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Engineer Teamwork: An Effective Guide to a Loving Relationship

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N-Sunderland:
Mallet/spanner/buff a ridiculous loadout? Not in the slightest. Flames have become uncommon enough for it to work perfectly a lot of the time. You definitely need somebody keeping the flames at bay, so it works best when you have three engineers (works on the Squid, Pyra, and Junker). Two engineers is more than enough to deal with flames, so the third one can take a buff kit without being negatively affected. The engineer might not get to buff all the time, but they'll have the chance to at the start of the match, in between confrontations, and during gun reloads (if they're gungineering).

So no, it isn't ridiculous.

HamsterIV:
Going Mallet/spanner/buff puts a lot of responsibility on the other engineer for the standard 2engie/1gunner crews that are most common. I don't like buff engineers because they are less useful when things start going crazy. Having a buff engineer replace the gunner would be ok except they would need to jump off their gun to buff it. With enough coordination this might work, but I would rather stick with the bread and butter crew types.

N-Sunderland:
It's true that it requires more coordination, and that's why it's more of a strategy for tournament play, or just matches with experienced players in general  (Smollett likes to use it on his Pyra and Squid). And getting off the gun to buff is fine if it's done during reloads. It works especially well when you're shooting a hwacha or something like that.

Helmic:
These loadouts require a LOT of crisscrossing which is lost time, so there needs to be a huge benefit to compensate.  Why is the pipe wrench being used with the spanner?  Surely the slightly shorter cooldown isn't worth the extra time it'll take to bring something back to full health?  If you're worried about cooldown, wouldn't whacking with the spanner be a better idea?

The basic buffing combo I see is Mallet/Spanner/Chemspray and Pipe Wrench/Buffhammer/Chemspray OR Mallet/Spanner/Buffhammer.  The engineers don't need to run from one end of the ship to another except in circumstances where one part NEEDS to go up now, so there's less time wasted in transit.  If the buff engineer is sacrificing an extinguisher, the main should probably go regular extinguisher just so he can run around and put out fires quickly.

How are your suggested loadouts (specifically the one that has a pipe wrench with a spanner) better than the widely used setup?  That pipe wrench is just driving me nuts.

N-Sunderland:
I have to agree with Helmic on the wrench. The mallet is much better as a repair tool. Think of it this way: the engines and guns will go up to nearly full health with one hit of the mallet. The hull will benefit more from getting more repairs at a time. Even if you're camping it, the mallet is actually more efficient than the wrench. Same goes when you're on the balloon. The only place where wrench/spanner/whatever works is when you're the hull engineer on the Squid, since that'll get repaired more or less entirely by one hit from the wrench.

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