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Component Targeting

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Sammy B. T.:
General rule of thumb, if it is a heavy weapon, take it out. If you are chaisng a fleeing target, take out engines. Everything else, aim for hull but don't feel too bad if the occasional shot hits a gun component.

-Muse- Cullen:
Once a component goes down, all of the damage goes directly to the armor/hull. Therefore, at long distances, I simply tell my crew to aim for the hull or the balloon. Once we are closer, I prefer to aim for the engines over the guns (Except on a goldfish, because crews(and myself) sometimes have difficulties hitting that engine). The engines are generally far enough away from the guns that, once the engines start working again, it will take time for that shooter to return to his place, and in that time, the engines will probably go down again.

Squidslinger Gilder:

--- Quote from: Captain Smollett on May 31, 2013, 02:38:40 am ---
Just kill Spires, actually stop your ship and ask your crew to spit on it, the Spire will usually crumble to pieces once the first droplet of saliva makes contact.


--- End quote ---

You just became my person of the day Smo...hahahah!!

Letus:
I mostly go for components or guns when on a merc at a long range.  Mostly engines to make them slow.  Then the heavy guns.

At a shorter range, I tend  to go for one gun, that being the gun that I think a gungineer is on.  Overall goal in my reasons to take out components is to make that ship lose its second "gunner" since they would be at a balloon or gun or hull.

Pickle:
Always go for the components.  Guns first, engines if you can't get a shot on the guns.  The "misses" will strike the hull, once the component is damaged you're getting pass-thru to the Hull anyway.

I'd always prioritise the Gunner-mount, a sensible Captain is going to have the Gunner on the weapon most damaging to armour/components (Gatling) and the second-Engineer on the secondary (Flak).

Not taking damage is as important as dealing it.

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