The captain is the person who is flying the ship. All experienced players recognize this. Engineers with repairs have a very limited view of situations, and likely have no time to look at the map or strategize. Under ideal circumstances where a squid engineer had no repairs, yes they would have a better view. While the captain has the hardest job, engineers have the most hectic job- especially on a squid. I can tell you from experience that an engineer that is repairing often has a very limited or no view of the situation. If the engineer has repairs, they can't see the situation and can't communicate effectively with the ally. It is always best to have the person flying the ship to be the captain.
The captain is
usually the person who is flying the ship. All experienced players recognise this. Engineers with repairs have a very limited view of the situation compared to a Captain
on most ships. They likely
(but not definitely) have no time to look at the map or strategise.
By the same score, Pilots who are busy flying the ship (which is happening ALL THE TIME, not just while under fire) have no time to look at the map or strategise. While the Captain has the hardest job, Engineers have the most hectic job
at the worst of times - especially on a Squid. If the Engineer has repairs, they can't see the situation
quite as well as when they're not busy, but still better than a busy pilot can, and can't communicate
as effectively with the ally. It is
always usually best to have the person flying the ship to be the Captain.
Assuming a worst-case scenario at all times, the pilot MIGHT be more free to look around the ship SOME OF THE TIME. This means the fastest ship in the game is permanently in a position where it's taking enemy fire and unable to disengage for the entire duration of the battle, without exception or a moment's reprieve. While it's POSSIBLE that this might happen, it's far more likely that there will be downtime on a Squid - a ship heavily focused on hit-and-run attacks, with a reliance on mobility and agility over durability and firepower - for the engineer(s) than for the pilot. Regardless of whether or not the situation is ideal, the ideal situation for a Squid involves the pilot being busy ALL THE TIME. Only the absolute worst-case scenario for a Squid will have the Engineers busy as consistently as the Pilot.
In the same way, under ideal circumstances (ex not getting shot at), having 3 gunners would be best. If you're dealing with a challenge then you need at least 2 engineers. If gunners were useful on small guns (your gat example), then people would bring them. There is always an ideal ammo to use. I would much rather have a spanner mallet buff engi with heavy or greased on my gat than a gunner. On some small guns like the hades or mine launcher having 2 ammos is very useful, but still not necessary. If a pilot has control over every engagement, then there isn't a gun in the game that needs more than 1 ammo. The only reason that I don't fly with 3 engi when it would better to is because it can be hard to convince a gunner to switch. A gunner is more likely to switch ammo than class so I just don't bother.
If you know your ship will never be shot at, not just 3 Gunners, but 3 Gunners with buff hammers would be best. If you're dealing with a challenge then you need at least 2 Engineers, but one will frequently be manning a gun, and the other will frequently be on the Spyglass or unoccupied. Even if you know your ship will only be shot at intermittently, a Squid should still be moving around constantly, and manoeuvring most of that time. If Gunners weren't useful on Small Guns, then nobody would bring them on Junkers and Pyramidions. On some small guns, having 2 ammos is more useful than on others. Even when a ship can control every engagement, having the flexibility of multiple ammo types can be an advantage.
On a heavy carro goldfish it's better to have a spanner mallet buff engi with heavy clip than the standard gunner loadout of heavy charged incendiary. On hwatchafish I like one engi with burst and the other heavy. I will have the main ammo engi bring spanner mallet buff depending on the presumed engagement range. With hwatcha gat flame, the gat should probably have greased and the flame lesmok (or greased, although I do like burst flame). Luckily, each engineer can carry a different ammo and can preload the guns.
So you have 3 Engineers on your ship with Hwacha, Gatling and Flamethrower. One has Heavy Clip and another has Burst, leaving the remaining Engineer to bring Greased and Lesmok for the side guns. Somehow, this doesn't sound quite right to me. Can you see the flaw in your proposed logic?
A double gunner goldfish is a death sentence. Yes it would be useful to have lots of different ammo options, but it would be way more useful to have an engineer and the ideal ammo. A wrench buff chem engi on the balloon is very useful on a goldfish. Goldfish are a frontal attack ship so they can choose their engagement range- bring the ideal ammo for the presumed circumstances. Try flying double gunner against any competent captain, you'll see why it wont work. Although goldfish have a lot of health, they are fragile and can be difficult to repair in emergencies.
With a good Engineer, and Gunners willing to stop shooting and help with repairs, a double Gunner Goldfish can work out just fine. It won't necessarily perform BETTER than with two Engineers, but the slight edge in damage output can help to prevent the ship taking as much damage. I'm not talking about an improbable perfect situation where you never take hits, but a more realistic scenario where you manage to play to your strengths similarly well to how the other ship performs. Two Engineers means maybe faster repairs, and almost certainly more efficient firefighting. Two gunners means more effective damage output, and a greater variety of utility applications on weapons. You can cause more damage and set more fires with dual Gunners, but you can take more damage and extinguish/prevent more fires with dual Engineers. Do you want to be even more of a glass cannon, or add a little splash of tank into the mix?
Again, unless you're not planning on taking damage then you need at least 2 engineers. I would love to have 2 gunners on a double lumberjack galleon but it's not feasible when facing a competent opponent. Ships need 2 engineers. If you're flying against me, you need 2 engineers. In my experience, the double gunner ship always loses.
On a Galleon, I'm never going to try and argue that 2 Gunners is a good idea when you're facing actual combat. Not because the extra Gunner couldn't be useful, but because the parts that routinely need repairs and firefighting are too spread out for a single Engineer to handle effectively. On a Goldfish, even the longest routes from one part of the ship to another are comparatively easy to manage, and the worst-case scenario takes a secondary Gunner away from the role to help with repairs, which is no worse than having a second Engineer who's not manning the extra gun either.
Burst is the standard artemis ammo. If a captain wants me to bring lesmok then I know that they will try to be long range and are focusing on accuracy. Even if I think that based on the circumstances burst would be a much better choice, I'm still gonna bring lesmok.
If I'm crewing, I'm gonna try to give the ship the best chance at success. I don't run into captains that make bad requests, but of course they do exist. If a captain tells me to do something that will sabotage our chances of success, I will explain why to not do it. If a captain wants to deliberately sabotage their team, I will refuse. If they become unruly then I will leave.
If they become "unruly"? You mean like YOU DO when you don't get your own way as Captain? At least you're consistent about pushing for your way as Captain and leaving the ship when you're not Captain.
You're misunderstanding me: if a captain wants you to do something stupid in a match, then do whatever you want. If a captain is sabotaging the success of the team then you should do the right thing. Piss him off and in the future maybe he will realize his error. If a captain wants you to bring a bad loadout then first tell him why it's wrong. If he doesn't budge then you should bring it or leave. Or you could tell the lobby and the lobby will make their arguments against the captain's decision.
Ah. So what you're saying is that it's ok for a "good" Captain to be a jerk and push people around, but if they're "bad", then you should troll them and/or go against their wishes. And clearly, you must be the right person to define what's "good" and what's "bad", since you have more experience than everyone else, right?
Either apply your reasoning universally to ALL Captains, and to all non-Captains, or apply your reasoning ONLY to yourself and don't hold others to your standards. In an ideal world, every player would speak a common language, and every player would have a working mic, and nobody would need voice commands or even text chat. In an ideal world, there would be nobody embarrassed about their voice, accent, lack of experience speaking English, or injured in a manner that restricts communication. In an ideal world, when someone is wrong about something, another person explaining why they were wrong is all it would take to make them realise their mistake. Your "the Captain is always right when I'm Captain, but not when the Captain is an idiot" approach could potentially work in this ideal world. Of course, that would assume you're always right, but as an experienced player in a well-respected clan, this is probably not far from the truth.
If a captain wants a terrible loadout that would be detrimental to the team, then the lobby can protest and request that the captain join a different lobby. If the captain refuses then the lobby could make a new lobby. This is a potential problem, but in my experience it is not a real issue. It might happen but it's rare. If a captain is waiting on a loadout, then that crew member should just leave instead of making the lobby wait.
I've been in a lobby once where everyone except me and one other player was a high-level player with a lot of experience (10+ in at least 2 roles). People were playing to win, and trying their best. I was getting to a point of feeling competent with the game, and while I was still making mistakes, I didn't feel like I was holding the crew back on my ship. The other player around my level (I was 2 all around at the time, he was level 3 Gunner) had his Captain complain that he wasn't listening to reason in the previous match and trade places to put him on the crew of a more tightly-managed ship. He was asked (not told) to change his loadout, and he said "nope". He was asked to provide a good reason why not, and the only response was another "nope". EVERY SINGLE OTHER PLAYER IN THE LOBBY agreed to drop and create a new lobby without him. I was invited along, and another player filled that one remaining slot.
I've seen the same thing happen when it was a Captain being an idiot. I've also seen a group of players with experience levels ranging from level 1 everything to level 10+ in every role, where the lobby was laughing and joking and nobody was taking anything seriously. We had a Captain bring a Squid with 3 Flamethrowers, and on his Pilot loadout, he brought Lochnagar ammo, and kept kicking people off the guns to load it into them. When he left the helm, he ALWAYS left it at full throttle. It was ridiculous, but nobody cared, because it was HILARIOUS. I was Captaining a (mostly) sensible Junker build, but I spent more time ramming the enemy Galleon than shooting it, and my Gunner spent most of the match on the front-mounted Artemis than he did firing broadsides.
If a captain in my lobby wants a stupid laugh with his loadout, then I will protest. I would expect the other captains to do so as well and to try to get the captain to leave. If this happened every time captains want a stupid laugh, then there would be fewer attempts at stupid laughs. If a captain is disrupting a lobby and refusing to leave, make a new lobby.
If anyone - Captain or no - is disrupting a lobby, I agree, ask them to leave, and create a new lobby if they don't. If EVERYONE is having a stupid laugh, then I don't see the harm in playing along. If I'm in a very serious lobby and my Captain asks me to do something for a stupid laugh, I'll question whether that's appropriate for the lobby. And I'll do so publicly and get the rest of the lobby involved in the conversation because it's not only relevant to our ship. If it's a novice match, I'm less concerned. If it's a lobby where the teams are stacked and I'm on the side with all the clearly more experienced players, I'll probably play along as a form of handicap for the team.
I'm going to reiterate what I'm assuming all captains who have the problem I'm trying to explain go through.
A new crew member joins, I welcome them aboard and tell them what to bring and where to be.
I explain why they will be using the ammo and what they should be using the gun for.
I tell them that they need to bring the loadout or to please join a different ship.
See, this is fine. "PLEASE join a different ship" is fine. ASKING, not DEMANDING. EXPLAINING, not just dictating.
There is no debating over the ammo, the crew member doesn't change their ammo according to the gun. They don't see what gun they will be using and suggest their preferred ammo, they just keep what ammo and tools they already have.
Yes I could just leave the lobby and try to find an open captain spot, but I would much rather stay in the lobby that I had already picked out and want to play in.
And do you know the reason for the lack of communication? You say you'd much rather stay in the lobby you'd already picked out. Did you think that maybe so would the other person? What if they were in the lobby before you? But you're the Captain who's just joined, the guy who's been waiting for half an hour in the lobby he wants to be in should bow down to your whims, right?
I have made odd requests before and had my crew have questioned them, but in the end I have never had a crew member who is questioning my decision not do what I asked. Part of the reason may be because of how much I have played the game. If I was a low level, players might be less inclined to listen.
When I've been a Captain and have been dealing with a communicative crew, I've had crew who ended up using different loadouts from what I had originally proposed. In every case, they've explained their position and the reason for their preference, and I've considered their advice and made a decision. I've brought a very meta-looking Junker with Gat/Mortar broadsides and a Gunner has joined my crew and said "I'm a crack shot with a Hades, can you replace both Mortars with them?" and I decided to go along with it because our friendly ship was well suited to working with that alternative loadout.
At least a hundred times before have I given crew loadouts and had no one on the ship attempt to bring it or give any explanation to why not. I don't care about crew level. As long as they listen they are a good crew. Yesterday I had an excellent crew for many matches of a lvl 3 and 4 engi. They made mistakes but they listened and they learned and everyone had a good time.
That's great. Maybe name your ship "TALK TO ME" instead of "OBEY YOUR CAPTAIN" like I had previously suggested. I like a good crew who can work together without much communication being needed, but I sometimes prefer to have a more talkative crew.