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Gunner Tool: Wrench Vs Spanner
Squidslinger Gilder:
Goldfish gunner would be another spanner choice since most of the time your gun will be dead and ship survival revolves around that single gun. You often times cannot hop off and repair in time to keep it topped as fire will be concentrated on it. Also engineers have quick access to it for malleting. Being able to get the gun up faster would be beneficial and less time wasted if it got shot out again immediately. Engineers wouldn't have to sit around helping you and could focus on more critical tasks.
In tank cases, you'd have 3 spanners for the hull on a ship which has a quick rebuild for it's size. Thats just win right there.
FredTheFifth:
well. as I said before a heavy gun that cant turn because it is damaged or fire fast really isn't as good as a heavy gun that can point towards the enemy and have a faster rate of fire. A lot of times on a fish one engineer is on the side engines and another is on balloon meaning the gunner in that scenario has to repair both his gun and the hull in which case a wrench is optimal.
I'm not completely sure but I think 2 spanners and a wrench gets the hull up in the same time a spanner does as with 3 spanners you get a lot of excess rebuild power.
Squidslinger Gilder:
For light ships, even one tick of rebuild is crucial between survival or not. You don't think of it as much but I've been in a lot of situations where we were just about to get it back up and then a shot landed. One extra spanner hit was literally what mattered the most.
Again, in heavy disable situations where you've got mercs or arts constantly shooting out a main gun, a wrench just takes too long and it often won't repair enough to make it matter if you can't get a repair in. Unless your foe is sitting right in front of your gun, you won't be able to get a shot anyways. Puggers will do this but vet pilots won't hang around and wait for you to rebuild, they'll be moving to blind spots or points where there is less risk. During that time, you've got engines going out, armor going nuts. If a gunner is able to leave the gun after a preload rebuild, then head back and rebuild engines while engineers focus on more critical tasks, that helps. Even if the engine doesn't stay up for very long, just being able to move slightly in some cases can make a difference for a pilot.
Heck they can preload rebuilds on multiple items faster and all an engineer has to do is come by and whack it once. In heavy tank situations, every second counts.
Melon McCrabernathy:
I personally always take a spanner as a gunner and I didn't realise how much I was in the minority for doing so. I just feel that the rebuild and repair power of the wrench is too insignificant, and the spanner has sufficient enough repair power to keep guns shiny, whilst also being able to help with other components.
Alistair MacBain:
Id always say wrench.
I remember to many situations where i just rebuild my gun with a spanner and then couldnt do alot for to long just because the gun was at low hp.
Id rather time my rebuild, give another repair hit and am able to shoot then. A spanner wouldnt give me that possibility.
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