Dismiss (brought to you by Baelfire Ender)
Description |
Snipers have always been the cheapest way to a kill since a scope was invented. But everyone knows, what's not in their sights, they can't kill. Or in this case, not in their turning radius.
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What makes this special? |
Mercury Field Guns and Artemis Rocket Launchers are two, very unique weapons, designed for medium to long-range combat. The downside is that the Artemis Rocket Launchers can't break the hull armor too easily, making them exclusive to disables and kill shots. Meanwhile, the Mercury Field Guns can disable a ship and bring their armor down, but their tiny turning arc makes them hard to shoot. It's basically a challenge: which ship can do a complete 180 to get the Artemis in arc the fastest?
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Appropriate Map Modes |
-Deathmatch
-VIP Deathmatch -King of the Hill -2-Team Brawl -1-Team Brawl |
Ships Allowed/Required |
Required:
-Junker |
Ships Prohibited |
All except above
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Weapons Allowed/Required |
Light Weapons:
-Mercury Field Gun (Slots 2 and 4) -Artemis Rocket Launcher (Slot 3 and 5) -Barking Dog Light Carronade (Slot 1) |
Weapons Prohibited |
All others
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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 |
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 -Charged Singular crews, not teams, must choose between bringing all Burst Rounds or all Charged Round. Everyone on a singular crew must have the same ammo type. |
Ammunition Types Prohibited |
All except above
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Tips and Strategies |
The Mercuries, strangely, are stuck on the sides of your Junker. And since their turning radius is VERY small, the captain is gonna have to be steady with the ship positioning. But here's the fun part. With an Artemis as your kill weapon, and located at the very tip of your ship, you'll be spinning like a bey-blade to get it into arc.
The next part is the fun mode: your ship's crew will have to choose between having all Burst Rounds equipped, for maximum hull damage, or all Charged rounds equipped, for maximum armor damage. |