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Messages - Alistair MacBain

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31
Guides / Re: Being the mortar gunner aboard a metamidion
« on: December 30, 2014, 03:07:44 am »
A gatling gun can take down any armor except the galleons by itself. And the junker is a bid tricky due to its slim profile.
Yes at a certain lvl you will most likely start to time the mortar a bid earlier to fasten up the hullstrip but for the start just wait.
You dont want your mortar left with  shots when the armor goes down. You want to have enough (~6) shots left when the armor dies to killthe enemy right away.

32
Q&A / Re: Working up to galleon as new pilot?
« on: December 23, 2014, 09:45:08 am »
Another important thing for the galleon ...
Play as a team. Your ally is your best defense. A Galleon isnt a tank that forces its way through a whole team. Its a ship that needs to be babysitted to not get outmaneuvered and blended to death. Yes you have alot of heavy firepower and you can take quite a beating. But all of this doesnt matter if a squid or goldfish or even a carro/flamer pyra sits above you and blends you to death. A Galleon on its own is dead meat.
Get a nice position with your ally nearby and then kill anything foolish enough approaching you. If they ever come close enough you will want your ally to give you the time to get to your closerange side. Without this youre gonna cry.
Another thing ... dont stack guns. More than one lj or hflak or even hcarro is just a waste of potential. Even 2 hwachas arent good on their own. Its fine when you use them up close with a gat or hades. Then you can disable->shred armor-> and you the second hwacha to kill them when they are inside hfllak arming.
Outside of this I would never suggest stacking guns. One hflak can oneclip kill most ships. A lj just needs 2-3 hits on a balloon to kill it. A hcarro just needs oneclip aswell. And we all know that 2 hwachas volleys wont disable more than the whole ship ;).

33
Q&A / Re: Working up to galleon as new pilot?
« on: December 23, 2014, 05:15:35 am »
The rear gun is either managed by the top engi or the pilot. This thing is more of a utility or emergency tool. A flare or a mine or something along those lines. You will never want to actually activly use it.

The rangefinder isnt useful.
An experienced gunner/gungineer wont need it for lj and hflak and a new player cant utilize it as he doesnt know which dot refers to which range.

34
Community Events / Re: Important Community Building Tools/Contacts
« on: December 22, 2014, 02:54:53 am »
Just observe this subforum.
Sacs VIP Event is around christmas and new year but im not entirely sure when. Gotta have a look at their thread and opening post.
SCS is currently on pause and will continue next year. Other than that there will probably be big tournaments next year again aswell. But nothing confirmed yet.

Another good start is to do some scrimmages for preparation.

35
Guides / Re: Munker Art Online: Declassified
« on: December 21, 2014, 04:49:27 pm »
"Its not a good munker match if you havent hit your ally atleast once with a mine."

36
Q&A / Re: Press b to mark priority targets
« on: December 13, 2014, 11:16:28 am »
The rangefinder was intended as a alternative to the spyglass to actually give crew a choice in pilot tools. It just isnt needed. It was a nice thing but it doesnt give any benefit in a match.
Experienced players dont need it and new players dont know how to utilize range info.

37
Q&A / Re: Press b to mark priority targets
« on: December 13, 2014, 09:54:04 am »
b aka captains target is a way for the Captain to claim a target for his crew. They get the crosshair to easily see the ship their captains wants to shoot at.
Its something totally different from rangefinder.

38
Q&A / Re: Gunmander - Captaining from the deck
« on: December 10, 2014, 01:26:20 am »
Sure when there are certain situations a gunner may give certain calls. But those are moments. You will suffer if you put every decision for tactic on the gunner for a whole match.

39
Q&A / Re: Gunmander - Captaining from the deck
« on: December 09, 2014, 02:00:21 pm »
More than a flakfish. Double Galleon got another problem but just from the definition they are able to actually 1v1 someone.

40
Q&A / Re: Gunmander - Captaining from the deck
« on: December 09, 2014, 12:02:31 pm »
Yes viable for me means that it can effectivly 1v1.
A flakfish cant do this. On long ranges you suffer armorshred so you cant kill an enemy that isnt sitting still for several minutes and doesnt repair his armor at all.
At closeranges the arming time doesnt allow the flakfish to do a reasonable amount of permahull dmg.

Why I say a ship has to 1v1?
Cause it takes no time to either disable your allow or kill him before you can react. A hwachabarrages disables a whole ship which stops your ally from supporting you. This means you are left alone where I already explained why you cant do anything there.
Or a standard gat mortar kills your ally before you can actually help him leaving you with another 1v1 where youre unable to fight back.

The whole idea on disable and kill builds is to take one enemy out of the engagement and then killing his ally. Any other goldfish builds is able to disable the enemy. Even if I agree that a lumberfish suffers a bid on closeranges.

41
Q&A / Re: Gunmander - Captaining from the deck
« on: December 09, 2014, 11:30:14 am »
Dont consider Flakfishs.
They arent viable.

42
Q&A / Re: Gunmander - Captaining from the deck
« on: December 08, 2014, 02:22:55 pm »
Hard but true thing ... No.
The one who makes the first move/decision is the pilot thus it makes most sense to have him actually deciding what to do. Its his job to watch the map and know what the enemy does. As engineer youre to busy repairing and as gunner you should also observe whats happening on your ship.
The pilot has to keep the terrain in mind and know where his ally and the enemy is and how they are positioned.
It doesnt make sense to have the gunner give the call to burn hydro to stay alive when its the pilot who will most likely observe the situation first and who should realize the hp and armor of his ship.
If the gunner is the one making the call you just prolong the decision which is pretty bad when youre fighting kill builds which can kill you in a matter of seconds.
He is also the one with the easiest communication with his allied ship. Youre fighting with 2 ships on each side. Not 1.

On your current lvl it might work out that way but as soon as people get more experienced you will suffer as the prolonged decision is all what a decent opponent needs to kill you.
It doesnt mean that you can mix things up but in the end its the pilot who does the move and not the gunner.

43
Gameplay / Re: Artemis v Banshee
« on: December 03, 2014, 02:11:33 pm »
Banshee is close to midrange.
In theory it has a big enough range (round 800-1k) but the spread is pretty high so you dont want to use it against junkers or squids on longer ranges.

44
Gameplay / Re: It's The Clawwwwwww!
« on: December 02, 2014, 02:11:14 pm »
Goio isnt supposed to have rock paper scissor balance.
You can take any ship against any other ship and win in theory. Just need to force the correct situation and then execute it correct.
There will always be ships and builds strong against a certain other build but no hard counters ...

45
Gameplay / Re: Junker viability and builds
« on: December 01, 2014, 10:41:12 am »
Mortar does more overall damage in a similiar amoutn of time.
Lesmok gat cant strip armor in one clip and heatsink reduces flakarming not to much.
30% or 20% (not sure bout the correct number) of 150m just isnt much.

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