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Completely new... Little help?

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GreyTea:
your welcome  i forgot to mention in novice games you can not change loadout and you will be out of novice when you reach level 4 however... novice is not compulsory you can join any game then mess around with loadouts

GodotWaits:
Brilliant!

Thanks for the help :)

GodotWaits

Jereven:
Some other tips:

* Every weapon is unique, and different weapons are best against different parts of the ship.  A mortar doesn't do much against a ship that has hull armor up, but it's pretty impressive against the hull when the armor is down.  Sometimes this means don't take a shot until the time is right.

* Spanner for rebuild, mallet for repair.  The one exception is if a component is only slightly damaged -- 1 or 2 spanner hits to top it off is a shorter cooldown than 1 mallet hit.

* If your hull or balloon are actively taking damage in addition to any fire they might have, it's usually better to repair first rather than extinguish first if the number of fire stacks is small. 

* Chemspray is only as good as your ability to keep it up.  Sometimes it's better to refresh chemspray on a damaged component and then repair it on the next pass.  If your current role doesn't allow you to reliably chemspray, an extinguisher is usually better.

* When you do start piloting, don't be afraid to use your pilot tools.  A decent crew can repair through Kerosene and Phoenix Claw indefinitely if they aren't being stressed with other damage sources, and being able to keep your guns on arc can be the difference between getting a kill and being a kill.

* When you start piloting, remember that there's 3 other people on your ship that can use a Spyglass or a Rangefinder.  Only you can use the other tools.  Don't waste the slot.

* It is never possible to keep everything repaired at the same rate you're taking fire when you're taking the brunt of an assault.  Sometimes knocking out an enemy ship's guns, balloon or engines is what you need to do to reduce incoming damage or allow an escape.  This is especially the case if you are the gunner, not an engineer.

* There's very rarely a reason for two engineers to ever be waiting around the same component.  One notable exception is when you're expecting it to be broken and want to rebuild it as fast as possible.  If your hull is taking heavy fire and it looks like it will drop before the cooldown finishes, by all means wait by it.

* Likewise, there's very rarely a reason two engineers should be running over the entire ship like madmen.  Time spent running from one end of the ship to the other is time you could be spending repairing/rebuilding other components, buffing something, refreshing chemspray on something, or shooting a gun.  Work with your other engineer if your captain doesn't coordinate for you to ensure you each know what parts of the ship you are responsible for, and trust the other engineer to handle their job unless they ask for help or it's obvious.  Don't be afraid to ask for help.

* Learn the various ship layouts.  Learn the various shortcuts and tricks.  On a Pyramidion, you can repair the center engine from the bottom, and you can jump from the top to be next to the hull.  Most other ships have similar tricks.  Remember the above comment about time.

GodotWaits:
Cheers Jereven!

Useful tips. From a quick look around the threads here I saw a couple post about shortcuts/parkour routes for nippy manoeuvring so I bookmarked the instantly :)

GodotWaits

Omniraptor:
Fires on guns don't hurt the gun too much, but more than 8 stacks prevents you from mounting. Fires on engines don't do anything. A fire on balloon is extremely dangerous, one stack will outburn a mallet. 5 fire stacks on hull will outburn a mallet. Keep that in mind when deciding between whacking and extinguishing.


If you're playing engineer, the most important thing to remember is stick to your post and prioritise critical half-broken components over non-critical destroyed ones. For example if your pyramidion's armor is halfway down and dropping, the hull takes priority over destroyed turning engines. At that point you should call the top-right engineer down to help you with the hull while you repair everything.

For posterity, here are the threads with parkour (use the 'print' button for easier non-paginated reading)
https://gunsoficarus.com/community/forum/index.php?topic=437.0
https://gunsoficarus.com/community/forum/index.php?topic=2263.0

For gunner, (and I share the duck battle doctrine of only using gunner on lumberjack) you pretty much always want a pipe wrench. Ammo types are situational, but most guns only need one or two. Take incendiary and aim up if you're on a mine launcher.

For pilot, the golden rule is always be next to your teammate. At worst they will be a distraction/meatshield, at best you will be able to protect each other and kill the enemies quickly and efficiently. All the rest comes from practice and map knowledge. If you're piloting junker or galleon, do help out with balloon repairs.

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