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Messages - Destroyer Bravo

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1
Q&A / New metas?
« on: January 30, 2015, 07:42:16 am »
Since I have played GoI a lot of jargon seems to have evolved that I have been left behind with (I played when rank 15 was high)

So what exactly are the new metas?

Gat/mort ships? I have no clue what's good.

2
Gameplay / Re: Junker viability and builds
« on: January 30, 2015, 07:29:44 am »
Being above your opponent is almost always an advantage, however with a junker you can use your greatest weakness as a powerful asset.

The junker has a giant balloon and is very vulnerable to having it popped, however you can use that big balloon as a shield to protect your hull and components. If you need repairs duck below them and keep your balloon between you and their guns.

Don't forget that your top deck engineer can't handle balloon/components and the hull. The front deck position is for repairing the hull (and help bottom deck if necessary). Stand right by the side post of the hull and look up. If you're not rebuilding a broken hull it's usually recommended to just jump up to hit it. Don't forget chem spray when your gun reloads.

As for junker builds, for exclusive close range builds I like a lesmok mine on the front.
I also enjoy heatsink light flak front (quick turning, high dmg per clip). Double banshee left, double gat or gat carro right.
Triple heavy clip carro!
Trifectas are very powerful.

If you're low map turtleing with the balloon as a shield you need drogue chute or you'll start scraping the floor.

Hull is handled by lower-deck engi/gunner, top deck handles back stuff, and a guy with buff/chem does rounds. At least that's how I ordered my crew.

3
Gameplay / Re: Junker viability and builds
« on: January 29, 2015, 08:03:30 am »
This is an old piloting tactic that I used to use against things.

Upon approach, begin rising.

Stay at the enemies' balloon height.

Rain down gat/mort hell.

This put morts in such an arc that the drop was irrelevant due to positioning.

Actually, are you not already doing this? Mortar drop can be accounted for by altitude for even the worst pug.


4
Gameplay / Re: Non-meta builds that are fun and(or) effective
« on: April 18, 2014, 01:32:41 pm »
Was my gat/mort left/right carronade front junker always meta?

Also: Triple carronade squid. Ballons BEGONE!

5
Had some problems updating, sorry.

6
General Discussion / Re: On Board Cakes
« on: October 29, 2013, 03:31:41 pm »
It means all the airships will get rendered as superbuilds in Minecraft!

7
Gameplay / Re: 1.3.3 GUNS AND GUNNER SKILL BALANCE
« on: October 29, 2013, 07:45:15 am »
So, it is time to replace gat/mort, a combo which pugs picked up on well, and could be taught to aim and shoot fast, with a hades/flak, arming time, I can't even fire the hades, and I no longer can close in to 100m, and still be useful at 400-500m.

OOOOHHHHHHH.....

I see what you did there. The gat was a bit excessive, and the mortar didn't need a range or clip nerf, it's hard enough to aim, and lesmok (the round most noobs use) brings it down to like 13 already. But putting two types of pierce/explodey damage types, that was kind of smart, I guess.

8
Lightning PuG round Wednesday between 4 and 5 EST

9
The Docks / Re: Quack Quack, it's Duck Time
« on: October 28, 2013, 07:23:14 am »
How does one become one with the waterfowl?

10
Community Events / Re: Ideas for an event.
« on: October 21, 2013, 05:30:57 pm »
I feel like most competitive matches and pub matches are no mercury lumberjack matches.  Might be more interesting to have a no carronade, mortar, gattling match. 

Also a 4v4 would be awesome but where's the fun in that if I can't make an Uber Duck team?  (think I just thought of the team name for that).
You killed the pyramidion, there's nothing else for the front. Not that I fly pyra, but I do roll gatmortar junker.

And so you can't make the überduck. It would be OP as hell. You'd do this to the gentlemen


 (goddamn that was a chore to find)

11
Community Events / Re: Ideas for an event.
« on: October 21, 2013, 03:18:09 pm »
No Mercury games. Or lumberjacks.

Or a 4v4 NPC Hapoonula game (5 harpoon mobula, no real crew.)

Even just take cogs teams and smash em together for 4v4 (no brood/raft teams or any "same clan" teams)

12
Gameplay / Re: The best Mobula Combat System Ever
« on: October 16, 2013, 07:05:12 am »
Eh. Sure.

13
Gameplay / Re: The Mobula
« on: October 15, 2013, 11:35:15 pm »
Was doing stupidity builds for fun, five flamers with AI crewmen

14
Gameplay / The best Mobula Combat System Ever
« on: October 15, 2013, 11:25:34 pm »
So, I did this earlier and it was a buttload of fun.

Everyone does a 3v3 on a deathmatch, five harpoon mobulas. Fly at each other, then just fore the harpoons at each other. The way the game was meant to be played was like this. Feel free to substitute for lochnager gungineer flamethrowers or flareguns.


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