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Gameplay / Re: Junker viability and builds
« on: December 17, 2014, 05:37:22 pm »
Basically, I'm trading side specialization for a "jack of medium-close range". There's many more options available, maneuvering wise in the thick of things. In turn, it makes it simpler to position and punish vessels that are not as nimble in that odd border of medium-long range.
Still, there's the problem of having a reactionary style instead of a proactive playstyle. I.E. you have to bank on and cause your opponent to make a mistake, but I think that's an issue more inherent to the junker itself.
Perhaps more disabling power would promote that. I could look into banshees as a replacement for the flak.
hmmm.
Totally agree. There's nothing better than surprising a nimble pilot trying to escape your gat with a quick side-change. I put an artemis on the front because trifectas are overrated, so I have a little range too, but in my experience the gat-mortar will reliably stop brawling pyras and squids and. . . almost everything but blenderfish.
Anyone have any good junker counters for blenderfish? A full sniper could do it, I guess. . .