1
The Lounge / Re: Martial arts!
« on: December 07, 2014, 05:17:31 am »
Indeed... we should respect the 'art' in 'martial arts'.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
I also practiced staff forms and fighting. It's cool, kinda feels like RP, but I doubt I'll ever use it in real life. (Really, does anybody carry around a 2 meter stick?)
I used to do archery (when I was like, what, 8?). I'd like to get back to that.
I did Japanese jiu-jitsu for a while.
I absolutely loved it, I just love how it's all counters to what they do.
Like they can be all like "Ayyy gonna punch you" and you can be like nope and suddenly they're on the floor in an arm lock.
Which is kinda funny because it's supposed to be a really defensive martial art, but they teach you so many ways to hurt people it's not even funny. Like there are so many locks (by that I mean ways you can hold a part of them that hurts a lot) and chokes and also pressure points (which are lil bits all over you someone can press to make it hurt a lot.)
So is everyone just getting the kiddies addicted to the ship crack that is the meta pyra?
Is it cool to have kids get addicted to ship crack? Because from here on out they'll just rely on this crack on a pinch and will be less open to other styles and tricks.
I played just about all of my first 100+ matches on a junker. It was a good boat to learn on, for me and my friends. Easy (enough) to pilot, gunning is pretty straight forward, engineering is good, and you can try all sorts of builds. It's a great ship
Hence pilot can make no mistake... fights involving Hwacha Galleon revolve around who shot first. Pilot needs to give the gunner a perfect shot at the perfect moment.
And heavy weapons aren't too weak. They are just a pain to repair. Make sure you hwacha before they hwacha.
You could try flying Junker and Squid. With some inexperienced people on these ships, engineers will be jumping all around that ship to keep it together.
A typical long range Mobula has a Merc/Hades on top top, top, middle top with an artemis on either side. Usually the artemis is on the top wing, because of it's superior horizontal arcs, while the guns with less arcs are on the bottom deck. Burst rounds are usually good for the artemis, but if you wanna go to extreme ranges, lesmok rounds is probably an idea.
A tip for engineering a Mobula, if you don't already know, one engineer on the right side, repairing the balloon and one engineer on the left side, repairing the hull.
When everything works well, everybody can shoot all the time.
Long range ships usually are not that exciting to fly though, unless you want to brawl with them.
Your best idea though was the mobula, all three gungineers, or two gungineers one gunner and rotate who ops the mid gun.
Or assuming you have three friends you could all start a clan try to recruit enough members to crew four ships and your mates could be pilots...
These are some of the builds I use when I have new players or two many AI crews.
1. Blenderfish
Its a ship that has the one gun. No need to get bifectas or trifectas. The gunner stays on the front gun, and engineers need just enough awareness for the flamethrower.
2. Long-range Mobula
Mobula has five light guns, all facing the same way. I can have five different guns (I run flak, hades, merc, artemis, banshee) and give the entire crew a training camp on aiming. The only downside is that a Mobula cannot possibly be repaired by new players, as they won't even know where all the components are. The captain needs to keep the ship safe, possibly without damaging piloting tools.
3. Metamidion
Just like you've said. It's an easy and debatably OP ship. Everyone has a set role. Metamidion teaches a whole lot about the game including but not limited to: coordination, piercing damage, explosive damage, simple parkours, and engine maintenance. However, you need to have three attentive crews, or the ship does not function. One AI can also ruin your day.
4. Hwacha Galleon
You'll need at least one experienced engineer. Stick your powder monkey in the bottom deck (he'll love the hwacha), tell your newbie engineer to fix what you tell them to, and have the experienced engineer on the top deck. The two hwachas mean that gunner has a room for mistakes, the massive health pool means engineer has a room for mistakes. But beware, the low mobility means that pilot has little room for mistakes.
These are the ships I use to teach the ropes. I've mostly had a good time with these, except that one time...
There is NOTHING you can find that was lost in the change between lobbies and matchmaking. Everything you could do then is still there. This was proven by months of testing.
Mines are a decent counter to close range attacks. Glass cannon ships like the Spire and Mobula benefit from bringing in mine launcher along with a sniper build. The galleon's rear slot also benefits from a mine since it can deter a balloon popper ship when all other guns are too low.
If you are going to use mines seriously it is better to put them on gun slots that face forward or backward so that you can control range better.
Also if you are pissed off at your ally for some reason, Mines are the only weapon that do friendly fire.