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Gunner Tool: Wrench Vs Spanner
Mr.Bando:
Situational but tending to use wrench more.
If I have a fellow engineer who visits often, then all they need to do is mallet it after I prebuilt it with spanner.
Facing lots of disables from opponent I bring spanner?
Backing up on hull on goldfish while both crew mates rebuild engines or during kerosene.
Not using lochnagar on heavy weapons. Usually bring mallet for that.
Keeping both turning engines up on galleon if engineers are too busy. Low cool down of spanner will allow you to maintain high HP on both engines.
I only use wrench when gunning on a mobula or with weak engineer crew members
Kamoba:
Depends on the ship..
Assuming pub crews.
Pyramidion with gunner a wrench, if the gungineer is not at his gun when needed because he is helping the gunner then the window of opportunity (disables and or armour break) will likely be missed.
Squid with gunner (because pub crews are very rarely willing to take triple engineer..) Pipe wrench.
Taking an engineer away from vital balloon or engine repairs is very very deadly.
Goldfish gunner pipe wrench, but if they insisted on a spanner, its not the end of the world.
Galleon, same as fish.
Mobula, wrench, never spanner.
Junker, wrench never spanner.
In an ideal world a ship with high disable power where people think a spanner should be needed, its up to the pilot to make sure those disable weapons don't get good arcs on the ship...
BlackenedPies:
I'm convinced pipe wrench is the only viable gunner tool. Components are more likely be damaged than destroyed and you can't afford a damaged gun. Relying on an engi nearby is wishful thinking and ties up valuable time. The engi can't do the gunner's job and neglect their own. Rebuilding faster doesn't matter if you don't immediately repair.
If your gun is being shot by a shatter weapon there is no substitute for an immediate repair. If you have a spanner and your engi isn't close enough your gun is dead from the next artemis. If your gun is damaged get off and repair no matter what. You cannot afford to have an active gun damaged. Rebuilding faster doesn't matter when you can't save it.
The only viable situation is on junker. Because the main engi stays close they can mallet on their cooldowns. Junker front isn't disable vulnerable while the bottom is so both can work together to rebuild bottom deck. Spanner also allows better hull rebuilding when double tanking. In order to make spanner junker viable the crew needs to be tight and not allow damage on bottom.
BlackenedPies:
I did some testing comparing spanner and wrench when rebuilding and shooting a light gun. It takes 6 seconds to rebuild with spanner and 7 with wrench.
I tested gat first. The procedure was to rebuild and repair it once then start the timer: shoot, repair during reload, stop timer on end of reload. With spanner shooting a clip of regular and repairing during the reload took 18 seconds; wrench took 15 seconds. Gat has a long empty clip time and mid-short reload so the spanner was at a hefty disadvantage due to the damage during the empty time.
I then tested the mine launcher which has the shortest empty and reload time. Shooting 3 mines and repairing during reloads took 10 seconds with spanner and 9 seconds with wrench: equal when you add in the extra rebuild second of spanner. The reason for this is that the mine can be fully repaired during the first reload if you have good reload discipline.
In conclusion, the mine is the only gun that doesn't face a penalty when using a spanner. Despite the 1 second advantage in repair time the spanner slows down dps from damage and after rebuilding. I don't believe there's any viable situation for a spanner on a heavy weapon because you cannot rely on an engi immediately being there, and the only viable situation on a light gun is a very tight Junker (preferably Munker).
Kamoba:
Good to see the figures, and I agree that relying on the engineer for repairing the front gun when you have a gunner is very impractical, especially keeping into consideration gunners lack chem, so the engineer spending time on extended chem cycles, and repairs would take them off of repairs, or secondary weapon shooting in too many situations.
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