Info > Feedback and Suggestions
Minor Squid Buffs
Daft Loon:
To further explain what im suggesting for the engines
Currently you can do both repairs and rebuilds from below with standard jumping from the ramp, repair is reliable once you get the hang of it, rebuild is not - it can take 15s or so to find the spot to jump from.
The current ship model in game has the top engine bolted into its support through a point a bit below the mid line of the engine, moving the engine down until the bolt is a similar distance above the mid point would look fine and total a little under half a meter.
The effect of moving it down that much would be to make repair from below easier to learn and rebuild from below semi-reliable, it might become possible to jump onto the railing and rebuild standing i dont know if that is bad.
Extirminator:
If anyone got into a squid engineering argument with me before, knows that I always was a guy that repairs the top engines from the upper ramp and then jumps down to either one of the bottom ones to repair it(usually the non-side engineer engine.).
In my opinion, letting the main engineer do the repair cycle of - front gun(if needed)>hull>balloon>top engines>back gun(if needed)>left bottom engine>and back to front gun, while the side engineer takes care of his side gun and that one bottom engine(with the obvious help on balloon/engines when things get hairy.) is and always was more viable, even in the days before the hitbox change when jumping to repair was easier.
From plenty of aspects you can say that it is superior to operate this way:
-You get the side engineer more time to focus on his shooting.
-You minimize the damage difference between the left and right side engines for more stable flying with the addition of getting 3 engine HP's up at a once instead of 2 at once, which gives you a more sustainable speed boost.
-While getting your main engineer to do the 3 engine repair cycle you have someone accessible at the back gun ever so often for shooting(which is nice if it is a mine launcher because you can quickly pop a mine and continue repairing quickly) and also for maintaining in case a use of it might be needed.
-The only downside to this might be a longer cycle time by a second or two, which could mean it takes you more time to get to the hull at an emergency, but this can be easily countered and turned into a positive point, since you can make an educated decision in your cycle depending on if the armor gets damaged or not to go and repair it, e.g. front gun(if needed)>hull>balloon>top engines>back gun(if needed)>(check if armor getting too damaged, if so, don't jump and repair it.)>left bottom engine>and back to front gun. Using this method of breaking up the cycle into intersections where you decide what to do next is often enough even more efficient towards being on time on the armor than the other method, because you are minimizing the risk of you being on the bottom engine ramp(maximum distance from hull) when the armor goes down.
-The maximum distance you can be from the hull is still the same in both cases, on both cycle styles you could be found in the back engine on the lower ramp needing to run to the armor(so the risk is equal), which to be honest, stamina minimizes the risk quite a bit.
-The longer cycle time also does not affect your repair speed, because if you are engineering a squid correctly, you have a mallet, which the 9 seconds of cooldown allow for a flexible cycle time length.
So, in conclusion if you'd ask me, I don't even think that the squid needs to have engines easier to repair from below - because this is quite counter-productive to engineer a squid using this method. But that is only my take on it, I am sure people have their reasons of why they like the other method of repairing better.
BlackenedPies:
From testing I've found the easiest way to get from top to bottom is walking through the gap in struts at either side of the rear of the squid and parallel to the bottom engine ramp. It's safer compared to jumping which can cause mistakes. No jumping is required: walk to the rear gun, turn 90 degrees and face between the two struts, and walk forwards perpendicular to the bottom railing. Hold forwards and don't use stamina. The jumping method is slightly faster, but walking is safer for less experienced squid crew like myself.
Tips: you can't overshoot, the farthest you will go is bumping the outside rail. Hold forwards and don't stop moving until you're near the bottom. Don't face towards the engine or you may land on top of it.
DJ Tipz N Trix:
I think some adjustments to the structure around the hull repair would be good. Stamina-using engineers currently get stuck in that alcove a lot.
Daft Loon:
Exterminator, Pies
I shall have to give those methods a try next time im engineering a squid.
--- Quote from: DJ Tipz N Trix on July 26, 2015, 12:10:42 am ---I think some adjustments to the structure around the hull repair would be good. Stamina-using engineers currently get stuck in that alcove a lot.
--- End quote ---
It would be nice to not get stuck and be high enough (part way up the stairs) to see whats happening around.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version