ARRR!
Description |
AVAST! Set the sails, swap the poop deck, drink yer fill o' moonshine and give 'em a FULL BROADSIDE with all yer cannons, matey! Send 'em down to Davey Jones' locker 'n' prove yerself the mightiest of pirates!
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What makes this special? |
The required ships and allowed weapons encourage crews to battle enemy vessels in prolonged engagements at close range using broadside tactics.
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Appropriate Map Modes |
-Deathmatch
-King of the Hill -VIP Deathmatch -2-Team Brawl |
Ships Allowed/Required |
Required:
-Galleon -Junker 4v4's must have 2 Galleons and 2 Junkers per team. 3v3's must have 1 Galleon and 2 Junkers per team. 2-team Brawls must have 1 Galleon and 1 Junker per team. Cannot be played on 1-team brawl. |
Ships Prohibited |
All except the above
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Weapons Allowed/Required |
Heavy Weapons:
-Manticore Heavy Hwacha -Nemesis Heavy Carronade For the Heavy Guns stated, there MUST be 2 of each. These Heavy guns must be asymetrical on the loadout. All of the Manticores must be on one side of the ship and all of the Carronades on the other side of the ship. Light Weapons: -Barking Dog Light Carronade -Javelin Light Harpoon Gun -Phobos Mine Launcher -Scylla Double-Barreled Mortar -Beacon Flare Gun For the Light Guns stated, the Mine Launcher is limited to 2 per ship. |
Weapons Prohibited |
All except the above
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Classes Allowed/Required |
1st Slot: Pilot
2nd Slot: Gunner 3rd & 4th Slots: Engineers |
Classes Prohibited |
None
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Pilot Tools Allowed/Required |
Required:
-Moonshine |
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 |
All
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Ammunition Types Prohibited |
None
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Tips and Strategies |
The Galleon and Junker both have roughly the same speed but the Junker's thin frame excels in quick turns especially with Stamina. Use that ability to quickly change direction and stay behind the larger ships where the vulnerable engines hide.
Galleons are forced to take Hwachas on one side and Carronades on the other - remember, the left side of a Galleon has an extra light gun slot which can make all the difference in getting a finishing blow. The light gun choices are poor in direct killing power, but don't be fooled - a Mortar's AOE can still cripple components AND stack fire damage across a wide area, while light Carronades and Flares can easily keep enemy engineers busy on balloon repair instead of firing. Harpoons can also help keep an enemy in range and prevent them turning for broadsides, while Mines are capable of crippling heavy guns as long as you launch them into an enemy's lumbering path. Though it can go without saying, pinning a ship to the floor can be much easier than trying to brute force it's armor the normal way. Make sure you have tools to help you with vertical motion ! Ammo is quite important here - Burst is the go to for explosive weapons due to it's AOE boost, but don't sniff at Heavy Clip either. Carronades gain a distinct boost to pellet accuracy with Heavy, and the ability to fire a concentrated (if reduced) burst of Hwacha fire over a long distance can be paramount to disabling an enemy ship before they close in. Mine trajectories are affected by arming time and primarily deal impact damage to any ships in contact - Impact Bumpers then become a valuable way to mitigate such damage, and their effect lasts 5 seconds after you de-equip the tool ! Brace for collision ! |