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1.3.3 Spire

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N-Sunderland:
Played a bit on the Spire yesterday, and here's what I'm thinking in terms of crew positions/loadouts.

Helm: pilot: spanner, kerosene/claw/third tool. Can assist on hull rebuilds if needed.
Top right gun: main engineer: mallet/spanner/extinguisher + gun-dependant ammo. Runs to hull when it takes significant damage, using the rail jump to save time (I'll post about that some time, though it's pretty obvious).
-Top left gun: gungineer with mallet/spanner/buff and gun-dependant ammo. Buffs the top deck, spends most of their time gunning, but can assist on hull or balloon.
-Main gun: I'm a bit torn on this one. If it's a lumberspire, then a gunner is nice, but what happens to the balloon? You can't have a gunner keeping that thing running. If it's a flak, then engi with mallet/spanner/buff and charged is my choice. They buff the bottom deck, and get the balloon when really required to.

Spud Nick:
I have found it much easier to have my main engineer on the top deck shooting a gun because the hull is so close by and easy to rebuild.

Echoez:
Since I had a run with it in a higly competitive match against our own Gents team, here is my input:

Of course, we lost the match, but I mainly blame this to some poor choices mid match (ally getting out position and me foolishly following in.. yeah :P), not to the ship.

Here is what I MISS from the old Spire:

Hull bottom, yes, I do, but ECHO WHY?!?!?! you will ask, well because having that thing there allowed the main engi to stay bottom deck, which meant an extra hand to repair the main gun when needed, right now it's JUST the Gunner down there and I think that this encourages engineer usage JUST to get your gun up and running faster, if not the balloon as well. I've had my gun go down multiple times and VERY easily due to how the Spire works and getting it back up and running was a pain with just one person since the main had to focus on top deck guns and hull.


What I like on the new Spire:

Well, it's realy going to be a beast in this patch I'm sure of it, Mid-Long range builds are sure gonna be awesome with some experienced Hades gunners and Artemises plus a Hwacha/Flak/Lumber, just don't use the Light Flak, I've come to believe it's realy not worth it on a Spire since you want your trifecta to be effective at all times (maybe quadfecta~)

NoWuffo:
Echoez, you may want to try throwing an engi down to the lower light gun. This way he/she's right there for the balloon/turning engines if they go down, can help out with the gunner's heavy gun, and can still fire with the side gun. The trick is to be way more active as a captain with actually hopping off the helm (personally, I love doing this!). If the hull goes down, the pilot can hop off and help, but more importantly I can also gun with the front right gun, getting that oh so sexy quadfecta going!

On a random note, the (real life) engineer in me has been kinda bothered by something about the new Spire build... why the HELL is the balloon hard-point at the BOTTOM of the damn ship?! The Spire is like a mile and a half tall, that seems so inefficient to pump the gas that far up to get to the balloon at the top of the ship?! Look at every other ship (minus the Mobula, Mobula is weird), the balloon hard-point is at the highest point on the ship so that it's that much closer to the balloon! The new Spire just reeks of inefficiency!

Subarco:
I like the new placement because the captain can also help out with the hull, and the gunner can now focus on using the main guns. However, I do kind of wish the hull was moved to where the old balloon point was instead. It's still quite a considerable distance from the steering wheel to the hull for a captain to help out with repair. There were many times where I'm literally one whack away from rebuilding the armor before turning into fireworks. Now that the Spire has a even weaker armor, it's pretty much going to die from being sneezed at. Although I suppose this to off-set the new quadfecta power of the Spire.

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