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Gunner Tool: Wrench Vs Spanner

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sparklerfish:
Gunner should always have pipe wrench.  The spanner achievements are basicially rewarding you for playing the game less effectively rather than actually doing something challenging for a reason.  The default gunner tool for powder monkeys is also a spanner and that really really ought to be changed to help new players learn the best possible loadout to bring right from the start.

Squidslinger Gilder:
I've found some appreciation for spanners on gunners. The achievement forced me to use it but during that time, I started to see in disable battles that the quick rebuild was more helpful overall. Guns wouldn't stay up no matter what I'd do so I'd have to wait until an ally would bail our ship out. In the meantime I could rebuild balloons, hull, and engines much faster. Engineers would only have to mallet and then could run off to the next part. They also didn't like a Wrench hit screwing up their repair times.

So...I guess at the end of the day...its situational. Most normal situations I'd say, Wrench hands down. But I have seen the ones where a Spanner is helpful.

Agree about pilot switching to spanner. I did this awhile back and haven't gone back. Especially helpful for Junker flying as you can rebuild the balloon quicker and engies can focus on hull more. The HP that the Wrench gives is just negligible when it comes to dealing with balloons. You aren't going to gain enough from one swat to be able to Hydro. Heck even a mallet doesn't gain enough for a quick Hydro, which shows how Hydro still needs work.

Hoja Lateralus:
Wrench is more idiot-friendly; simple and quite universal and doing its job. Wrench should be a default repairing tool.

RearAdmiralZill:

--- Quote ---So...I guess at the end of the day...its situational. Most normal situations I'd say, Wrench hands down. But I have seen the ones where a Spanner is helpful.
--- End quote ---

Pretty much this. If you expect a lot of disables, and your gunner to have easy access to engie help (galleon lower decks comes to mind), then a spanner may help more. The easy pick is wrench. Spanner is more advanced and situational.

FredTheFifth:
Well, on a galleon I find that the engineer does go top deck a lot to help repair in combat, and even if you have a rebuilt heavy gun its going to be low on health meaning you cant turn it towards the enemy or shoot fast. As for pilot I agree spanner is best except on a spire/galleon/junker where the pilot can repair some components while the crew shoot as on these ships some components are very close to the helm. The in-game gunner tutorial also should be changed so it advises gunners to take a wrench, or at least state the choice (still imo, always wrench)

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