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CAN SOMEONE SEND SOME LOADOUTS UNDER THIS THRAED FOR MK2 SHIPS PLS

Discussion in 'Strategy Discussion' started by POTANATOR, 10 Jun 2017.

  1. POTANATOR

    POTANATOR New Member

    Joined:
    5 Jun 2017
    Messages:
    14
    ı need help about mk2 shıps!
     
  2. lovemachine

    lovemachine New Member

    Joined:
    10 Jun 2017
    Messages:
    8
    Im a newbie too but I find mk2 ships load out pretty simple because you obviously don't have much weapon slots nor damage upgrades.

    Conclusion first, shooter and enforcer are the only two ships that I consider stable and reliable.Best weapons are sniper and basic cannon for the same reasons.

    For shooter ,have two of the above(or duplicates of one),then add in your best weapon , torps/carronade/ballpark motar/missile luanchers are not recommended.These weapons are hard to use or need upgrades to be viable.Try having a shooter that have good reach, decent dps and also crowd control if you can.(I personally like fire bomb a lot , does great on all three goals)When in play, always stick with your team and under cover.

    For enforcer, just use cannon+sniper or double sniper ,use tesla shields for max defence value.When in play, be the one in the front line but under cover, make good use of your fast backing ability to poke enemy then back under cover in a glimpse to mess up their auto lock on.The enforcer mk2 is the strongest mk2 imo.

    at this stage ,your overboost (and map knowledge)doesn't suffice to dodge much bullets thus making you extremely vulnerable as a speeder, more importantly, your teammates can't utilize your harassment,all they know is hide and shoot.the one weapon slot just makes mk2 speeder worse.But if you insist ,any weapon that you can hit consistently is a choice , any 1 space yellow items are ok to have.Try to go in when your teammates are actually around, that means NO RUSHING START ,it is complete waste of life.

    The mk2 healer is also very underpowered, to climb high among mk2 ships, you'll need to contribute on offense(damage) or defense(attraction and crowd control),the mk2 healer kinda does the defense but can't do nothin on offense(unless you have a super mine).To make it short, mk2 healer has too less mobility and impact in fight. If you really want to be the doc ,having repare pulse is a must, and don't get tilted when your teammates go full chaotic .Since healers doesn't pack a punch anyway, mines are the best weapon, use cannons or sniper for consistent load out otherwise.yellow slots ill take overboost or nitro ,tesla bolt is the best but teammates nearby rarely utilize the stun well.

    For defender just use the same cannon sniper combo trick.Big shields and bandages for blue slot.Sometimes targeting a super buffed defender can couse a blowout in teamfight. The thing I don't like about a mk2 defender is when you go over 500 most of your enemies are mk3, so they basically have a lot more fire power and has the same health you have, without mobility defenders are walking punchbags .
     
    Last edited: 10 Jun 2017
    behumble likes this.
  3. POTANATOR

    POTANATOR New Member

    Joined:
    5 Jun 2017
    Messages:
    14
    thank you so much
     
  4. Robos

    Robos Member

    Joined:
    17 May 2017
    Messages:
    40
    Double cannon defender with shield is good and fun (I got my mk2 to 1100infamy), just go where the action is and blast away. Mk2 fixer with cannon, overdrive and pulse got me and many other mk2s over 1500 infamy
     

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