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RearAdmiralZill:
It has the turning speed over any other boat. This gives it the edge in getting first shot in a knife fight. I'm not saying its ideal at all to take a Spire into a knife fight, but that is the tactical advantage it has.

It's kinda funny to think about the fact that if you aren't just disabling its main gun and shooting it to pieces, the Spire will happily kill you depending on its build.

Pickle:
If a Spire is facing you, with guns intact it's a dangerous foe.  But it's main armament is amongst the easiest to disable of any 'ship, and if you're to the rear or either side you've much less to worry about.  Combined with the fragile hull, it's usually designated "priority squishy" for a quick point on the board.  But a pair of Spires working together always seems far harder to deal with than a Spire with any other supporting 'ship.  I'm not sure why that is - I've never liked piloting or crewing a Spire.

Machiavelliest:

--- Quote from: RearAdmiralZill on April 23, 2013, 01:22:59 pm ---It has the turning speed over any other boat. This gives it the edge in getting first shot in a knife fight. I'm not saying its ideal at all to take a Spire into a knife fight, but that is the tactical advantage it has.

It's kinda funny to think about the fact that if you aren't just disabling its main gun and shooting it to pieces, the Spire will happily kill you depending on its build.
--- End quote ---
Its backing speed is also a concern.  I tried closing on a backing spire with a Pyramidion to get inside of flak range.  Without Shine, it's a fool's errand.  With turning, the Spire wins a merged dogfight any time, even without Phoenix Claw.  If you are able to shake the greenhorn tendency to always try to close the distance on an enemy, Spires can be a very dangerous tool, especially when marginalized in a match.

But, as the balloon is right there, I generally still go as a pilot, because as long as I bring a spanner, I can fix whatever's broken pretty quick.  Plus, since they're so close, I can still keep the ship moving while doing so.

Sammy B. T.:
I started the game as an engineer and developed quite the engi fetish (Not even God could count the number of times I have told a third crew member to go engineer instead of gunner) So I get the whole desire to get off the guns. However, as was pointed out, losing arc on the enemy means losing your shooters just for a few more repairs.

I do fully endorse pilots doing some repair work. I probably do to too much myself.

Machiavelliest:

--- Quote from: Sammy B. T. on April 24, 2013, 01:10:53 am ---I do fully endorse pilots doing some repair work. I probably do to too much myself.

--- End quote ---
I think this is the main pitfall.  I started as an engineer, and I sometimes want to help too much.  I usually draw the line at having lost engines, or both balloon and hull as to when it's time to abandon the helm to keep the ship alive.  Don't forget to set the proper throttle before you do, though.

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