Info > Feedback and Suggestions
Player-suggested tips
BlackenedPies:
--- Quote from: Jamini on March 07, 2016, 11:32:59 am ---
--- Quote ---3. It is better to take an undesirable loadout and suggest changes than it is to refuse and argue. A poorly equipped cooperative ship will always outperform a well equipped dysfunctional ship.
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Wholeheartedly disagree. Certain loadouts simply will never work well in a pickup group. It is the responsibility of the crew and the captain to discuss loadouts and come to an agreement before the ship starts.
--- Quote ---3. Both Mallet/Pipewrench and Spanner/Pipewrench are poor combinations
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Spanner/Pipewrench is a meta combination for squids. Mallet is overkill for everything but the balloon on a squid. Mallet/Pipewrench is a poor combination however.
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I think his point is that you shouldn't refuse a loadout. If you have a loadout suggestion then you can discuss, but you should never refuse a loadout. If you can't agree then you need to leave because you're creating unnecessary conflict
Spanner wrench was an idea for squids but it fell out of favor and was never meta. While mallet might be overkill for guns, it isn't for engines which have 50% more health than guns. A wrench repairs only 40% of a light engine while mallet repairs 83% at a 16% faster rate. It's absolutely essential on balloon and lets you fully repair engines at a more efficient rate which would otherwise remain damaged with a wrench
Letus:
--- Quote from: BlackenedPies on March 07, 2016, 01:10:07 pm ---
Spanner wrench was an idea for squids but it fell out of favor and was never meta. While mallet might be overkill for guns, it isn't for engines which have 50% more health than guns. A wrench repairs only 40% of a light engine while mallet repairs 83% at a 16% faster rate. It's absolutely essential on balloon and lets you fully repair engines at a more efficient rate which would otherwise remain damaged with a wrench
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Well with that note: you can maintain a hull with just Spanner on a Squid
Also
Engineers: If it has a sliver of damage, don't mallet it. Last thing you want is for you to mallet 2hp on a hull only to go into combat....and watch that hull die in that 8 second cool down...or suddenly burst into flames.
When against a hwatcha...pre-rebuild your broken guns / engines, then wait for the next hwatcha burst. That way, you can pop those components back up and start shooting back while said gun is reloading.
Pilots:
Up and down are completely viable and logical evasive maneuvers.
OverlordEgg:
Pilot + Gunner:
Each grid on the map is 500m by 500m. Press M and plan based on the effective range of your guns.
Daft Loon:
Going full speed ahead at close range tends to put your enemies behind you.
Someone should see if they are willing to make this a sticky thread so it can accumulate ideas over the longer term.
OverlordEgg:
--- Quote from: Daft Loon on March 07, 2016, 06:40:03 pm ---Someone should see if they are willing to make this a sticky thread so it can accumulate ideas over the longer term.
--- End quote ---
I am absolutely okay with this idea.
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