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Messages - Alistair MacBain

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16
Q&A / Re: Incendiary Rounds
« on: January 20, 2015, 03:34:06 pm »
Only counts for standard pub match. In any highlvl game people will observe builds and loadouts and even if not its just a one timer. And if you need such a prolonged engagement and count on onetimers then you already did a huge mistake imo.
Rather get the intented kill by improving the execution of your main goal.
Blend them down, annoy them and either have your ally do the same if youre planning for double disable or get the quick kill from your ally in a forced 1n2.

17
Q&A / Re: Incendiary Rounds
« on: January 20, 2015, 09:31:46 am »
Incendiary should work on flamers but its totally not needed.
The roughly 25% on the flamer is already enough takin gthe big (360) clipsize, the great rate of fire and the ability for flamer particles to pass components and set several different things on fire.

18
Q&A / Re: Incendiary Rounds
« on: January 20, 2015, 02:51:16 am »
Dont take me 100% but im rather sure that it is 20% for greased and something between 20%-30% for heatsink.
But as gat flak isnt really a good option I wouldnt take that as an argument.
Why bother with gat flak when gat mortar is much better. Higher damage, harder to abuse by the enemy ...
Dont see why I should take gat flak ...
If i want mid to closerange id take hades flak or hades banshee.

19
Q&A / Re: Incendiary Rounds
« on: January 20, 2015, 01:51:53 am »
The problem of incendiary is the clip size and rof reduce.  And the weak potential of fire against an experienced crew.
The projectile speed reduce is actually the big thing I see for this weapon.
Projectile / muzzle speed isnt really intuitive. Guns like lj or flak have arming time. This means they have to travel a certain amount of time till they do their secondary damage.
This means with less projectile speed your bullets travels less in a set amount of time meaning your shot will arm closer to you. This allows you to gain an additional 90m where you can deal full damage with guns like lj or hflak.
In the end the other ammos with projectile decrease are often better than incendiary. But thats not due to the muzzle speed thats due to its other stats.
Even with better stats on incendiary you will most likely still not use incendiary on flaks. Thats due to the fact that every explosive weapon has a decent chance to set things on fire. The higher the damage on it the higher the chance.

Incendiary is only really viable on mines as they dont benefit from any other arming decrease ammo when you dont want to face the risk of lochnagar mine.
Besides that I sometimes see and use incendiary on carronades. But besides that I dont use them on any gun.

20
Gameplay / Re: Heatsink: Good or Bad?
« on: January 04, 2015, 04:37:33 am »
Heatsink giving permanent immunity sure is a thing but how would it become a midrange ammo oO.
It has muzzle speed decrease thus decreasing arming time and range thus making it a closerange ammo. And id rather not change that.

21
Feedback and Suggestions / Re: Flare Gun
« on: January 03, 2015, 04:38:03 am »
And I would imagine that this tool would be brought by a crewman instead of a pilot.

22
Q&A / Re: Dealing with a good gunner on Artemis/Merc/Phobos
« on: January 02, 2015, 04:48:03 pm »
The effect of a lumberjack on any ship is often overrated.
The further you are away the longer the enemy has his arcs.

And you just need the correct tactic and mindset for a build.
Thralls used to counter snipers on Dunes with blenderfishs and closerange builds.

23
Q&A / Re: Dealing with a good gunner on Artemis/Merc/Phobos
« on: January 02, 2015, 11:21:49 am »
This totally depends on the actual enemy build.
Metajunker? Use a blenderfish.
Munker? Use a hades flak/artemis/banshee pyra and simply outrange him.
Sniper mobula? Copy him or use a blenderfish or hades banshee or gat mortar pyra.
There are alot of possible builds against it. But you need to have the correct mindset and tactic for it.
Rule one against any sniper is dont charge straight and in vision. Best thing you can do is come from different angles. Have one ship come from one side and the other from another. He can only go for one of you. And once youre close you should have a better time.
If your enemy is using mines try to stay on range. Gallis and junkers wont be your friend. A goldy with a lj or a pyra or even a squid might be your friend. Anything that can actually decide at which range it wants to engage.

24
Gameplay / Re: Weapon Ratings: From Golden to Garbage
« on: January 02, 2015, 11:12:42 am »
Sure. Shooting the balloon with a carronade is the thing to do.
The only other possibility you have with a carronade is using heavy clip and sniping guns which can be rather hard.

25
Gameplay / Re: Weapon Ratings: From Golden to Garbage
« on: January 02, 2015, 03:04:29 am »
Actually you can always aim for the balloon.
Once the balloon is down the damage will directly transfer to the hull.

26
Gameplay / Re: Weapon Ratings: From Golden to Garbage
« on: December 31, 2014, 11:06:53 am »
K might mix things up on the carro disables ...
Thought it was 2 for light and 1 for heavy but whatever. Its not much.
And yes I dont see the reason of taking a poon on the back of a galleon. Just makes your turning harder. A flare or mine is much better for what I want my backgun on a gally do.

27
Gameplay / Re: Weapon Ratings: From Golden to Garbage
« on: December 31, 2014, 10:14:55 am »
In the correct loadout every gun can be devastating. Except the harpoon which is just not working.
My gun rating is as follows ...
mine>lj>hflak>hades>rest
But this doesnt say anything about usefulness as you cant compare a hflak with a lumberjack. Those two fit a totally different role.
I cant say any gun is useless. You just need the appropiate loadout, mindset and tactic to make it work.
Actually the flamer is one of the weaker guns as you can counter it much easier than any other gun by simply having decent chem cycles on your ship.

From what I read in the OPs post is just that you didnt know what do to with which gun and how damage types and armor/permahull works.

Banshee is a nice and rather niche weapon. Good gunarcs, decent permahull dmg and a nice distraction from the firestacks. Even if I havent really tested the current banshee as I dont play that often recently.
It shines at close to midrange. (~800m)
Flamers are noobstompers. Simple as that. A flamer can light up a whole ship and be extremely annoying leaving the enemy in panic. But a good chem cycle neglects 90% of its job leaving your own ship rather useless. Its only meant to be closerange. (~350m)
A Hades is an amazing good armorstrip with a decent distaction ability. But taking it alone will give you long and slow kills. Its great at almost any range if you have a competent guy shooting it. Only at superlongrange against moving targets and at supercloserange (inside arming) its not good. (~120m - 1.4km)
Mortar does what its supposed to do. But only this. Kill an unarmored enemy in seconds without him being able to do anything if you keep arc. Its closerange only. (400m)
The gatling is actually one of the most used weapons in combination with the mortar (metamidion). It strips enemy armor in seconds and can take out components aswell. Its closerange only. (450m)
The hwacha disables a whole ship in a single volley and if you happen to hit the permahull with it it will also deal good damage. The high reload time however renders it a bid. Its good for close to longrange (~1,2k) with heavy clip.
The light flak is the goto weapon for midrange fights to finish of an unarmored enemy. The bigger brother of the mortar. (~1.2km)
The artemis is the annoying disabler that will leave you dead in the air if multiple are pointed at you. One alone will keep your important components disabled making you do something to get out. It deals consistent permahull damage. Best suited for mid to longrange due to its low turning speed. (~500m - 2k with lesmok)
The flare is a utility and emergency weapon. Enlightens clouds and allows you to keep track on your enemy. If ever happening shoot the balloon or hull if they arent chemsprayed and the enemy got 10stacks of fire on the component.
The lumberjack is the goto balloon killer for mid to longrange and also does its job at closer range but due to its arming time not to close. 2-3 shots on an enemy balloon and the balloon is down. Keep an enemy balloon locked and have him slowly sink into the terrain and die to that. But more meant to disable one target and go for his ally with 2 ships and it takes some practice to consistently hit with. (~220m - 1.8km)
The mine. The beloved child of most veterans and their toy to play around with. Hard to utilize in an even deathmatch but devastating if done correctly. Flip an enemy around, knock them in terrain, deal lots of damage all over the enemy ship, start fires ... It does everything pretty decent but can be countered by either getting inside arming fast or staying out of its low range. Closerange only (~300m)
The heavy carronade. Probably one of the most hated weapons. Get in close to the enemy and balloonlock him for ages. It can also kill components rather easy and with heavy clip in one shot. Closerange only aswell. (~425m)
The hflak is the BIG brother of the mortar and light flak. Instakill or oneclipkill any unarmored enemy. Hard to hit but deals alot of damage. Ignorable when hitting armor but devastating against permahull.
Its range is similiar to a lumberjack but due to its lower muzzle speed harder to hit. (~220m - 1.6km)
The mercury is the longrange counterpart for the gatling. Strip the armor at long ranges. Easy to hit. Can disable components and be annoying. Due to its bad arcs its pretty much midrange to longrange only. (~800m - 2km)
The light carronade. The light brother of the heavy carronade. Kill an enemy balloon in a few seconds and keep him low. Similiar to its bigger brother it can kill components in 2 shots when using heavy clip. On the right ships its extremely annoying. Closerange only (~325m)

The harpoon is as stated not working and shouldnt even be considered atm.

Ive just used the ops list and stated my opinion about every gun. Others opinion might differ at certain points ...
The ranges I gave for the guns should all be approximatly correct. Havent checked ingame for them (wilsons notes). Some ranges arent the actual maxrange but rather the effective ranges where it makes sense to shoot it.

28
Guides / Re: Being the mortar gunner aboard a metamidion
« on: December 31, 2014, 03:04:58 am »
If youre just spamming youre shots you wont kill in one clip each.
If you really want to get the perfect timing then start shooting after 2-3 seconds of good gat hits.
Good hits from the gat mean armor hits. Not balloon or components.

29
Guides / Re: Being the mortar gunner aboard a metamidion
« on: December 30, 2014, 04:00:10 pm »
K then i mixed things up :D.

30
Guides / Re: Being the mortar gunner aboard a metamidion
« on: December 30, 2014, 09:52:15 am »
Ive never seen burst as a possibility for mortars unless in the rare case you happened to fight with a carro mortar pair.
Burst is just inferior to any other ammo regarding the mortars job.

Lesmok was strong and still is nice for a few setups but often inferior to default or greased due to the extremely low rate of fire. You got enough shots to instagib a ship ... You just dont have the time to unload them before the armor comes back up in most cases.

I prefer greased due to its high rate of fire. It allows you to instagib a ship in almost every case. Neither burst nor default can do it that fast. Havent got the math available anymore but I did it in the past.
The range disadvantage is almost not existent (~40 m if I remember correctly) and doesnt matter at all if youre flying a metamidion.
Default is decent aswell and handles almost every other situation where greased isnt an option. Its nice if you happen to be out of greased range.

If you dont trust your crew well then don't fly. Easy as that. If you can't trust your crew in a situation where the difference of greased/lesmok/default matters then youve done something wrong. A pubmatch isnt won by ammo choice.

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