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Where, What, and How? An Engineer's Guide
Kyren:
--- Quote from: Hubert PIckle on March 14, 2013, 10:04:41 am ---
--- 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.
--- End quote ---
I guess the effect of the Drogue Chute runs out after 3 seconds if the Captain leaves the helm though?
N-Sunderland:
--- Quote from: Hubert PIckle on March 14, 2013, 10:04:41 am ---
--- 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.
--- End quote ---
That's pretty interesting about buffing. It would really hurt if the guns started getting wiped out, though. And you wouldn't be able to buff mid-battle, so I guess you'd want to pre-buff. It could also be a big boost to the Galleon's already high tankiness by buffing the hull. You'd just have to weigh that against the downsides and see if it's worth it. I mean, if your guns start getting Hwacha'd out, then you're in serious trouble without a spanner.
Pickle:
--- Quote from: Kyren on March 14, 2013, 10:07:00 am ---I guess the effect of the Drogue Chute runs out after 3 seconds if the Captain leaves the helm though?
--- End quote ---
I've never tested that.. I feel a Sandbox session coming on..
Pickle:
--- Quote from: Hubert PIckle on March 14, 2013, 10:41:10 am ---
--- Quote from: Kyren on March 14, 2013, 10:07:00 am ---I guess the effect of the Drogue Chute runs out after 3 seconds if the Captain leaves the helm though?
--- End quote ---
I've never tested that.. I feel a Sandbox session coming on..
--- End quote ---
Tested.. you don't even get 3 seconds - step off the helm and it's no longer effective (but there's no delay in its effect when you take the helm again).
However, thet doesn't stop the pilot giving the balloon a tap before it's destroyed, which was the circumstance I was thinking of. Drogue shoot just slows the descent enough to get another broadside fired. Which might be enough to finish off your target.
N-Sunderland:
Added an alternative section to the Galleon relating to the buffgineer. Thanks to PIckle for the suggestion.
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