Flashbang (brought to you by Keyvias)
Description |
The flare gun was developed to signal distress, but, hey, we're the species that weaponized moonshine. Let's rekindle civilization and creativity by illuminating minds... and immolating bodies.
|
What makes this special? |
Well, all ships are Mobulas with four flare guns... that could be part of it. And crews can't bring chem spray. So, there's that...
|
Appropriate Map Modes |
-Deathmatch (preferred)
-King of the Hill -2-Team Brawl -1-Team Brawl |
Ships Allowed/Required |
Required:
-Mobula |
Ships Prohibited |
All except above
|
Weapons Allowed/Required |
Light Weapons:
-Beacon Flare Gun (Slots 1, 2, 4 & 5) Slot 3's light gun is free choice, aside from the Aten Lens Array. |
Weapons Prohibited |
-Aten Lens Array
|
Classes Allowed/Required |
1st Slot: Pilot
2nd Slot: Gunner 3rd & 4th Slots: Engineers |
Classes Prohibited |
None
|
Pilot Tools Allowed/Required |
All
|
Pilot Tools Prohibited |
None
|
Repair Tools Allowed/Required |
All except below
|
Repair Tools Prohibited |
-Chemical Spray
-Fail-Safe Kit |
Ammunition Types Allowed/Required |
All
|
Ammunition Types Prohibited |
None
|
Tips and Strategies |
This rule set all comes down to choices... what will the slot 3 weapon be? Something explosive to do hull damage? Something to pierce the armor more rapidly than the fires from the flares can melt it? What components do you target? What ammo will be loaded into the flare guns? Heavy? Heatsink? Some dark horse ammo? Do you want accuracy, firepower (derp), or range? When will you move to repair a critical component? Will you extinguish the fire first or give the component a whack with the mallet? Does the gunner begin by firing the flare gun on the main deck and then moving up to the slot 3 gun at closer ranges, or the reverse? What pilot tools should you bring? Should you go for that ram against the enemy, risking your own armor? No matter what, prepare to have regrets...
|