Super Secret Special Daniel Tactics incoming!The only viable Carronade Spire "Let's go Carronade Spire!"What does it doIt's a Spire intented for long range uses where it wins with it's superior Mercury/Doube Artemis combination for maxmimum accurate shatter damage and wins in close range with Heavy Carronade/Double Artemis.
What the crew does- Gunner: The Gunner will start of at the Mercury and destroy enemy armor or helps disabling when necessary. In close range, this gunner guy will jump down to the Heavy Carronade and disable the enemy more than necessary for ultimate victory.
- Main Engineer: The main engineer, responsible for the hull, will be shooting the top right Artemis whenever possible and repair the armor/main engine. Nothing Fancy here.
- Buff Engineer: The buff engineer, responsible for the balloon and bottom engines, will be shooting the bottom left Artemis whenever possible and repair the balloon/bottom engines, buff these components and make sure that the Heavy Carronade is at least one way away from being completely rebuild.
FAQWhy not Hwacha/Lumberjack/Heavy Flak?Because none of these guns excel the Heavy Carronade in close range and although the Hwacha burst disable is quite formidable, guns can easily be rebuild during Hwacha reload and Heavy Carronade can actually destroy armor so Artemis can wreck.
Why gunner on the Mercury in the first place and have him shoot a Lumberjack or something?The Spire needs a piercing gun shooting, which is not possible when the main engineer is repairing the armor. It could also be a Hades, but the Mercury adds the disable possibility and if the enemy gets really close, they will already be in arc for your Heavy Carronade.
The Piercing Mobula #PiercingDamageWhat does it doIn long range it applies the Mercury/Hades bifecta for some disable and some piercing damage, not intented to win in long range, but also not intented to be completely useless in long range. And mid to close range it will primarily use its Gatling/Hades/Banshee trifecta for maximum damage output during constant armor destruction.
I say it is very effective on open maps against Pyramidion, Goldfish, Spire and Squid, provided the ship can keep arcs on the Squid for just a little bit. The thing is, with its immensive piercing damage output it is able to overload the enemy main engineer and keep them on the armor constantly, not having them leave it for a second for it could mean unnecessary perma hull damage or even death. The main engineer on ships like the Pyramidion, Goldfish and sometimes Squid are very likely to be also repairing a good portion of engines, so when the main engineer is busy with hull, nobody will be repairing the engines and the pilot has to conserve his pilot tools when he wants to escape while shooting back or he will be stuck in midair with destroyed engines. Tanking against this Mobula could work out rather well as the Banshee is the only kill weapon and its tendency of overloading the main engineer is completely negated when multiple people are repairing instead of shooting.
What the crew does- Gunner:In long range, this guy will shoot the Mercury and use it to disable enemy long range stuff so we can chip away at him. In mid to close range will jump to the Banshee to get some actual kill power going.
- Hull Engineer:Is shooting Lesmok Gatlings, this is also an indicator for the gunner to get ready to switch to the Banshee. This guy will literally not do anything in long range other than chem armor and shoot random flares. When shooting Gatling, stops when enemy armor is destroyed.
- Balloon Engineer:Shoots Hades at everything non-stop and repairs balloon, obviously.
Additional stuffThe bifecta with the Hades and the Mercury is on one of the spikes on the Mobula helm as well as the trifecta with Gatling/Banshee/Hades. Althouth it isn't directly in the middle, the Hades is actually shooting straight forward, meaning you can move directly forward with this ship too, while you need to make you are off-center to get the Hades shooting, logic 'n stuff.
FAQWhy Hades on balloon side and not hull side?Personal preference. I also like to have the easier bifecta with the Banshee by keeping it on the Hades side. If the Hades would be on the hull side, I would consider moving the Banshee to the hull side as well, but I like to have the second gun for the gunner on the side of the Mobula that has a ladder to the top middle gun. Also, when in long range you can repair the hull, while the Hades keeps shooting. When you are against only Lumberjacks, it is an argument to switch the Hades to the hull side to keep consistent Hades going.
That second engineer loadout.Yes
Metajunker 2.0 "Nobody can tame it."What does it doIt is essentially a Metajunker with the only difference of having a Mine Launcher on the long range side, which means in long range it only has Hades/Artemis bifecta instead of the famous Hades/double Artemis trifecta. The Mine Launcher is up there for defensive purposes.
That double Artemis/Gatling is just because I wanted to have something not Gat/Mortar and my usual engineer that would shoot the right side gun really likes shooting the Artemis. But because my Gunner needs Lesmok for the Mine Launcher, he can actually shoot the Gatling with Lesmok too for some mid-range harassement.
What the crew does- Gunner:Shoots Hades when the Buff Engineer can't hit without Lesmok anymore. Shoots Mines to block of enemies. Shoots Gatling with various ammo types to either damage them or outright kill them.
- Main Engineer:Shoots fron Artemis in all ranges. When Balloon is getting destroyed, he helps repairing and rebuilding on the top deck, since the front Artemis will never get arc on the enemy again anyway.
- Buff Engineer:When the Gunner is on the Hades, this engineer will buff everything. This engineer shoots burst Hades and Artemis when range and arc is provided.
Additional stuffI like Tar on Junkers, but that is only me. The build itself does require the crew to be kinda practised in their stuff as it expects a lot of position switching which is also dependent on a lot of stuff.
FAQWhy Mine Launcher on Hades side?The most common problem for Junkers are balloon poppers and with the exception of a Galleon with Lumberjack these usually are charging ships, making Mines very effective against them. These balloon poppers could probably very well stay out of range, but then the second engineer could help rebuilding the balloon and one of these engineers would shoot Hades and then the balloon popping ship wouldn't be as effiecent in killing the Junker while popping its balloon.
Why not Mortar to pair with that Gatling?The Gatling has a good chance of being used in Lesmok range and I kinda like the double Artemis/Gatling trifecta.
Meta Cactus "Long range Squid OP"What does it doIt shoots Hades/Banshee in bifectas and when it is being shot at you can count on that thing just booking it without a second though.
What the crew does- Gunner:Shoots Hades in all ranges, shoots harpoon for special emergency evasion manouvers.
- Main Engineer:Whatever your average Squid main engineer does. Could potentially shoot Banshee in long range when nothing is shooting the Squid while Buff Engineer buffs.
- Buff Engineer:Buffs only Balloon and Top engines as more engine buff makes it easier to stabilize for the Hades/Banshee when not more engines are buffed and it outs a bit of stress off of this engineer's shoulder. He also shoots the Banshee and buffs Hades at least once in the beginning of the engagement.
Additional stuffThe Aft Harpoon and the Special Emergency Evasion Manouver: Harpoon enemy behind you, dodge, have enemy in front of you with their back turned towards you, kill enemy.
Everybody will miss with the Harpoon and I will always be disappointed.
As the pilot of this ship I bring Hydrogen, Kerosene and Chute Vent for maximum verticatility and buffed engines make phoenix claw not required.
FAQWhy Hades and not Gatling?/Why Banshee and not Artemis/Flak/Mortar?Banshee provides the best arcs, making this build work.
Why aft Harpoon and not the traditional Mine/Tar/Whatever?Because I like the harpoon.