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Where, What, and How? An Engineer's Guide
N-Sunderland:
Added details relating to Helmic's and Hamster's suggestions. If anything doesn't look right, remember to point it out. I'll start my Galleon write-up soon.
N-Sunderland:
Added a section for the Galleon. There aren't really any viable alternative strategies, so it just covers the two usual engineers. Remember to provide feedback on anything about the guide!
N-Sunderland:
Added the section for the Spire. The engineer's role on that ship is way more straightforward, so it's a bit shorter.
Kyren:
Very nice job again! I found the mention of the repair cycle on the Galleon especially helpful, that'll do me some good if I ever get to serve on one again!
Pickle:
--- Quote from: N-Sunderland on March 13, 2013, 08:35:55 pm ---Added a section for the Galleon. There aren't really any viable alternative strategies, so it just covers the two usual engineers. Remember to provide feedback on anything about the guide!
--- End quote ---
I accidentally joined a flak-hwacha galleon as a buffing engineer - the match countdown was on 2 whan I joined the lobby. The Captain suggested I stayed as I was and went lower deck. I discovered a few things that match:
- buffing engineer is a valid role for gungineer on a Galleon
- a buffed Hwacha is very effective
- Gelleon layouts that require the lower deck to run diagonals don't work - if you mix Flak/Hwacha, keep the Hwacha on the aft mounts on both sides
With battle-wagons like the Galleon and Junker, the Captain can gain a significant increase in fighting efficiency by bringing Drogue Chute to buy fighting time. And once he's placed the ship into firing position he can help with the balloon - after all, it really isn't a running-away ship.
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