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Questions about the GUNNER
N-Sunderland:
Yeah, as a gunner you should never be leaving your gun unless the captain specifically asks you to, or you're switching to another gun. It's generally best to take the Pipe Wrench to get a balance of repairs and rebuilds, but I sometimes go for the spanner to get the gun back up quickly and at least have some limited firing ability before an engineer fixes it. This works best on the Goldfish, since there should be an engineer available to help most of the time.
RearAdmiralZill:
--- Quote from: TheMick on March 12, 2013, 03:56:46 pm ---what about playing engineer as a gunner?
by that I do not mean pretending to be something you're not, but how do you guys tackle repairs as a gunner? do you just try to stick to maintaining guns, or only repairing when prompted by captain? which repair tool do you bring? (I can only assume spanner or pipe wrench)
I'd like to play a dedicated gunner but my gut always forces me to tend toward minding my ship, I get the sense that a little bit of self restraint is necessary, and its certainly evident in the number of newer gunners I've seen banging away on the armor at the same time as their engineer buddy(ies).
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As a gunner, your job is to keep a gun firing on the enemy. It took me ages to get it in my head. I bring a pipe wrench and repair my own gun during reload. If the captain says so, Ill repair something that he dictates. The only time I leave a gun to repair something nearby is when I have no firing arc. And i say nearby because you want to get right back on that gun when arc does get there.
Helmic:
Nothing is more infuriating than a gunner that misses a chance to kill the other ship because he wanted to help whack something that the engineer was already whacking, or worse yet man a gun that isn't facing the enemy in a vain attempt to get an achievement. It's acceptable to whack something nearby in between Manticore volleys but your team cannot win if it doesn't keep up its DPS. The other ship WILL damage your ship faster than you can repair it, your job is to make sure you're doing the same to them and doing it faster. Have faith in your teammates, they'll let you know when you're needed to go into turtle mode.
It's actually why I feel a little insulted when the captain goes engineer when there's already two competent engineers, it's like they're implying you're incompetent and can't be trusted to do your own job, that you must suck so much that it's worth not being able to dodge well just to redundantly whack a part while having the ship travel in a straight line with its engines exposed.
Pickle:
--- Quote from: Helmic on March 12, 2013, 06:39:43 pm ---It's acceptable to whack something nearby in between Manticore volleys
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Even with a Manticore, a Gunner should stay on his gun during the entire reloading sequence. If he's not using Heavy Clip on the Manticore he's wasting 2/3rds of the volley at medium/long range, if he's not using Burst at close range he's not doing maximum damage. If he's not on the gun during reloading it will default to standard damage with no ammunition - unless he manages to time his dash to whack something, get back on the gun and press the hot key for his chosen ammunition all before the loading sequence ends.
There are ships where the Gunner has a bigger engineering role, the best example I can think of being the Junker. The Gunner on a Junker is relatively isolated on the lower deck and must be prepared to fix his own guns during combat phases and the main engine during recovery phases.
Meneldour:
--- Quote from: Hubert PIckle on March 13, 2013, 05:19:37 am ---...
- unless he manages to time his dash to whack something, get back on the gun and press the hot key for his chosen ammunition all before the loading sequence ends.
...
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I honestly thought of this a a standard procedure, with the long reload time I consider it a waste of time, just watching it reload. Quick return is a must though (obv).
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