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Engineer Strategy Dicussion

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N-Sunderland:
One of the reasons that flares are so effective is that a lot of people use chem spray. If you hit a Pyra's balloon, and their gungineer brought chem spray, they're going to be distracted for quite a while. If they brought an extinguisher, they'll be back on their gun in no time.

Helmic:

--- Quote from: N-Sunderland on April 28, 2013, 11:52:35 am ---But in what situations are flamers even used in conjunction with other guns?
--- End quote ---

...all the time.  They're absurdly effective trifecta guns: they don't require ammo switching so you can stick just about anyone on one, they have a wide turning arc, they can disable AND kill balloons with frightening efficiency, and they attack everything on a ship at once.  They don't need to be a primary gun to kick ass, I keep one of the front left of my Pyramidion for quick passes and to prevent enemy ships from fleeing when I catch them in a blind spot.  On my Squid it's a great complement to the front light carronade, able to help damage the balloon quickly while dealing damage to everything at once.  They're stupidly effective even against experienced crews, and Galleons make for easy targets should you keep your engines up after that inevitable Hwacha volley.  Flamethrowers can so very easily take out engines and balloons making them fairly helpless to avoid even MORE fire stacks.

Even if it's by itself, it's formidable.  While many other light guns will need another gun to be effective or have massive drawbacks like the Mercury's tiny rotation, the flamethrower deals respectable damage to all components and will force the enemy engineers to either allow the hull to take damage or sacrifice components.  It's the use you usually see out of it, a defensive weapon to push an enemy out of what would normally be a blind spot.  It's not hard to deal with for an experienced crew, but you have to actually deal with it unlike other light weapons which are simply a matter of repairing the hull or whatever gun got sniped out.

It's principal weakness is its range, but if you're not sniping it's not unusual at all for ships to rub shoulders.

I wasn't here to see flamethrower as instant killswitch for enemy guns, but I do know it's an awesome cross between a hwacha and a carronade.  Against people like me, you better fucking bring chemspray as that's the biggest thing keeping the flamethrower from being the OP terror it apparently once was.

N-Sunderland:
The carronade and flamer combo is annoying, but it can't kill anywhere near as easily as other gun combos. If the other ship has drogue chute an good engineers, they'll be holding that ship together for a long, long time.

And a lone flamer being formidable? Not even slightly. If the other team has any idea what they're doing, they'll keep the components in good shape while they shoot you with guns that actually do significant damage. You're not going to hurt a Pyra with a flamer if it's firing gatflak in your face.

Helmic:

--- Quote from: N-Sunderland on April 28, 2013, 01:20:32 pm ---The carronade and flamer combo is annoying, but it can't kill anywhere near as easily as other gun combos. If the other ship has drogue chute an good engineers, they'll be holding that ship together for a long, long time.

And a lone flamer being formidable? Not even slightly. If the other team has any idea what they're doing, they'll keep the components in good shape while they shoot you with guns that actually do significant damage. You're not going to hurt a Pyra with a flamer if it's firing gatflak in your face.

--- End quote ---

If a Pyra is shooting gatflak in your blindspot then you're not going to hurt it without help period, no matter what light weapon you happen to be using.  The idea isn't to kill the enemy ship, it's to survive, and the flamethrower is one of the more effective weapons for the job as it at least gives the enemy engineers and gunners something to worry about that isn't shooting you.  They have to move.

As for the use of drogue chute, while that applies to any carronade build it doesn't apply nearly as much to a carronade/flamer combo.  The balloon is just the cherry on top, that continuous fire damage at nearly any angle will make any crew that didn't bring chemspray cry tears of blood.  It'll kill hulls, engines, weapons, everything WHILE forcing the other captain to bring drogue chute instead of any of the other great pilot tools.  Might take a bit longer to kill, but that's a ship that isn't going to do shit in the meantime.

N-Sunderland:
But if the other ship has a dedicated gunner, there should be very little difference in the amount of shooting they do. They might have to jump off to whack the gun during reloads, but that's it. Gungineers don't have to worry too much either. On the Pyra they can quickly fix the balloon and be back on the gun quickly. The rest of the ship can be handled with little trouble by the main engineer. Same goes for other ships.

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