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« 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.