Main > Guides
Where, What, and How? An Engineer's Guide
N-Sunderland:
--- Quote from: Captain Smollett on March 13, 2013, 05:18:32 pm ---This is really comprehensive. I spend so many days explaining just this at the start of every match. I dream of the world where people read this. Can't wait to see this updated with more ships.
--- End quote ---
Glad you liked it! I'll do the Galleon next, I think. It'll be tougher once I get to the ships with more possibilities, like the Squid and to a certain extent the Junker and Goldfish.
N-Sunderland:
--- Quote from: Helmic on March 13, 2013, 05:13:18 pm ---For the Pyramidion, if I can't get three engineers and shit starts going to hell, I'll put my gunner on the balloon and have my gungineer go down to the bottom decks to repair the engines while the main engineer sticks on the hull. If everyone resists the temptation to jump on a gun or do someone else's job, we can at least tank an onslaught for a good few minutes until we can either escape, turn around and start firing, or get our ally to shake the enemy off our tail. I say to keep the main engineer on the hull because that thing will often lose a lot of health if you give it even a split second of inattention, the engines are merely a means to make less bullets hit the hull in the first place.
--- End quote ---
Yup, there will always be situations where the main engineer won't be able to handle the load. This is pretty much the only time when the gungineer should jump down. As I said in the guide, it's best to only do that when the captain asks.
Helmic:
I think it's worth a special mention, though, shit goes to hell fairly often on the Poop Deck Pricker and that setup requires the crew to know where to go instantly, there's no time for an extended explanation or for me to keep yelling at the gungineer to quit trying to help with the hull until those engines are up. The captain should also get in there and help with repairs whenever you can't steer or raise or fall. I explain it at the beginning of full every match, when I say "Full repairs" I want you in those positions and those positions ONLY until you run out of things to fix.
Kyren:
--- Quote from: N-Sunderland on March 13, 2013, 05:28:11 pm ---
--- Quote from: Captain Smollett on March 13, 2013, 05:18:32 pm ---This is really comprehensive. I spend so many days explaining just this at the start of every match. I dream of the world where people read this. Can't wait to see this updated with more ships.
--- End quote ---
Glad you liked it! I'll do the Galleon next, I think. It'll be tougher once I get to the ships with more possibilities, like the Squid and to a certain extent the Junker and Goldfish.
--- End quote ---
Hahaha, don't get us into a competition :D Anyways, very nice job on this one! I see you're considering the Chemical Spray as the only proper option on the Pyramidion? Would you take that as a general thing or just for that ship?
I personally only use the Chem. Spray as a Engineer, but I found the idea interesting to have a Chem. Spray and a Extinguisher Engineer on my ships. I like to have my Chem Spray. Engineers taking care of the Guns and the Hull when we're in a close range engagement with flamers, and the Extinguisher one run around the ship to cleanse those 16 Stack Fires on other parts that don't get so much attention. So far that hasn't happened often, but I find that the theory seems reasonable enough. What's your go on that matter?
Oh, and a Salute of course :)
HamsterIV:
--- Quote from: N-Sunderland on March 13, 2013, 04:49:31 pm ---I think that the captain should usually try to keep these left side engagements short, though. Long enough for the flamer (or whatever gun is there) to do its work, but the captain should try to get the front guns back in arc quickly. There shouldn't be too much hull damage during this time, and the gungineer would be more useful staying on his gun for when the target comes back into arc.
--- End quote ---
That depends on the ship. I have a duel mercury pyramidion that has close range guns on the side. When the enemy gets close enough to be able to out maneuver the mercury's turning radius, I switch to left side for the rest of the engagement. I have surprised and killed many ships who assume that because I stay at distance I am vulnerable up close. This strategy's success depends on having a crew that can keep the ship alive while putting out enough DPS to drop the attacker. Having one member of the crew babysitting the balloon when it is not taking damage does not help.
Also using the side guns allows the often ignored hull engineer to get some glory. That is why I like the Pyramidion over the Goldfish, every member of the crew gets to shoot at some point.
Your guide is very good, most of my blabbering is to point out the possibilities of the Pyramidion beyond what you have posted.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version