Off-Topic > The Lounge
Shoot better!
Helmic:
--- Quote from: Letus on May 06, 2013, 03:55:51 am ---Cohesion.
When I say go engineer, you go engineer.
--- End quote ---
Pretty much. An all-pilot team that communicates and cooperates is going to win versus just about any other ship that isn't working together. I just don't bother with games like that anymore, if someone starts arguing about wanting to stay on the wrong gun or refuses to take an appropriate loadout or refuses to repair because htey're the gunner and its not their job then they're on their own. You just can't win without all four people on a ship pulling their weight.
Aside from that obvious fact, though, pilot skill's probably the most significant part of any ship. Nothing else the crew does will matter if the guns aren't pointed at the enemy and the ship is sitting on an enemy Galleon's broadside. Bad gunners are pretty frustrating too, but you can make up for them somewhat with ramming and lots of "encouragement" until they finally get on the right gun and stay there. It's bad engineers that drive me nuts, there's no avoiding all enemy fire and an inattentive engineer will just completely wreck the pilot's ability to do anything. You can't ram without a hull, the gunners can't get in arc without the engines and balloon, someone else will have to do the engineer's job meaning firepower is being sacrificed... it's why I usually have the highest level player go main engineer in pickup games.
Captain Smollett:
I think I'm in agreement.
I can get the worst gunners in the world to get a kill with a gat/flak and a level 1 engineer to keep the ship relatively repaired as long as they listen. I can tell them where to aim, which target to shoot and when to time their shots and if it still isn't working I'll just fly so close to the enemy's hull that they can't possibly do anything but hit it. But if the crew's not listening, and the chaingunner is at the balloon, the flak gunner is on the flare and the engineer is sightseeing on the point of your Pyra, than yeah, you're screwed. I think that's what Jace is talking about, because that's pretty much what I think of when I think of bad gunners, and it happens more often than I care to talk about.
HamsterIV:
There is a limit to how many clever maneuvers a captain can pull off. Especially after he has burned his balloon and engines with pilot items. If I were to come up with an algorithem for ship effectiveness it would be:
Ship Effectiveness = captain piloting + captain tactical + engineer prioritization + engineer tool swapping + gunner accuracy + gunner equipment knowledge + 3*inter crew communication;
FightBoyVash:
--- Quote from: JaceBoojah on May 06, 2013, 02:39:18 am ---All i really want is to know that when I point a gat/flak at a ship that it will die.
--- End quote ---
Point taken, will shoot better.
Sentinel Guy:
Hi all, I'm pretty new to the game so apologies if any of you got stuck with me on the crew (I remember some of you from in game). One thing I have noticed as a gunner is that if the captain sucks you die. I have lost count of the times I have been stuck unable to fire because the captain won't inch the ship over to one side slightly. Man that's frustrating, especially when you ask them and they don't move. Then they ram us right into the enemy wolfpack and get our engines blasted up so we are sitting ducks.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version