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Pros and Cons of a non-Pilot Captain?
Squidslinger Gilder:
You loose a lot of movement options by not having a pilot. Course if you are a giant turret you don't really need many but still all someone has to do is exploit that. If you absolutely need 4 engineers pounding on a hull or balloon then your pretty much screwed either way you go. Your engines, guns, and everything else will be broken and your left with totally relying on your ally to do all the work. Better to use extra evasion to not put yourself in that position in the first place.
Course overall this is just a byproduct of 2v2. Why I traditionally don't like 2v2 because combat is far too predictable and boring. Try to pull this in 3v3, just too easy to get owned even if you do get a kill off. More options in 3v3 for flanking and breaking up engagements thanks to that 3rd ship being there.
N-Sunderland:
--- Quote from: Gilder Unfettered on August 29, 2013, 09:22:11 pm ---If you absolutely need 4 engineers pounding on a hull or balloon then your pretty much screwed either way you go. Your engines, guns, and everything else will be broken and your left with totally relying on your ally to do all the work. Better to use extra evasion to not put yourself in that position in the first place.
--- End quote ---
That's not really the idea behind it. The engi captain is great for managing hull and balloon repairs while the main engi uses the left gun. You end up getting way more damage out than you would if the engi had to constantly jump off the gun for repairs. As for maneouvrability and evasion... Honestly, the balloon buff is better than hydro/chute. The main engine buff also helps compensate a little bit for the loss of kerosene, and the hull buff (and left gun buff) help further justify it.
Gambrill:
--- Quote from: MonsterMutt on August 29, 2013, 03:58:06 pm ---I ask because I've seen a few higher level captains opt for the engineer or gunner class instead of pilot. What's the deal? Is it just to have a handicap and make the game more interesting?
The obvious cons I can think of:
1) The person at the helm will be flying an unfamiliar ship
2) The pilot can't use captain chat
Pros:
1) If you don't trust your crew you have the option to kick the pilot off the wheel or gun/fix things?
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ona galleon as captain i will play engineer. my pilot tool would be the claw. that way once the guns are in range and arc i can focus on keeping the ship alive at the same time. :)
Orangey:
For me ive only seen use for non-pilot piloting on the Galleon, a brawler one that is. This way you can tank as a pilot with the main engie and let the gungineer and gungineer take care of all the gunning. The engie pilot should only stay on the balloon tho, because it can then quickly go back on helm. Id choose carrosene as a pilot tool and let the buff/gungineer buff the side engines so you dont need the claw. Id even take a second buffgineer because youre close combat anyway and you probably only use 1 ammo type, this way you can buff your entire ship so you dont really need piloting tools for movement. You can go all engineer on a ship and still be super effective if not more effective as a normal crew+pilot.
Sprayer:
Classes that are more of a nice to have than necessary on Guns of Icarus Online battleblimps:
-Gunner
-Pilot
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