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Good ship for a new crew?

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GeoRmr:

--- Quote from: DrTentacles on December 03, 2014, 12:14:47 pm ---Carro/Flame pyra is probably the most truly noob-proof ship build. It takes *effort* to screw one of those up.

Basic build is Flamer in 1, Light Carronade in 2, and flamer in 3. Slot 4 is up to you-go flare, perhaps. If you angle your ship, you can get both flamers, and your carronade on target at the same time. Don't ram unless their hull is down, and they're on the ground, just keep your ship in range and cook. You've got good downward arcs on the flamers, so park at their balloon height.

It works best with two buff engis and the main, IMO, but you can take a single gunner if it's hard to explain how gungineers work.

--- End quote ---

So you've got one buff engineer on the balloon and carronade, what do you need the second buff hammer for? Buffing the flamethrower does essentially nothing.

DrTentacles:
20% is hardly nothing. It's more benefit than you're likely to get from an additional ammo type. (You can easily get away with lesmok and normal), then you add the benefit of a fire control tool if things go south.

Ightrril:
The buff to the flamer only increases the damage from the actual hit, not the fire effect. The DPS from a normal ammo flamer direct hitting (I'll use the balloon for comparison) is just over 30. The artemis (almost ineffective against balloons) has just over 34. The balloon is the part that the flamer is most effective against and the direct hit does almost nothing so the buff has barely any bonus for it.

On the other hand having a second buff engineer is useful for buffing the rest of the ship, taking some pressure off the balloon engi.

What I prefer to do is swap over the positions of the front guns and have just one buff engineer on the starboard side.


Back to the main point of this thread however, if your entire crew wants to shoot then I'd support taking a Junker for some interesting matches for everyone. Be wary of enemy carronades though.

Kouhei Sakurai:
Thanks for all the replies guys :D Most likely I'll try out both a Junker and a Pyra and see which one they prefer. Relatively easier to pilot and crew on as well.

GeoRmr:

--- Quote from: DrTentacles on December 03, 2014, 07:01:53 pm ---20% is hardly nothing. It's more benefit than you're likely to get from an additional ammo type. (You can easily get away with lesmok and normal), then you add the benefit of a fire control tool if things go south.

--- End quote ---

The flamethrower does an insignificant amount of actual damage (1.2 direct fire damage per shot- the flamethrower has only one damage type and no AOE damage, buffed that becomes 1.44 direct fire damage per shot - to put this into perspective the gatling does 7.5 direct piercing and 10 AOE shatter, a total of 17.5 per shot, + fire damage has worse modifiers than shatter and piercing) Buffing it by 20% isn't enough to make any real difference at all. All the usefulness of the famethrower is induced by the fire-stacks it creates which aren't affected by the buffs. Yes, lesmok flamethrower is useful, but by having the other option of using burst rounds in a flamethrower greatly increases its effectiveness (Burst rounds affect the flamethrower in an unusual way, they increase the size of each particle the flamethrower emits - each time a particle hits a component it has a chance to start a fire - larger particles pass through more components hence more fires) Heatsink is also a good third ammo type and performes better than neutral rounds when in range, because like burst it increases the clip-size allowing you to keep the heat on for longer and for the same reason buffing a flamethrower does essentially nothing, the heatsinks -17% damage reduction is negligible.

Hey look guys, another gun that functions better manned by a gunner than an engineer! Who would have thought!

I disagree with Ightrril - if a second buff engineer helps out it just makes the other buff engineer lazy and they will get less practice. It also has potential to block prebuffing through poor communication. =P

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