Main > Gameplay
Different Ship Role Focus
ZnC:
Hey DJ Tipz N Trix! I enjoyed reading your post.
It seems that the 'stars' often require more situation awareness, gun accuracy, and/or game knowledge - all of which implies a high skill ceiling. The star of any Lumberjack ship would have to be the Gunner, and mobile ships like the Goldfish or Squid require a good pilot. This made me think about core playstyles and I thought it was really interesting how the classes fit into them.
Maneuverability - Goldfish, Squid
Star: Pilot
Gunnery - Galleon, Spire
Star: Gunner
Engineering - Pyramidion, Junker, Mobula
Star: Engineer
I guess this is why as a Gunner I naturally love the Spire and Galleon. Of course, these are just generalizations and I believe there are no hard and fast rules to playing the game.
--- Quote from: Indreams on July 20, 2015, 11:50:53 pm ---
--- Quote from: DJ Tipz N Trix on July 20, 2015, 05:23:53 pm ---Spire
Brawler (Gats + Hwacha or Heavy Flak)
Star: Gunner Pilot
Honorable Mention: Main Engineer
--- End quote ---
Put H-Flak/Hwacha with Gat on the sides, then put a mortar on the top front gun (close to helm). An active pilot will fly the ship, hammer with mortar, and maintain the hull at the same time. In my opinion, the gunner on a Brawler Spire doesn't have to do anything extra-ordinary to make the build work.
--- End quote ---
Hey Indreams. It would depend on your Brawler Spire setup - my Kingsmen Spire requires the Gunner to man both bottom deck guns. This requires knowing when to get on the side gun and the communication skill to call for urgent repairs and fire fighting. I would agree with DJ TnT, especially if the Gunner fails in disabling or killing asap, the Spire is screwed. The Gunner on a Brawler Spire is often the only thing stopping the Spire from dying.
DJ Tipz N Trix:
--- Quote from: Indreams on July 20, 2015, 11:50:53 pm ---
Put H-Flak/Hwacha with Gat on the sides, then put a mortar on the top front gun (close to helm). An active pilot will fly the ship, hammer with mortar, and maintain the hull at the same time. In my opinion, the gunner on a Brawler Spire doesn't have to do anything extra-ordinary to make the build work.
--- End quote ---
I feel like the pilot is often too busy lining up the gunner's Lochnagar shot to be shooting a mortar and maintaining the hull. With such close range engagement, every movement by the enemy requires a lot of turning to line up for a gunner who's stuck with their gun in one spot using Lochnagar shot. The pilot barely has time to do other things, and you certainly can't expect them to both shoot and repair at the same time as piloting. The other thing is that with Lochnagar shot, the mortar is only necessary against Galleons, as a Lochnagar Heavy Flak will kill anything except Goldfish and Galleon, and a Goldfish will be left with less than 100 health, which the gatlings can honestly handle.
Also, like I said, everyone is important. Just see what happens your pilot disconnects and you have nobody flying for 30 seconds. The stars are there because their skill shines out much more in certain ship builds.
Carn:
With any squid build, the pilot should at least have an honorable mention. On a side note, while I am a good squid pilot, I'm crap at a junker. HOW DOES THAT EVEN MAKE SENSE?
Fynx:
As much as I appreciate someone doing something like that, I can't say I think this is accurate.
I understand this something like we have 4 average people and we can give these people 3 points of skill (I know it sounds odd, but still you guys probably know what I mean ;))
The effect is that we give two points to the Star player and one point to the Honorable Mention position.
I would say that very often it's impossible to say that a certain player's skills are most important, or that the second most important player in on some position in particular. Quite often engineers' skills are just as important as the gunner's - sometimes exactly as gunner's. Most of the time pilot skills are at least as important as any of the crew.
So, in order to add something to this thread instead of just criticising, I tried to estimate how important given player's skills are on what ship.
Here, I'm assuming exactly every player knows what he/she is doing and is at least average, maybe more than average (because knowledge rarely comes without experience). It also could be used as an estimation who is more valuable on which position. Or, for example, to try to guess whether a decent pilot with a very good gunner will be able to beat a very good pilot with a decent gunner.
We have 20 points to spend on the skills for the entire ship (or you can multiply that by 5 and count percents, whatever).
Also this is a very very rough estimation and my personal opinion and if you completely disagree with me you there's a huge chance you're right and I'm not.
That's not even near all possible loadouts, of course.
How it looks like: pilot (x points), gunner (y points), main engineer (z points), second engineer (w points): x, y, z, w sums up to 20
Gunner can be obviously replaced by a buff engineer, second engineer can have buff or not. I'm not focusing on that.
There we go:
Pyramidion
meta: pilot (7), gunner (4), main engineer (4), second engineer (5)
harass: pilot (10), gunner (2), main engineer (5), second engineer (3)
long range: pilot (7), gunner (7), main engineer (2), second engineer (4)
Goldfish
blender: pilot (12), gunner (2), balloon engineer (4), main engineer (4) - gunner used to be extremely important (before the nerf)
hwachafish: pilot (8 ), gunner (6), balloon engineer (2), main engineer (4) - this one depends on how the captain manages the crew
lumberfish: pilot (8 ), gunner (10), engineers x2 (1)
Junker - now here feel free to tell me I have no idea what I'm talking about
meta: pilot (7), gunner (5), main engineer (4), second engineer (4)
munker: pilot (7), gunner (6), main engineer (3), second engineer (4)
Galleon
meta: pilot (6), gunner (6), engineers x2 (4)
pure close range: pilot (12), gunner (4), main engineer (2), second engineer (2)
Squid
mine front - pilot (7), gunner (9), main engineer (3), second engineer (1)
brawling - pilot (12), gunner (1), main engineer (5), second engineer (2)
artemis front - pilot (9), gunner (7), main engineer (3), second engineer (1)
Spire
brawling - pilot (11), gunner (5), engineers x2 (2)
lumber or loch - pilot (6), gunner (7), main engineer (4), second engineer (3)
Mobula
long range - pilot (8 ), gunner (5), main engineer (3), second engineer (4)
brawling - pilot (12), gunner (4), engineers x2 (2)
And that's that. If you're surprised by low numbers like '1' it doesn't mean that person is unnecessary. It simply means that person doesn't exactly need much skill above the average to shoot that flamer better comparing to the rest :P
Also I put a hell lot of pressure on pilots. Intentionally.
There's no 'ship difficulty' estimation, so if you see for example blenderfish pilot (12) and hwachafish pilot (8 ) it doesn't mean blender is more difficult to pilot.
Finally, there are lots of different loadouts, so this is only how it looks like for some particular ones and how I've seen them being managed.
DJ Tipz N Trix:
Well Fynx, essentially we have the same kind of thing going on, but you are using a little more precision with the numbers. The numbers still show one position as able to make a star player shine in that spot whereas a star player's talents might be wasted in a different position. I agree that perhaps the pilot is generally a little more important than any other role, but I believe there are certain ships where you only need an average pilot.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version