely used that, to my knowledge, I am not aware of any Mobula meta. I mean, I've seen duel purpose Mobulas with a sniping side and brawling side, but I'm not so fond of that idea.
I prefer to set it up with a mortar on top, duel gatlings, a mine launcher on the left and flare on the right. Though, to be honest, the side two slots are basically just for utility.
but it did just get me thinking, what do people put on their Mobula and why?
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Artemis -- Mortar -- Merc -- Mortar -- Artemis
One guy always on Merc. Two side engis start on Artemis -- 2 Artemis and a Merc do some crazy damage. When the target gets closer the side engis jump to the Mortars to really bring the pain.
Simple. Easy. Effective.
If you aren't firing 3 guns at the same time, then I think you aren't getting the most out of the Mobula
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I have double merc on the left side, and a mortar/gat on the right (mortar on bottom deck). For the top mount I have a flare gun. Engineers work the lower deck guns while the gunner runs the entire length of the top deck when we switch between long and close range guns. as for the flare gun I certainly don't use a secret jumping technique to reach it from the helm. No such technique exists and any damage attributed to bright green lights coming from my ship are clearly a figment of an overactive imagination.
On an unrelated note I have been listening to too much "Night Vale"
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Artemis -- Mortar -- Merc -- Mortar -- Artemis
One guy always on Merc. Two side engis start on Artemis -- 2 Artemis and a Merc do some crazy damage. When the target gets closer the side engis jump to the Mortars to really bring the pain.
Simple. Easy. Effective.
If you aren't firing 3 guns at the same time, then I think you aren't getting the most out of the Mobula
I have the same guns but with the artemis and the mortars swapped - I tend to find that ships will try to slide around the side of the mobula to get behind it so having the mortars on the wing tips means I have a wider, more rear facing arc of fire as I turn to keep them front and center.
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The general build I've noticed, with variation, is the merc/artemis side and the brawler side, with whatever on top. And I'm torn on whether to adopt this tactic. On one hand it seems logical for dual purpose builds... but on the other I've sworn to never snipe ever under any circumstances.
Who has any neat ideas for full brawling Mobula builds?
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Artemis - Gat - Flak - Gat - Artemis
Two engineers on the side top decks, One gunner with pipe wrench on the top deck.
When engaging from long range, the engineers man the artemis to start harassing. When the fights get close (or the enemy notices us) both engineers jump to the lower deck, and alternate focus fire with gatlings with fixing either hull or balloon, whichever they're in charge of.
Since it's a front attack ship, engines are usually protected, but if necessary the gunner can go back and fix the main engine. Meanwhile, the gunner has the hardest job because he must keep strict timing to harass with the Flak, but at the same time make sure it's ready on a full clip to unload when the enemy loses the armor.
This has so far worked very well for us since it makes crisis management easy. Everyone has very clear roles, and the role which requires the most strict timing (flak gunner) is almost distraction-free, which makes sure the gunner always nails the salvo in time.
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Pure brawler:
Main deck gats
Bottom deck flaks
Top flare gun
One gungineer on each gat, and a main engi on the hull. The gungineers tear up the enemy ship's armour with double gat, then jump down to the flaks and finish them.
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The dual gat on the lower deck and mortar on the top seems to be the best brawler build. It's a hard ship to brawl with but it is very fun to fly.
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It's also very effective. The combined force of 2 gatlings goes through armour like tissue paper, and having the main damage out put be up top means the captain, should everyone else be busy keeping the ship alive, can use the secret jump technique to fire it themselves.
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that secret jump technique. . . . that doesn't exist. . . i might as well just make one that does exist and call it a day. . .
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I use mercs on the right side, flak in the center, and carronades of the left. Jumping up to the flak with heavy clip can land the killing blow at long range with the mercs and at close range with the heavy clipped carronades. Since the mobula also has great ascending and descending speeds popping the balloon of anyone who gets to uncomfortably close sets me up for quick get aways and hopefully better positioning. For the most part it's a very kill before being killed strategy
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that secret jump technique. . . . that doesn't exist. . . i might as well just make one that does exist and call it a day. . .
it does exist and I'm hoping it stays in after the update :D
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Cake clan has Sandy's Platform Birthday with 5 banshees, though I doubt that's something you'd be looking for.
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I'm sure my build is unorthodox but I was on a ship where the pilot used it to great success so I've copied for my own piloting uses.
Mercury Field Gun on top, manned by the gunner who also repairs the main engine.
Two Banshees below, manned by the Engies and two Artemis's up top for when the enemy starts getting close and we have to start precise shooting their weapons or engines.
Basically, you sit back and let you allies head in to draw out your opponents ad you snipe from long range. With burst ammo on the Banshees enemy balloons get lit up like nobody's business. Only threat is someone getting close to you but usually if you fire at them constantly they blow up before they can get in position, however two ships coming from different angles requires a quick decisions to either fire on one or fly away and try to spin around so you can fire on both.
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Actually a more common, effective and often used build, the double banshees are a good choice as they have a good range, can shoot balloon and perma hull to good effect, I've seen it used a lot of times. :)
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Artemis is generally considered longer range, mostly because it turns slow. It's still effective at close range for damage and such, just harder to track enemies.
A lot of mobulas go with a hybrid of close and long range, whatever your main range is (close or long) you should have those guns on the lower deck, allowing the engineers to be closer to hull and balloon. Some players just put the close range guns down there, so the engineers can be closer to those components while the enemy is close, and the ship is more likely to take damage. Suppose it really depends on the enemy (a long range enemy will damage your ship just as easily at range, and your crew is going to have to keep running up and down the ladder to try and deal damage and keep the ship repaired).
Personally I like the hades a lot more than the merc, so I'll generally go with hades top, then double artemis or artemis-flack on the bottom (Then the wings can have a flare or carronade-flamer). A nice brawling mobula is having gats on the lower deck, and a mortar up top. Flak is ok, but has that arming time that makes it difficult to use, artemis on the wings isn't bad.
My favorite mobulas are similar to what Hamster posted, with either a double merc or preferably a double hades on the left or right side. No other ship can get a double merc in arc with an artemis, and it can be pretty devastating. I still prefer hades over mercs, but you need to have the gunners for it. Dealing with close range is a bit harder of course. I'll usually have an engineer up top and the gunner and another engineer on the wing. When things get intense, the top engineer will hustle over to the non-manned side, and the gunner can get up top. It's not ideal of course.
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I build my mobula for long range harrasment with a merc top and twin artimises below deck. Two flametrhowers are at either end topside.
I try to keep my distance, but when they get close the engineers can focus on repairs while the gunner hops off the merc and jumps on a flamethrower to flame an attacking ship away from us. But, with careful piloting, I can get the balloon side flamer(or artimis), the hull side flamer, and the hull Artemis shooting when I maneuver into an advantageous position.
I also like Hades top, but it depends on the gunner and my teammates--whether we need more damage or long-range control.
I also run a funny fire build with quad banshees and a Hades top. All the fire, all the time.
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Oh, don't forget, you will never really shoot more than three guns on your ship. And usually, only two guns will/can be manned.
You CAN do gun pairs. Port side bifocal, Starboard side bifecta, mid-port bi/trifecta, mid-starboard bi/trifecta. This isn't quite obvious at first sight. This is good to know when arranging gun positions on a mobula,
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Still undecided what I prefer.. Merc or Hades...
I often use Hades more than merc, but I do want to try experimenting with mercs more...
One thing about the mob, you'll see so many different builds for so many different jobs! It truly is a versatile ship in terms of loadout. :)
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Two Banshees below, manned by the Engies and two Artemis's up top for when the enemy starts getting close and we have to start precise shooting their weapons or engines.
[...]
With burst ammo on the Banshees enemy balloons get lit up like nobody's business.
I would say use your artemis for longer range and banshees for closer. Artemis have a longer range, and if they are close you don't want to be transitioning to the upper guns. It's a lot quicker to jump down than go up.
You might also try one artemis on top and one below. This will allow you to disable and use a banshee. I would caution having an engi on the wing when enemies are getting near.
Banshees don't really do that much balloon damage and I would mostly recommend aiming at hull and components. This will break armor faster and allow for a quicker kill.
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This makes me want to try two hull-side mercs with a top artmis.
Have the gunner rotate to the hull merc and the balloon engie rotate to the top art at long range, then the balloon engie rotates to the bottom balloon gun, and the gunner gets to the top balloon gun.
Would take some coordination, but might be able to work.
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My two favorites:
First, I always bring kero hydro and drogue chute. Phoenix claw is unnecessary because mobulas have good turning speed and high turning momentum. They only lack turn acceleration. Burning out your balloon to rapidly drop and escape is also a potential tactic.
I also always bring a fire extinguisher to jump and extinguish the top gun if necessary.
Long range:
Top merc, left flak gat, right mine artemis.
Left engi brings long range flak ammo (lesmok/heavy) and uses gat for closer.
Right engi brings burst for artemis.
Gunner brings charged heatsink loch. Charged for merc, heatsink for light flak (in certain circumstances when engi is on gat), and all 3 for mine launcher. Charged mines are very effective and loch mines are very useful. Because mobulas have decent acceleration and good vertical, loch + kero + hydro can be an effective ram.
Anti charge:
Top mine, left artemis gat, right hades artemis
Left engi brings burst for artemis. Gat is for closer range.
Right engi brings burst for bottom artemis.
Gunner brings lesmok incendiary loch for mine/hades.
Hades double artemis for long range, mine gat art for close. Against a fleeing ship the gunner jumps to the top left artemis if they're moving out of mine range. If they're escaping gat range then we switch back to hades double art trifecta.
The other mobula I fly involves multiple hades.
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I use either a Hades or Mercury on top, top left banshee, bottom left artemis, top right artemis, bottom right carronade. I use Kero, Hydro, and Drogue, and usually have a lesmok/greased/heatsink gunner on top for Hades, lesmok/charged/heatsink gunner for Mercury. Left Engi takes Greased, right Engi takes either Burst, or Heavy, depending on whether I judge we need the carro range, or the extra disable power.
I made a thread specifically asking for tips; Daniel showed up and dumped most of his knowledge on me.
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Artemis-Gattling-Mortar-Gattling-Artemis
3 engineers
2 main, 1 buff.
Buff engineer runs around and observes surrouning on top for helping out other engineers and manning the mortar.
He will also have to buff the baloon.
Main engineers are on the gattling guns and near their components that they chemspray before gattling fire.
Jump on artemis for long range assistance.
Artemis-Gattling-Merc-Mortar-Artemis.
A long range build built to give you the ability to approach and then finish with close range weapons.
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Oh, don't forget, you will never really shoot more than three guns on your ship. And usually, only two guns will/can be manned.
Lies!!!
Quodfecta (4 guns shooting) is a thing, I have seen it with my own eyes. Mobula is the easiest ship to do a quodfecta with since it has a gun slot close to the helm. Bring wide arc guns if you plan on using the Quodfecta because of the angle offset and the fact that with no pilot your ship will drift a bit.
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Bring wide arc guns if you plan on using the Quodfecta because of the angle offset and the fact that with no pilot your ship will drift a bit.
This is exactly why your ship shouldn't be able to do a Quadfecta, the enemy is supposed to make you move, by either killing you and force you to dodge, by ramming you or by just moving past your ship.
However, getting on the top gun is much harder than it was a few patches ago, because they changed component hitboxes a few times.
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So, I played in the beta and recently returned to the game (I was SMD Ace, back in the day) with most of my old crew. We're loving the Mobula, which is still brand new to us. We're still trying to figure out a good medium-range build for it (we figure people usually build for long or short, giving us a kind of advantage, maybe?).
So far we have left-top artemis, left-bottom carronade, middle hades, right-bottom gatling, right-top mortar.
We ran the same weapons (except the carronade) with the Pyramidion and liked them, but the ship wasn't really working out for us. The gunner has lesmok, greased, and burst, so he can run the 3 top guns well. Any advice would be greatly appreciated.
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Welcome back Roastinghost!
So the standard medium range loadout is the hades top with artemis on each wing. The reason is because artemis have good range and good arc. The goal is to have one engi on each side shooting the artemis. Other wing gun options include the light flak and banshee. For closer range the engineers jump down to the bottom guns.
With a mobula you want as many guns shooting as often as possible, so that means 3 medium/long range guns and a close range option. A common close range option is carronade flame, but gat mortar can work. Keep in mind that the mortar has a limited arc. You'll notice that the only gun that points forwards is the top gun, all other guns face outwards. Having the mortar on the top wing means it will be unable to shoot directly forwards.
Another important consideration is which pilot tools to bring. The mobula's greatest asset is its balloon, so hydrogen can be useful for dodging or getting into position, remember that artemis can aim down but not well up. Kerosene is great for a boost of speed (don't be afraid to use it). You will notice that the mobula has slow turning acceleration, which prompts some to bring Phoenix claw. Despite taking a while to turn, the mobula has good top turning speed and very high turning momentum which renders Phoenix claw unnecessary in most circumstances. Finally, when the mobulas balloon is popped, it falls very rapidly. Drogue chute will help you fall slower.
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Thank you! Those suggestions make a lot of sense, and they'll give us a great framework to use. I'll post back in a while once we figure out the specifics we like.
Funny- I was actually using hydrogen, kerosene, and the claw. I suppose that was a leftover from Pyramidion thinking. I'll give drogue chute a shot!
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Here's some more to think about
I wouldn't recommend gat mortar bottom guns because without lesmok mortar you will need to be quite close, and if they are point blank you won't be able to shoot both the gat and mortar. Gat flak allows you to engage at longer ranges, but is far less effective at closer range. Keep in mind that your engineers may need to transition to the bottom earlier than close range to do repairs. Having medium range guns there (like gat) means that they won't need to take the time to move back up to the top guns (which takes significantly longer than jumping to the bottom).
An alternative and slightly more advanced loadout which I prefer is having the right side artemis on the bottom slot. The artemis is very powerful with burst ammo in the hands of a good gunner at all ranges, but its upward arc is its biggest limiting factor in this case. Having the artemis on the bottom frees up the top slot for a close range gun for the gunner to jump to. A flamethrower would be an excellent choice here because it uses the same ammo as the hades and has excellent arcs.
Speaking of hades ammo, the standard loadout is lesmok heatsink and greased. Regular ammo will provide the highest medium range dps. Burst is a good choice if you plan on the gunner transitioning to an artemis for close range.
Another consideration is if you have a gat + explosive combo, which weapon on which side? Generally you will want the kill gun (explosive) on the balloon side because repairing hull damage is more common and important than balloon damage.
Having a light flak + artemis top is a good alternative to double artemis due to the added kill power. Having it on the same side as the gat allows the gunner to jump to it while the gat is shooting and use heatsink ammo, which is the best medium/close light flak ammo. Double artemis is still an excellent choice due to the high disable power, but it's kinda cheesy.
If I was bringing a hades mob I'd bring left flak gat (with lesmok), top hades, bottom right artemis and a mine launcher on top right (in place of a flamethrower). The gunner bringing lesmok heatsink and lochnagar. I take the same loadout with a mercury field gun on top except the gunner brings charged heatsink loch.
A final note is the pilot loadout. At the helm position you can easily jump up and touch the top gun. This allows you to repair and use the top gun, but if you use it while the ship is moving, the ship will fly off to one side. I'm a big fan of bringing a fire extinguisher as a pilot to quickly put out fires on the top gun.
Getting the hang of turning on a mobula takes practice but is important to avoid over turning. Sometimes the best tactic is to neglect repairs and keep shooting, and never be afraid to use tools. With practice you'll find the mobula to be one, if not the most powerful ship for range.
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BlackenedPies: great tip on the extinguisher! I like my gunner up top to bring heatsink but as captain an extinguisher would be very helpful on the top deck.
So, my preferred build after being on hiatus for the best part of a year:
- Twin arties on the wings
- Gat on lower hull side
- Banshee or flak on lower balloon side
- Hades up top
Engies to tend to their sides of the ship -- no leaving your posts! Lesmok for gat. I'm flexible on the banshee/flak side. Buff engies can be handy.
Gunner stays with Hades looking after their gun and main engine. Brings burst or heatsink, lesmok, and incendiary (for short arm-time) or greased.
I bring phoenix claw for quicker turning (will see how I fare without this!), drogue chutes, and tar barrel for ships that get where they shouldn't get (saved my bacon no end of times). I used to bring hydro but the mob balloon gets a lot of hammer and often popping hydro would kill it so I decided to redirect that damage to the engines in the form of tar. Buffed balloon helps with this though. If I can ditch phoenix claw, I might bring hydro again as it was handy as well.
I prefer the arties to be high because of their poor upward arc (and their horizontal arc is great for the wings). The lesmok gat means that the engie can release a clip at range before tending to repairs with some piercing overlap from the dedicated hades gunner. The banshee can have at it constantly but with the flak a bit more patience and timing is required. The fire from the hades and banshee is a bonus.
I have a lot of success with this build, it's competent close range but works very well medium to long. The other plus is that all crew members get to gun and engineer and have very defined roles and responsibilities.
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Welcome back geggis, I have some suggestions for you too.
Burst ammo is so good on the artemis that I'd suggest bringing burst for both sides because the hades double burst artemis is by far your most powerful gun combo. The range of the gat is 450m which is plenty without lesmok. I have lesmok for my left side flak + gat but never end up needing to use it on the gat because typical gat engagements are within 450m. I'd say use your double artemis as much as possible until they get into regular gat range where you can maximize damage with flak/banshee.
I like the idea of a right side flak because burst ammo maximizes its damage at medium range and the flak does significantly more damage than artemis or banshee. Unless you're fighting Junkers or Pyramidions, I'd recommend the light flak for the extra kill power. You'll find that against ships with high hull like fish, spires, and squids the banshee just doesn't cut it. I used to use a banshee with heavy clip and a carronade on the bottom but it took too long to kill anything other than junker or pyra.
For the gunner you will want greased ammo. Although incendiary reduces arm time by 30% vs greased 20%, it's a difference of only 15 meters. The extra dps from greased is incredibly useful against charging ships where breaking armor asap is essential.
As for a buff engineer on balloon, it's a viable strategy if you aren't facing flechette weapons. But in that case I'd have the buff engi full time on the bottom gun. A buffed light flak is great against ships with high hull. I would also have the buff engi bring chem spray because you can't risk the balloon catching on fire since they only have a wrench.
Don't bring claw! It's a waste of a tool on the mobula because it doesn't increase turning acceleration (only speed) and it increases vertical drag by 200%! I highly recommend bringing kerosene. Because mobulas are very light, they have low momentum and kerosene let's them move very quickly. Burning can also help you turn after the speed boost. Even if you're only facing sniping ships, kerosene let's you get to cover quicker and be both aggressive and defensive.
Hydrogen is great on the mobula especially with artemis because they can aim down but not up. It's great for dodging charging pyras and fish, and can be used to bait ships downwards then quickly hydro up. I'd say it's the most important mobula tool. If you expect your balloon to get destroyed then hydro and drogue are required.
Although tar is fun to use, it kinda defeats the purpose of the mobula. Your goal is to always have your guns in arc shooting them. Tar forces you to sacrifice the precious time that you should be using to start shooting again. Because mobulas are relatively slow and bulky, tar will have very limited effectiveness against experienced players. If you really want tar then I'd recommend bringing it instead of drogue and only when you're not afraid of damage to balloon.
Good luck and have fun experimenting! Mobula OP
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Thanks for all the tips Pies!
I used to roll with dual banshees on the lower flanks but haven't revisited that build in a while. How do banshees fare with burst?
15 metres eh? Definitely not worth sacrificing the DPS for that! I always forget how incendiary affects fire-based weapons, specifically something like the hades or banshee. Does it just increase ignite chance?
Yes, the buff engie is a little more risky but the rewards are there. I've not dabbled much with chem spray loadouts as they require the engie to be cyclical and disciplined. I certainly don't rule it out though.
Ah, I thought the claw increased acceleration because it's something I pop in a pinch. That's good to know as hydro has helped me countless times get out of trouble. One of my favourite tactics is to ascend fast and appear to go over the enemy only to slam it into reverse and lower myself back into arc to catch the enemy turning. It works well with ramming Pyras. Kero would supplement this.
Tar isn't something I deliberately position myself to use, it's more if an enemy finds itself behind me and I can't afford to turn round. Fire off some tar, perhaps go straight up and back to give some distance.
And yes, hydro works very well with the arty gun arcs.
Anyway, thanks again. Very detailed and informative response!
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Ah, I thought the claw increased acceleration because it's something I pop in a pinch. That's good to know as hydro has helped me countless times get out of trouble. One of my favourite tactics is to ascend fast and appear to go over the enemy only to slam it into reverse and lower myself back into arc to catch the enemy turning. It works well with ramming Pyras. Kero would supplement this.
Just a quick note, a competent pyra pilot would mirror you with hydro and go full kero reverse, so even if you descended back, you wouldnt catch it turning ,you'd just catch it with perfect arcs on you. Good thinking though! I'll be looking forward to experimenting with that manouver.
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Ah, I thought the claw increased acceleration because it's something I pop in a pinch. That's good to know as hydro has helped me countless times get out of trouble. One of my favourite tactics is to ascend fast and appear to go over the enemy only to slam it into reverse and lower myself back into arc to catch the enemy turning. It works well with ramming Pyras. Kero would supplement this.
Just a quick note, a competent pyra pilot would mirror you with hydro and go full kero reverse, so even if you descended back, you wouldnt catch it turning ,you'd just catch it with perfect arcs on you. Good thinking though! I'll be looking forward to experimenting with that manouver.
When and how you return height to enemy level is situational, but even good pyra pilots will struggle to keep up with the mobulas vertical rise, also gegis mentioned this as a move against ram pyras, he is right, a pyra with intent to ram will loose arcs if dodged. :)
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The banshee has a 35% chance to set one fire on the thing it hits, and 26.4% to set two fires on aoe. It's aoe radius is 3 meters so burst increases that to 3.6. It's not very much, but burst has potential to start fires on more components due to the larger radius. Because the banshee shoots pretty quick and has a lengthy reload, the extra clip size generally makes up for the lower fire rate. So I'd say yes burst is worth it until they get close. The problem with banshees is that they don't do much damage and are significantly less effective if the enemy is using chem. Unless you're fighting inexperienced players I'd caution against using double banshee.
Incendiary increases ignition chance by 20% for both primary and secondary damage. So for example each shot from a gat would have a 40% chance of setting one fire. The only guns I see incendiary having use on are carronades, mines, and heavy armtime guns. Mainly just the mine launcher. The big problem with incendiary is the low clip size and fire rate which has no effect on mines. Because it reduces range by 30%, it has some use on the lumberjack and heavy flak. On the heavy carronade it has the potential to start many fires, but should not be used to set fires on balloon.
I used to run chem on the balloon side with bottom artemis but realized I had to remind even experienced players to chem in combat. I'd have to check how long it takes round trip to chem balloon but I've heard it's slightly less than an artemis reload (7 seconds) when done right. Unfortunately extinguishers are useless against flamethrowers.
A squid with a flame will be your biggest threat. To deal with them I bring a mine launcher with heatsink and lochnagar, but a flame is also a good easy choice. Something you could experiment with is having your right gun on the bottom and a flame on the top right for the gunner.
I still caution against using tar because ideally you'll never have anyone behind you. In the time it takes to use tar you can hydro and kero. For close range maneuvering every second counts. Also you should never really run in a mobula because you're a slow easy target. The advantage of the mobula is that it's quick with kero and can quickly change direction. Keep in mind that moving backwards reduces thrust by 50% and the mobulas low weight means it doesn't have much momentum. On the other hand a galleon with very high weight isn't affected much by the reduced weight while moving backwards once it reaches full speed.
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When used correctly, it will shred all in a hail of fireworks. Hasn't let me down yet.
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When used correctly, it will shred all in a hail of fireworks. Hasn't let me down yet.
Chemspray says hello :)
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Carousel-Carousel-Carousel-Carousel-Carousel
When used correctly, it will shred all in a hail of fireworks. Hasn't let me down yet.
Chemspray says hello :)
Name ONE engi that perfectly keep up chem/repair with at least 3 Banshees firing at once for the entire time it would take for the gunners and captain to kill the enemy ship.
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only one?
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only one?
I'm aware I'm making it easy.
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Well give Geo chem spray as a gunner and you'll never see a single fire on the ship... 8)
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Name ONE engi that perfectly keep up chem/repair with at least 3 Banshees firing at once for the entire time it would take for the gunners and captain to kill the enemy ship.
Each chem let's you use two subsequent mallets on a component. Two competent engineers can keep all important components chemmed indefinitely while the triple banshee fails to do any significant damage. It only works against scrubs, but when it does it can be very effective. It's not much different from using one flamethrower except more fun and less effective.
So yeah any competent engi can keep all their components chemmed 100% of the time under triple banshee because very little damage is actually being dealt. Add in shatter, piercing, or flechette damage and chems are another story. Hades double banshee is far more effective than just 3x banshee.
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Name ONE engi that perfectly keep up chem/repair with at least 3 Banshees firing at once for the entire time it would take for the gunners and captain to kill the enemy ship.
Each chem let's you use two subsequent mallets on a component. Two competent engineers can keep all important components chemmed indefinitely while the triple banshee fails to do any significant damage. It only works against scrubs, but when it does it can be very effective. It's not much different from using one flamethrower except more fun and less effective.
So yeah any competent engi can keep all their components chemmed 100% of the time under triple banshee because very little damage is actually being dealt. Add in shatter, piercing, or flechette damage and chems are another story. Hades double banshee is far more effective than just 3x banshee.
And where could I find a competant engi? Any I've had melt under that assault.
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Name ONE engi that perfectly keep up chem/repair with at least 3 Banshees firing at once for the entire time it would take for the gunners and captain to kill the enemy ship.
Each chem let's you use two subsequent mallets on a component. Two competent engineers can keep all important components chemmed indefinitely while the triple banshee fails to do any significant damage. It only works against scrubs, but when it does it can be very effective. It's not much different from using one flamethrower except more fun and less effective.
So yeah any competent engi can keep all their components chemmed 100% of the time under triple banshee because very little damage is actually being dealt. Add in shatter, piercing, or flechette damage and chems are another story. Hades double banshee is far more effective than just 3x banshee.
And where could I find a competant engi? Any I've had melt under that assault.
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The key is that with triple banshee you're doing very little real damage until their armor breaks. Fires are only disabling when combined with piercing, flechette, or shatter damage. If you're wary about your engis experience with chem, direct them. It's simple when you're not taking real damage. You can sit and get shot all day without getting hurt.
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Name ONE engi that perfectly keep up chem/repair with at least 3 Banshees firing at once for the entire time it would take for the gunners and captain to kill the enemy ship.
Each chem let's you use two subsequent mallets on a component. Two competent engineers can keep all important components chemmed indefinitely while the triple banshee fails to do any significant damage. It only works against scrubs, but when it does it can be very effective. It's not much different from using one flamethrower except more fun and less effective.
So yeah any competent engi can keep all their components chemmed 100% of the time under triple banshee because very little damage is actually being dealt. Add in shatter, piercing, or flechette damage and chems are another story. Hades double banshee is far more effective than just 3x banshee.
And where could I find a competant engi? Any I've had melt under that assault.
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Not sure whether that's pity, crying over me mispelling competent, or because I've had you engi on my ship and don't remember.
And Pies, how would I do that? Let them know about chem/mallet x2/chem?
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Well for example, one of the most complicated chem cycles is on a spire. Let's say you have hades top and artemis bottom. Every two or three hades reloads (depending how long it takes to shoot a clip) tell them to chem hull. When they go chem hop on the hades and finish reload (hope you brought lesmok). Use your wrench to repair damage.
When chemming/ doing anything in the game tell them to click as fast as possible. For the bottom they chem the heavy gun on first reload. On the next reload they chem balloon. This is being on the safe side, and of course everyone will be chemming their own gun every reload. Repeat until the triple banshee is overwhelmed.
Again, this is one of the most advanced chem cycles and is based on the gun reload times/time to empty clip. It's much simpler on junkers, pyras, and fish. Fish and pyra are easy as could be and very self explanatory. So if you're at all worried bring fish or pyra and explain the simple cycle. Most players get it and won't need reminders.
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From what I understand, and my limited experience, chems can only be interrupted by rebuilds. As long as you don't have to stand rebuilding with the spanner there is very little chance of anything catching fire, only exception maybe the squid because, really, who needs two main engines Cap? when something catches fire 90% of the times is because the engi is focused on firing and the situation allows for a couple of stacks.
Doing the math, you can pull +/- 500 hp in chem time on most ships, not considering spanner hits but only mallet hence it takes more than 3 banshees focused on a single component to take anything down.