21
« on: August 20, 2013, 07:25:25 am »
I was away anyway Kyren.. catching a bit of the Fringe at the Edinbugh Festival.
I'll have a think about thus guide over the next couple of weeks and see if I can come up with some more. I know there are other pilots that also pretty much fly the Junker exclusively, if I see any of them in-game I'll try and grab their tips too and point them at this thread.
I might have been too hasty knocking back Phoenix Claw so completely, I do sometimes use it with the Junker but compared to the slow turning speed of the Pyra it's not absolutely essential. Drogue chute is probably more useful given the ability of the balloon to soak up damage when shielding components, and my standard tool bar for Junker is Drogue Chute, Kerosene, Tar barrel.
Crewing a Junker, my take on it..
Captain - Pilot, tools as above, role - to steer, use the main deck guns to finish off an opponent, make repairs to balloon and steering engine
Gunner - Gunner or Engineer, role to stay on the lower deck and operate the lower deck guns as directed by the Captain, to operate the bow gun in pursuit, repair main engine
Main Engineer - Engineer, make repairs to the hull and deck guns, standard repair build with no buffing, available to jump on deck gun as directed by Captain
Deck Engineer - Engineer, make repairs to deck guns, balloon and steering engines, to use main deck guns as directed by Captain, normally standard repair build but sometimes buffing
I've had some really good Engineers in the Deck Engineer role - and it takes a very good Engineer to use a buffing build in this role. Other then the Gunner, the remaining three crew members must carry the same ammunition choice to avoid blocked guns. I also insist that anyone that jumps on the deck guns hits "R" for reload when jumping off. It's too frustrating to jump on a Mortar or Flak and find only one round left in the clip, just after the Gunner has stripped their armour.