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Fighting a Gatling on hull
naufrago:
--- Quote from: N-Sunderland on September 08, 2013, 08:06:28 am ---I've been thinking about mythbusting the wrench on Squid thing for a while now... I need to get around to looking at that in more detail.
--- End quote ---
On a Squid, if you're taking accurate gat fire consistently, I think I'd actually agree with you that mallet would be better since a gat can strip the armor during the 5sec cd of the wrench. However, with the overhealing of the mallet and inconsistent incoming damage, that 9sec cd can be brutal. Imo, it depends on how good the enemy gunners are and how good your pilot is.
EDIT: Although if you buff the hull, you can completely, or almost completely, mitigate the overhealing. Hm.... normally I wouldn't think it's worth buffing the hull of a squid since it increases the rebuild time by one whack, but a full mallet hit might be worth it. Hard to say.
Mr. Ace Rimmer:
The amount of times I've had people say something similar to 'why isn't that squid dead' It's because I've been babysitting the hull with the spanner... Not the wrench, not the mallet, the spanner
dragonmere:
My loadout for squid hull is Spanner, Wrench, Chem. Any time I throw any kind of a cooldown on a squid hull, it spells immediate armor death. Heck, I never even put out fires with the chem spray, only use it to pre-spray outside of combat.
I've seen some maths that strongly suggest using the wrench is better for rebuild as long as you're not overhealing, but in practice I've had little luck. I'll maybe get a small handful of opportunities where I feel the wrench is the appropriate option. I usually just spam spanner the entire time, and it works quite well. 4 clicks to rebuild armor means you're pretty much safe outside of a literal 1/2 second of armor down ... as long as you're already ready and clicking with the spanner right before the hull armor goes down.
Alistair MacBain:
Mallet on Squidhull isnt of any use. That long cooldown giving u not much more armor isnt of any use. It just hardens ur repairs. U cant affort such a long cooldown the mallet has on a squid hull. The wrench will repair nearly the completly hull anyway so there is no point in using a mallet when u can have a lower cooldown on a similiar repair.
N-Sunderland:
--- Quote from: dragonmere on September 09, 2013, 01:12:32 pm ---Any time I throw any kind of a cooldown on a squid hull, it spells immediate armor death.
--- End quote ---
This is a big part of my argument in favour of the mallet. Let's say you're under gat fire for example. Buffed gat does 127.5 armour DPS if all shots hit. It'll take just under two seconds to take the 230 armour down. Let's say you get approximately an optimal wrench hit (when 120 armour damage has been dealt). First it'll take about a second for the gat to bring it down to that level. Then after your wrench hit, it'll take about two seconds for the gat to finish your armour. That's three seconds from first gat hit to the armour break. Now try the mallet. An optimal mallet hit would be just before the armour hits 0. So that's almost two seconds before you make your first hit. Then it'll take almost two seconds for it to bring you down to 0 armour. Four seconds armour uptime. In addition, the optimal hit coming later means that you get more spanner time in. The mallet also helps immensely on balloon repairs.
Also, you can try different numbers (unbuffed gat, greased gat, gat with a couple of shots missing per second...), but no matter which way you put it, the mallet gets superior armour uptime, and comes with the benefit of being better at repairing other components.
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