Glass Cannon Support (brought to you by Solidusbucket)
Description |
This Spire is now the ultimate power in the wasteland... I suggest we use it. "Sir! Junkers approaching at full speed!" I think you overestimate their chances. You may fire when ready.
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What makes this special? |
Each team consists of one Spire and a number of Junkers. The Spire can only effectively engage targets at long range and is extremely vulnerable to aggressive actions. The Junkers can only engage at close range but, if they survive the volleys of flak, will quickly overwhelm enemy vessels.
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Appropriate Map Modes |
-VIP Deathmatch (preferred)
-Deathmatch -King of the Hill -2-Team Brawl |
Ships Allowed/Required |
Required:
-Spire (1 per team) -Junker If you're playing VIP Deathmatch mode, the VIP must be the Spire. This cannot be played on 1-Team Brawl. |
Ships Prohibited |
All except above
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Weapons Allowed/Required |
Heavy Guns:
-Typhon Heavy Flak Cannon Mk. I/ Mk. II (Spire) Lights Guns: -Echidna Light Flak Cannon (Spire) -Whirlwind Light Gatling Gun (Junker) |
Weapons Prohibited |
All except 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 |
Required:
-Phoenix Claw (Spire) -Tar Barrel (Spire) -Moonshine (Junker) |
Pilot Tools Prohibited |
-Phoenix Claw (Junker)
-Tar Barrel (Junker) |
Repair Tools Allowed/Required |
All
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Repair Tools Prohibited |
None
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Ammunition Types Allowed/Required |
Required:
-Lesmok (Spire) -Greased (Junker) |
Ammunition Types Prohibited |
All except above
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Tips and Strategies |
This is one of our VIP-compatible rule sets, so it shares similarities with its sisters (Flyswatter, Whalehunt). Because of the weapons, helm tools, and ammunition types allowed, both the Spires and the Junkers almost become caricatures of themselves. Spires are commonly seen as glass cannons and Pyras as brawlers, but now these roles are sharply defined. Prepare to perform like a one-trick pony.
The Spire crew is forced to fire at enemies from great distances because both Light and Heavy Flak have a minimum effective range. That is to say: when an enemy is too close to you, your Flak shots become ineffective and inflict significantly reduced damage. Couple that with the fact that the only optional ammunition available, Lesmok, increases this minimum effective range and you'll realize Spires should stay far, far away from their enemies . . . . The opposite is true for the Junkers; it is forced to engage at close range because its armament consists solely of Gatling guns. The Gatling can utilize greased ammunition (decreasing the range of an already short range weapon) in place of normal rounds, but deciding when to use it might cause second-guessing. Required helm tools cause problems and present opportunities for each team. The Spire must take Phoenix Claw and Tar Barrel and the Junker has to take Moonshine but can't take Phoenix Claw or Tar. This means Junkers have a harder time juking Flak shots and dodging enemies and can't tar if they get behind them, while the Spire can deploy a tar barrel on the clumsy enemy and turn rapidly to engage. It's the matador versus the bull. So what do you do? Rush in and kill the Spire quickly, or target the Junker escorts first? It's hard to say, but the battle will be a harrowing experience. |