Big Bang
Description |
In the beginning, there was light. And sound. An explosion of sorts, really. Thousands of particles scattered across the aether … and that's the story of how the first airship war started. In honor of that occasion, pilots from all corners haphazardly come together to lob old shells at each other in the name of 'historical preservation' - in truth, most will be lucky to find their ships preserved from damage by the end of the night !
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What makes this special? |
Weapons are heavily restricted, and mostly to long range. With only one real method of reliable armor strip and one mildly effective short range choice, it's a match dedicated to strategy and distance instead of gung ho rushes. Just like the old days.
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Appropriate Map Modes |
-Deathmatch
-King of the Hill -2-Team Brawl -1-Team Brawl |
Ships Allowed/Required |
All ships allowed
In a team composition, there can be no repeats of any ship. |
Ships Prohibited |
None
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Weapons Allowed/Required |
Heavy Weapons:
-Typhon Heavy Flak Cannon Mk. I -Typhon Heavy Flak Cannon Mk. II Light Weapons: -Mercury Field Gun -Echidna Light Flak Cannon -Scylla Double-Barreled Mortar -Hades Light Cannon |
Weapons Prohibited |
All except the above
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Classes Allowed/Required |
1st Slot: Pilot
2nd, 3rd & 4th Slots: Engineers |
Classes Prohibited |
-Gunner
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Pilot Tools Allowed/Required |
All
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Pilot Tools Prohibited |
None
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Repair Tools Allowed/Required |
All
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Repair Tools Prohibited |
None
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Ammunition Types Allowed/Required |
Required:
-Burst |
Ammunition Types Prohibited |
All except above
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Tips and Strategies |
Given enough time, a steady barrage of flak fire can break even the sturdiest of ships. Getting your team to focus on one target can be crucial !
The original Heavy Flak (now known as Mk.II) is allowed here - it's a heavy hitter capable of decimating hull, but it's reduced clip and slightly longer reload means every powerful shot counts. The Mercury Field Gun has a poor swivel arc but a fast projectile speed and no minimum range, so it can be used both at a distance or up close with no penalty (as long as the target remains directly in front of the gun, of course). Team composition is crucial, as each side can only have one of each ship type. Bigger ships have bigger guns, but also bigger profiles and are more than likely to be hit by powerful slow-moving rounds at a distance. The Flak and Mortar can all cause fire damage to components whether hull armor is broken or not - the mortar can do so especially quickly due to its high AOE and low arming time. Getting close to use it is the tricky part. |