Author Topic: Triple engi guides  (Read 16107 times)

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Triple engi guides
« on: February 01, 2016, 08:59:46 pm »
Quick crew guides for three engi setups

Squid: https://youtu.be/fSiztZ4GVcM
Pyra: https://youtu.be/HpX3TrWEcLY
Mobula: https://youtu.be/ckeElsuCQrQ
Spire: https://youtu.be/65ID9iCD-Oc
Galleon: https://youtu.be/JdhILIBpSWA
Junker: https://youtu.be/-aFAzKzf2zU

Made them all (except Junker) in the last hour and I'll probably update them later

Offline Lueosi

  • Member
  • Salutes: 56
    • [Rydr]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Triple engi guides
« Reply #1 on: February 02, 2016, 05:40:01 am »
Great videos, included them all in the wiki!

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Re: Triple engi guides
« Reply #2 on: February 02, 2016, 12:44:04 pm »
A few edits:

Pyra: the wrench buff engi chems balloon and makes sure balloon has both a buff and prebuff before engaging. During the reloads they buff the gun, and chem balloon every other reload. When the balloon buff is almost out give it a chem and buff tap

Spire: don't worry about damage on the bottom unless it prevents you from engaging. A quick chem or tap on the balloon is great, but often you don't need to worry about damage or a broken engine if you can keep shooting and overwhelm the enemy. Other times you want to pull an engi off to get taps on the engines for maneuvering. It's a judgement call if you need to repair or not, but I often tell the crew to not worry about damaged engines
If necessary one engi can man both guns. If both engis are on the bottom then the wrench buff focuses on chems/buffs and the spanner mallet on repairs first then buffs (they both rebuild)

Galleon: when you're not engaging, the front wrench buff engi should be on top. It takes less than 20 seconds to run up, buff balloon, and run down. If you don't have 20 seconds then you can at least buff the main engine from below using the ledge jump trick
« Last Edit: February 02, 2016, 01:02:36 pm by BlackenedPies »

Offline BlackenedPies

  • Member
  • Salutes: 134
    • [Duck]
    • 30 
    • 45
    • 45 
    • View Profile
Re: Triple engi guides
« Reply #3 on: February 02, 2016, 08:56:50 pm »
I missed explaining the differences why on some ships such as squid and galleon (sometimes fish) that I switch the positions of the wrench buff and spanner mallet buff engis

For galleon if you don't have a gunner then the spanner mallet buff is traditionally in the front position, and you should do this if you only have one buff engi. If there are two buff engis then the position of the spanner mallet buff is switched to the rear to give you better engine repairs at the cost of engine fire protection. Light engines have 300 HP while a wrench only repairs 120 so having a wrench buff on the rear will leave you with damaged engines. Having a spanner mallet also lets you bring moonshine which is great on galleon. The downside of having the wrench buff in the front is that you can't easily extinguish engine fires, but this isn't a big issue and the engines have plenty of health

For squid the tradeoff is more complicated. Having the spanner mallet buff on the right side gives you better repairs at the cost of bottom engine fires, while the wrench buff gives full autonomy on front at a cost of general repairs. The right engi has good access to the balloon if it breaks during engaging, and the default top position for the wrench buff engi gives you good access to fire control around the ship

When bringing the wrench buff on the right side you have no risk of fires, and if you're careful and not against a lot of disable (hwatchas hurt), the wrench is plenty to repair light damage on engines. Having the spanner mallet buff on the front can give you better general repairs while tanking because their default position is on the top deck which gives you easy access to the whole ship. The front will be vulnerable to fires and the main engi might need to use stamina to run to the front

There's a lot of variables when it comes to squid and there's many arguments for having spanner mallet buff on the front or side, but my quick reasoning for the spanner mallet buff on side is the better repairs and autonomy on front
« Last Edit: February 02, 2016, 09:04:22 pm by BlackenedPies »