What is the best loadout on a Galleon?
You'd want a mallet for repairs, a spanner for rebuilds, and chemical spray for extinguishing fires. Take the spyglass as a pilot item, and choose your gunner ammo according to the guns on the ship.
Yeah, Furrymessiah is right about that one. But if the captain doesn't respond, just make the best judgement you can.
Is there any situation I should use the chemical spray? It seems to be worse than the extinguisher.
Is there any situation I should use the chemical spray? It seems to be worse than the extinguisher.
Another tip, when your captain doesn't specify ammo, I typically go for heat sinks just because they inhibit fires while the gun is loaded with them. You probably already knew that but it couldn't hurt to say anything.
By clicking wildly and swapping between my two repair tools(Mallet and Spanner), it seems like I can rebuild a broken system much quicker because it removes the whack cool down. Is this a thing? Or am I just insane.
Option A | pipewrench | buff hammer | chem spray |
Option B | mallet | spanner | buff hammer (other engineers deal with fires) |
Which would be the most effective when including a buff hammer in your loadout?
Option A pipewrench buff hammer chem spray Option B mallet spanner buff hammer (other engineers deal with fires)
Which would be the most effective when including a buff hammer in your loadout?
Option A pipewrench buff hammer chem spray Option B mallet spanner buff hammer (other engineers deal with fires)
Which would be the most effective when including a buff hammer in your loadout?Agreed with Sunderland and Phoebe. If you are going no fire control ask your gunner to bring fire extinguisher, and be super coordinated. One fire extinguisher on a ship is never enough especially when the holder of that fire extinguisher has to camp the hull or balloon. I prefer not to have a buff engineer on my ship unless they are the 3rd engineer on a squid, or I have two very coordinated engineers on a goldfish.
Option A pipewrench buff hammer chem spray Option B mallet spanner buff hammer (other engineers deal with fires)
Which would be the most effective when including a buff hammer in your loadout?Agreed with Sunderland and Phoebe. If you are going no fire control ask your gunner to bring fire extinguisher, and be super coordinated. One fire extinguisher on a ship is never enough especially when the holder of that fire extinguisher has to camp the hull or balloon. I prefer not to have a buff engineer on my ship unless they are the 3rd engineer on a squid, or I have two very coordinated engineers on a goldfish.
Option A pipewrench buff hammer chem spray Option B mallet spanner buff hammer (other engineers deal with fires)
I find the banshee can put 5 stacks of fire on your balloon in pretty quickly. It is not an immediate problem like the hull going down, but it usually can't wait for the post combat fix everything period. I usually fly Pyramidion where the engineer rolls are clearly divided (by the ladder). Asking a gungineer or hull engineer to leave their assigned post can be fatal. On something with more fluid engineering like the Goldfish or Squid a one extinguisher crew would be more survivable.
I agree on 1 and 4 with Helmic.
2. For that specific loadout, you better have a pipe wrench. I can't describe the frustration when I see a random engi running round with a buff and spanner/mallet. Pipe wrench gives you the sacrificial jack of all trades, master of none, but the buff helps you compensate. I can't think of an instance where a mallet or spanner will be good for the entire match full of varying situations.
3. Unless you are in a group like Polaris and can pull off that kind of coordination, than take spyglass. Like Smollett said though, a coordinated team effort can make for interesting gameplay, though because of its layout, the Spire will benefit most by it.
2. Once again, no. You can't afford to lose the ability to either repair or rebuild quickly. Ever. As an engineer you need to be able to do both.
Except gungineers may get more use out of a mallet if they're never leaving their gun, just as a lot of people taking the gunner role like to bring a mallet over a pipe wrench. In which case they're just using buff and chemspray (to get the effect of charged, heatsink, AND their preferred ammo type at little penalty) in place of two extra ammo types. I'd still advocate the pipe wrench for both gunners and buff gungineers, but it's not quite as black and white as it is with his first question.
The moment the ship gets hit with a hwacha, then it'll take too long to rebuild for any substantial damage to be done. This goes for when you're being attack by any other component-disabling guns. This is without mentioning how the gungineer probably has other responsibilities anyways. They'll need mallet/spanner for the balloon on the Pyra or Spire, for keeping guns and engines up and occasionally helping up top on the Galleon, etc.
But if you're not fighting disablers and you're that third gungineer
But if you're not fighting disablers and you're that third gungineer
That's entirely different. If you're a third engineer, then you shouldn't be taking that loadout at all. Mallet/spanner/buff would be clearly better.
If a mallet is sometimes good for a gunner, it's going to be good for a buff gungineer in some situations as well. It's not quite as out there as the other examples he asked about.