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How to engineer efficiently on different types of ships (Part 1).

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Lord Dick Tim:
You deserve a salute for this post sir, thanks for putting it together!

BufferOverflow:
Hey thanks man! It's really nice when you can share knowledge with other people and they appreciate it. I'm working on part 2 right now and it'll be ready in maybe a day or two.
Thanks for the feed back!

Pickle:
A slight variation on the Junker when used in the long-range support role (sniper platform), and remembering the other crew members can also contribute to repairs..

Pilot - brings Drogue Chute, this really takes the pressure off balloon repairs and keeps two guns firing as long as possible.  The Pilot can also hit the balloon for repairs without moving from the helm.  It's not unknown for the Pilot to also use the rear gun mount in the sniping role (usually a Mercury on the rear sniper-side mount).  Because the Pilot can make easy repairs to the baloon, the penalties for Hydrogen and Chute Vent aren't so severe - and the Junker isn't going to ourun a fight, so up and down maneuvering is useful.

Engineer 1 - mans the rear sniper weapon (if the Pilot isn't) or nips up to juggle the helm if the ship drifts (if the pilot is sniping), mans the rear CQB weapon (on the other side) if an enemy closes and the ship rotates to face it.  Attends to the balloon in direst emergency (but see point about Drogue Shoot above).  When the situation is less combat-focussed this Engineer runs around bringing everything up to full strength.  This Engineer is responsible for emergency repairs to maneouvering engines when the Pilot needs them (the Pilot should maintain situational awareness and call the Engineer from the gun when needed).

Engineer 2 - camps the hull during combat, may make a dash to the balloon or the rear weapons mounts during cool-down pauses but never strays too far from the hull.  The Engineers can end up swapping roles during a match depending on where they find themselves after emergency repairs when a target presents itself.  It's possible to organise the Engineers to swap rolles between sniping and CQB broadside, but this requires good communication and coordination - most games I play the Engineer in this role never shoots.

Gunner - has responsibilty for shooting and repairing the lower deck and forward guns during combat when they are needed.  All Gunners should bring Heatsink to cope with Banshee and flamers - it takes the pressure off the Engineers in CQB.  The Engineer also makes emergency repairs to the main engine if the Engineer's are in crisis mode on the upper deck.  Attempts by the Engineer to repair the hull from below take a lot of skill and seem to be hit-or-miss.

BufferOverflow:
Haha, thanks for that sniper setup, the Junkers kind of a hard one to get good setups on unless your doing a particular set up like the sniper rifle. I like the fact that you also put the entire crew.
I also know what you mean by other crew members can help repair too. I was just trying to focus in on the engineers though.
Thanks for posting, really like your idea and us engineers could always use a little extra help from the crew like you said xD
Best of Luck in the skies!
-CrazyRihron

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