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Quad Engi Spire Guide

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Crafeksterty:
Sounds the opposite use of a spire, why would you need so many engineers when the real deal is in using all of its guns?
The moment you go to repair is after you fired your guns or when fleeing.

Infact, you wont be able to flee unless the kyro spire is there, but then you wont be able to dodge if you dont have the hydro guy there.
Pilot engie wont be able to meneuver much, specialy how pheonix claw will help the spire turn and then move into cover.
Kyrosine doesnt give, better turning... It is also overly complicated to command, usable with a clan or a group of other 3 people who are in on it but not practical in general, or dynamicly based on the map/Enemy ships. The standard pilot-engie-engie-Gunner works on every build, and because of the roles, the players themselves dont change much.

I would say that this build works as a sniper versus other snipers, because being shot at is to be expected. Other than that, the purpose seems more amplified with the standard setup.

BlackenedPies:
It is less efficient than the Pilot having both hydro and kero but has the benefit of being fully buffed with an extra spanner mallet. It is not a replacement for when frequent hydro/drogue will be needed. Like everything in this game the quad engi spire can be countered. Keeping everyone micromanaged is not difficult and I regularly do it with brand new players.

All guns will be used as much as possible. The goal is to overwhelm the opponent with three buffed guns and the mobility advantage of being fully buffed. Non critical repairs do not matter when the goal is quick kills. The key is to quickly overwhelm, if that can't be done then pick a different strategy.

Two engineers downstairs allows for quick buffs and repairs. Gunners are  too inefficient. As far as I'm concerned bottom deck on spire should almost always consist of wrench buff and spanner mallet buff.

Phoenix claw is unnecessary with buffed engines and kerosene. A quick burn back then switching to neutral is better than claw with unbuffed engines. The issue is that the pilot doesn't have hydro. The main uses of hydro are to avoid fire/reposition and to counter an opponent's use of hydro. Both of these situations can be anticipated before they're due. Balloon buffs are good.

When timed right hydro can be used preemptively and only take an instant before the Pilot takes over. It is less efficient than a pilot class but has it's own benefits over the pilot class. With good planning and communication it is not difficult to coordinate the top deck.

This is all under the assumption that a fully buffed spire with less efficient hydro will be better prepared than a partially buffed spire with more efficient hydro. If those aren't the circumstances then be a pilot class. Like everything in the game this is situational. And fun.

BlackenedPies:
The quad engi spire is an alternative to not a replacement for a pilot captain. It is significantly more efficient in some situations and much less so in others. The management and coordination of crew is not difficult for an experienced captain. I enjoy it and it works.

Mezhu:
With current spire you may as well go quad gunner and still win

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