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Gunner Tool: Wrench Vs Spanner
FredTheFifth:
Problem with a spanner is the fact that in this game a component at 1hp will be almost completely worthless as either it wont be able to do the intended task (guns and engines) or will go down very fast due to fire coming from the enemy ship(s).
In the case of being constantly disabled it makes no difference if you have a spanner or a wrench if your gun is always down, all you can do there is prebuild it and wait for the time to fire, if you have a spanner in that case an engineer needs to be nearby to mallet the gun.
A gunner will always be able to help with repairs with a wrench better than a spanner, thats why buff engineers take wrench/buff instead of spanner/buff
Lydia Litvyak:
I actually experimented with taking spanner as a gunner for a long time because I wanted to make it work, but I really don't think it does. I would never take a spanner as a gunner now. You can get your gun back up a little (I think it's on the order of 1.5 seconds) faster, but it will still be so damaged you can barely even turn it and its rate of fire will be horrendous. If you're up against constant hwacha they'll have reloaded before you can accomplish anything anyway so you're better off just bringing a wrench, waiting for them to fire before finishing the rebuild, and then using those 12 seconds to do whatever you need to do.
Assuming they don't shoot your gun out right away, you'll have to keep hopping off the gun to hit it every 2 seconds trying to get it back up to full, which is murder on your concentration. This also makes dealing with even one or two stacks of fire rather difficult as the fire deals such a large proportion of your repair capability.
sparklerfish:
Even if there might be a circumstance when it's better to have a spanner, I think the default novice loadout should still have the gunner with a wrench. Isn't the point of a novice loadout to set you up with the most common configuration?
Bronzium:
I myself have been using the spanner a lot as gunner, just because I find it has a much faster cooldown time for repairs once you get stuff moving along. I've debated trying a wrench, but in my time as an Engineer I always hate when Gunners use the wrench since the cooldown speed takes so much longer than the spanner when an Engineer needs to repair something. It somewhat helps if a Gunner uses a wrench (since the rebuild speed is alot faster than a spanner or mallet), but the cooldown takes too long for the Engineer, since in that timespan the enemy could easily take out something that you just repaired with a wrench, and then you have to rebuild it up again. It's always these tongue-n-cheek situations that I hate as an Engineer, since before I know it the enemy just obliterates our hull before the cooldown wears off.
Just giving my two cents to discussion, take what you will from it.
Seka:
I personally prefer both, it's just a matter of my loadout, I generally prefer Spanner, Mallet and Fire extinguisher, then Pipe Wrench, Dynabuff, Chem spray, however it does depend on the ship whether I alter this loudout.
Mallet: Bad Rebuilding components but Great at Repairing.
Wrench: Balanced Rebuilding and Repairing
Spanner: Great at Rebuilding but not Repairing.
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