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Chem loop

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Indreams:

--- Quote from: HamsterIV on April 13, 2015, 11:47:28 am ---A good lower deck engineer will announce the hull will drop 3 seconds before it does. This gives the captain or top deck engineer a chance to get to position as the hull drop happens. Given rate of damage, time since last enemy reload, and cool down time an observant engineer can predict hull drop with reasonable accuracy.

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I divinate hull, engine, balloon failure when I pilot. I find that engineers have too many things blowing up in their face to keep an eye on the hull. Especially Pyra lower deck. They spend half their time on the engines or the side guns, and hull is often neglected.

Regardless of whoever does it, part divination is an important part to keeping the ship alive. And a big difference between bad crews and good crews.

c-ponter:

--- Quote from: HamsterIV on April 13, 2015, 11:47:28 am ---We are veering off topic a bit but with regard to double teaming hull repairs. When I captain, I insist that my top deck engineer keep shooting even if the hull drops. Instead I ghost fly the ship and help double team the repair myself.

A good lower deck engineer will announce the hull will drop 3 seconds before it does. This gives the captain or top deck engineer a chance to get to position as the hull drop happens. Given rate of damage, time since last enemy reload, and cool down time an observant engineer can predict hull drop with reasonable accuracy.

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Personally I can think of more situations where a pilot out-manoeuvring and avoiding perma-hull damage that way rather than helping repairs would be more beneficial. That way there is no risk of ending up in a bad situation because the auto-pilot broke XD
And it depends a lot on exactly who is on your crew but with a good situationaly aware crew you could argue they will all see the hull break in advance.
A good example of this was  our ship on the mad hatters, ZanC, Schwer, Tutu and myself. I think every time I ever had to call to tank the gungineer was always already on their way and the pilot was  already dodging. It seems kinda ridiculous thinking about it but our ship was practically silent other than calling gun arcs and parts we have destroyed on the enemy ship.
As stupid as it sounds, it works, obviously you wouldn't be able to do that in a pub match but if you have a crew you play with regularly its quite easy to just see what is happening and learn how your crew will react and where you are needed

BlackenedPies:

--- Quote from: c-ponter ---Personally I can think of more situations where a pilot out-manoeuvring and avoiding perma-hull damage that way rather than helping repairs would be more beneficial.
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Sometimes damage cannot be avoided. Unless maneuvers are needed the pilot should help repair armor. Make sure to leave the throttle in a safe position. I recommend not using the R F throttle keys, try mouse buttons.

Every wack on broken armor makes a difference, but there is no substitute for a pilot.
If top guns won't have arc the gunner should jump to the bottom and help repair/buff.

You want chem on the armor at the latest possible time (- cooldown) before taking damage. This allows up to 20 seconds of freedom.


Mallet, engines, mallet chem = about 25s

Mallet is 27.8 repair per sec, 2x mallet + chem is 21.7, and spanner is 20.

greendra:
Thank you all very much! This really helped me understand, but now I have to pull it off in game xD Thanks a bunch guys!

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