Main > Q&A
Learning to Pilot
Ashunera:
I've never heard about this standard pilot loadout, I prefer Kero-Claw-Impact Bumpers. Use what you want. Except Range finder. Fuck the Range finder. Nobody should ever use range finder.
Here are two tips from me:
One: Look at the Map. See those gridlines? each square is 1KM^2, use it to estimate distance. Also, use the map.
Two: A lot of people seem to forget this for some reason but this isn't the Ocean, we have 3 Dimensions of Travel. Ascend and Descend. Use Height to your advantage. I see too many matches where everyone skirts the top the whole game.
Daft Loon:
--- Quote from: Ashunera on July 22, 2015, 01:05:03 pm ---Fuck the Range finder. Nobody should ever use range finder.
--- End quote ---
As far as the original question about practicing try using the rangefinder in the sandbox (and only the sandbox) to get an idea of what the ranges look like.
BlackenedPies:
Give recommended loadouts. Tell people their position and give them appropriate tool and ammo. This can be done by setting up loadouts in the ship menu and clicking on the bullet or spanner icon at the left side of the player's name. This ensures that everyone is using the right tools and ammo.
Gunners aren't necessary, and in most cases a buff engi outperforms a gunner. Buff engineers can repair better, buff components, and deal more damage than gunners. Gun buffs can be kept up perpetually by buffing during reload and provide +20% damage increase. Buffed regular ammo is higher damage per second than greased. Most guns don't benefit from gunners and having an extra buff is a huge advantage to your ship.
Ashunera:
--- Quote from: BlackenedPies on July 22, 2015, 07:37:19 pm ---Gunners aren't necessary, and in most cases a buff engi outperforms a gunner. Buff engineers can repair better, buff components, and deal more damage than gunners. Gun buffs can be kept up perpetually by buffing during reload and provide +20% damage increase. Buffed regular ammo is higher damage per second than greased. Most guns don't benefit from gunners and having an extra buff is a huge advantage to your ship.
--- End quote ---
I and many others prefer 2 engis and one gunner on most ships as the ammo variety and gunner stamina can help. It comes down to a matter of preference and playstyle. On Crazy King maps though, then 3 engis may very well outperform a gunner because you'll probably spend 90% of the match burning pilot tools
BlackenedPies:
Most guns don't benefit from multiple ammos with the exception of specific arm time guns. The arcs from gunner stamina can be useful but it drains quickly (6.5 sec max) and takes the longest of all stamina to regenerate. The reload bonus from stamina is insignificant because you can only reduce a reload by a max of 1.6 seconds by draining all your stamina. It's easier to play with a buff engi than a gunner. The only clear example of where gunners are superior is on the mine launcher and sometimes the lumberjack.
Gunners are for utility. A common misconception in pub matches is that ships need gunners to do damage. Gunners do less damage and are inefficient at repairs, but there are situations where extra ammos can be used for utility. Running with 3 engineers means you can start combat with buffed guns (+20% dmg), buffed engines (+25% thrust), buffed hull (+30% HP), and the amazing buffed balloon with +100% lift force and -25% drag.
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