Show Posts

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.


Messages - Baron Saturday

Pages: [1] 2
1
Gameplay / Re: Lets Talk Gatling
« on: August 24, 2014, 12:53:34 am »
Um.. you do realize that a gat can 1 clip any ship armor right? (even galleon armor, though that is tougher) If it is taking more than 1 clip that is a problem with the gunner not the gun.

This is accurate.

2
Gameplay / Re: Lets Talk Gatling
« on: August 23, 2014, 11:35:29 pm »
I run gats on my junker and pyra and it's more than fine.  Every gun needs a good gunner that knows how to use it and knows what ammo type to use in it.  I've found the gun is best place on a pyra or a junker where they can have a supporting gun.  The gat will burn armor very fast.  Galleons are my ideal target for that reason.  They turn too slow generally to do anything about me and that gives us time to do what we need to do with the gat.  I try to avoid other junkers, but they pose little problem when the clan is on in a PUG.

3
Gameplay / Re: Junker viability and builds
« on: August 23, 2014, 09:07:34 pm »
I'm actually curious if they got rid of arming time on flak and nudged the damage down a bit if there could be two metas.One that favors a junker and one that favors a pyra rather than having the same meta across two ships that brawl so differently.  Mortar would output more damage favoring an easier to aim front arc of a pyra and the flak would be easier to aim lending itself to the moving broad arc.of a junker.  Just a thought.

4
Gameplay / Re: Junker viability and builds
« on: August 23, 2014, 04:59:14 pm »
You shouldnt even need to hit at high speed.
Your not a squid. Youre a junker. Once you are in good range and arc you shouldnt need to move at all.
If shots dont hit at fullspeed it isnt the crews fault. Its the pilots fault that he is at such a speed.

I guess i mis-spoke.  While the junker is pretty tanky, there are times when you have to move and shoot to survive.  The flak is far superior in the hands of an average gunner because it's easier to hit with.  I don't think anyone likes being parked in a pyras front arc unless they just turned to face you from their starboard side.  But that's rare as they would run. 

5
Gameplay / Re: Junker viability and builds
« on: August 23, 2014, 05:13:26 am »
Wow that was fast. Started out with his own setup and style and got converted into the meta by the second page. Well done guys.

Well.  I'm not unreasonable.  I will mentiin, however, mortars are very hard to hit with.  Flak is way better in a pug.  That being said, when my mortsrs were hitting that pesky merc/hades pyra after the hull was brought down, you could actually see the ship progress int shambles.  PUG meta is gat/flak simply because i know, my cre will get hits.  Gat/mortar is actual meta because it's more effective in more skilled hands.  Findimg someone who is good on a mortar at high speed is tough because of how it has to be lead.

6
Gameplay / Re: Junker viability and builds
« on: August 22, 2014, 07:44:05 pm »
You know.  They told me in wrath that i couldn't pvp as a prot warrior and i did to great effect.  In fact, i was top 20 3v for my server at the time.  I'll run the numbers, find the ammo and make it work high level.  Maybe not the best, but certainlyviable.  ;]

7
Gameplay / Re: Junker viability and builds
« on: August 22, 2014, 05:12:13 pm »
I hadn't played in about a year actually and the gat/flak worked just as well when adding flamer gat and explosive flak, but it may just be down to the raw skill of the guys i fly with.

8
Gameplay / Re: Junker viability and builds
« on: August 22, 2014, 02:59:57 pm »
Well poo.  You guys got me thinking now.  I may run the same mirrored build for mid range maps, go cara/flamer gat/mortar close and go gat/mortat art/hades merc front long range maps.  Testing testing testing.

9
Gameplay / Re: Junker viability and builds
« on: August 22, 2014, 02:52:28 pm »
Well, this is true.  While i main a junker i also fly a pyra and a spire.  Pyra runs a similar build for a different reason and i use a spire for long range support.  And it looks cool and thats enough reason to get me into a spire anyway.  I wanted to main a spire, but it's a glsss cannon and it specializes and i want to brawl and do range, but it depends on the map.  I have 3 builds.  Flamer front, gat/(now)mortar flamer/cara or flamer front mirrored gst/mortar or flamer front mirrored cara/flamer.  I prefer double kill sides because i like running with popper/flamer squid or some other support ship.

10
Gameplay / Re: Junker viability and builds
« on: August 22, 2014, 02:25:09 pm »
Alright.  I'm gonna go gat mortar mirrored.  I'm still curious as to why mirrored is bad.  Two kill sides are good especiallywhen you have a sopport squid making a firey mess of things.

I'm still in complete disagreement with the incendiary rounds for gat however.  I think it depends on how it's used and what it's coupled with.  There's a reason it's in the game and we're seeing good things using it.  So until that changes our gat gunner is using them.  It's all situational though, and ammo does change between clips quite often.

Edit:  And for chem spray, i understand what it's used for.  I'm not saying don't take it.  What I'm saying is it seems betterto have a engi with chem spray OR ext, and an engi with the other.

11
Gameplay / Re: Junker viability and builds
« on: August 22, 2014, 01:34:29 pm »
Then why is the pyra meta gat/flak?  It's the exact same principle exactly.  I see pyras run gat flak every day and it's very effective.  It's been so for us, but then again i have a pro level gamer in my main crew.  We'll see how it goes.

12
Gameplay / Re: Junker viability and builds
« on: August 22, 2014, 12:11:31 pm »
Not optimal how?  We regularly go 5-0 with it.  Flaks not only assist gats in armor damage, but are great for hull damageas well.  I can show you how effective it is tontight if you'd like.

13
Gameplay / Junker viability and builds
« on: August 22, 2014, 10:56:27 am »
So i fly a Junker.  Always have, slways will.  The new flamer changes have changed the game however.  Where i had my gat gunner take greased rounds before, i have them taking incendiary and where i had a merc up front i take a flamer.  My entire Paritan rumble strst went from front cara, gat/flak broadside, to flamer front cara/flamer broadside.  When engagements are made with flamer gst/flak build i actually aim for trifecta.  Fire damage has gotten totally out of hand and i'm not sure how it needs to be changed, but fire is meta and everything else is support...  I don't even want to discuss the chem spray right now either.  5 seconds of hoping against hope and i almost feel like the ext is better.

14
The Cantina / Re: An Open Bounty: The Head of Jim Grinns
« on: August 22, 2014, 10:06:31 am »
I'm curios if this contract is still open.  If so, please submit it through the Fjord Baronies bounty office care of Baron Industries or Kazteel Angelous.  You may call me Saturday by the way.  *He knocks the counter with his cane, lights his cigarette, and tips his top hat.*  Be seein' ya.

15
The Cantina / Musings of a freightor captain
« on: January 25, 2014, 08:27:56 pm »
Seems the hunters have forgotten that the Helrich Versorger is fit to brawl Pyramidion class war decks.  I know the bounties stack in states we no longer serve but it's not like we don't fly alone.  The Ramming Rabbit remains a constant view off our starboard and she's a brawler too.  In any event, these Mobula class war decks seem to pop up more often than ever and they are oft backed by pyras or galleons.  Never lost a brawl with a galleon yet even with a full cargo and Mobs don't concern me either.  It's when we run into two pyras is when things get tense, but we tend to pull through.  Lost a few good engineers a couple weeks ago to a ramming charge so a new hire may be in the works.  Having to pay rediculous ammounts for an engi that we find on the docks to find out they can't overdrive a gun or put out a fire really grinds my gears...

Anyway, the usual crew undocked and we set course towards the ruins, fastes route after all.  Someone sold us off because as we pulled over the ruins we saw two pyras rise up out of the rubble as fog rolled past.  We hoped they didn't see us as we crawled our engines and sank.  We skirted nearly aground to avoid detection.  I had a feeling something was wrong though.  You never really notice how loud a Junker class freightor is until you're trying to keep hush.

The flare came under the balloon and nearly hit me in the face as it exploded 20 yard off sttarbaord beam.  I called out, "Fire it up!  Port guns, overdrive the engines, i seneing!  The Rabbit stayed low and circled around a building ahead.  We rose up on full ahead as we saw the enemy pyra ram the rabbit.  I turned the engines full astern and swung hard starboard.  As soon as my port guns could bear they fired hard.  The rabbit flew out full ahead and turned her front guns on the pyra.  We got a good kill shot on the engine and watched as it's ramming head crashed into the building.  We got high enough and skirted over the Pyra.  We came around into a tight spot between two buildings and that's when the other Pyra came down behind us.

Sophia looked at me, her Rabbit was nearly bones and I made the call.  "Runner formation!  We need to go.  Neers on engines, I've got balloon, full ahead and carasene.  The rabbit turned hard.port and faced her front guns at our persuers.  She ran backwards at full and her gunners fired flak on the enemy decks as her gattling tapped of to assist.  We manage our out, but we lost some good crew...

Pages: [1] 2