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Guides / Re: Hobbes' Handy Handbook
« on: June 07, 2015, 01:12:02 am »My favorite intro guide so far. It's very well presented and I hope to see more, but there are some errors that you should clear up in the future.
It's very important to keep guns at full health all the time. If your gun is damaged even in the middle of shooting, get off and repair it. During reload you should not be on the gun. It's easy to get tunnel vision while on a gun so remind your crew to get off and repair.
Similarly, spotting a ship takes priority over shooting. Zooming in with spyglass isn't necessary and don't shoot before you spot. The gunner's main job is spotting.
The hades has an arm range of 150 meters and you want to stay outside that range to maximize damage. Greased ammo will reduce this range by 30 meters (and increase dps), and lesmok is the standard hades ammo to increase range with a flatter trajectory.
For the buff engi intro on pyra, the bottom deck buffs go main engine, turning engines, hull (if there's time). Then balloon and left gun, and lastly right gun. If there's extra time rebuff engines and prebuff hull. Don't use burst on the gat because it slows rate of fire by 15%. Use lesmok for long range, heavy clip for max mid range to maximize armor damage, and greased for close. Good mortar ammos are lesmok, burst/regular, greased. Charged mortar is a bit better than regular but it's best to bring a different ammo unless you're already bringing charged for another gun.
Ironically, the engineer is the best gunner by maximizing damage, repair power, and extra ship buffs. The main use of gunners is the extra ammo, however few guns need more than one ammo type. Buffed regular ammo usually does more damage than any other ammo, and it's best to use the optimum ammo with a buff rather than bringing unnecessary ammos. The spanner mallet buff engi is the most efficient gunner, and in my opinion gunners are only useful on mine launchers and sometimes lumberjacks. Don't bring a gunner unless you absolutely need the extra ammos, spanner mallet buff is the gunner replacement.
For the hwatcha use heavy clip for long range against heavy weapons, and burst for everything else. Buff burst is the best hwatcha loadout. Charged ammo is primarily for guns with 2 shots per clip (mercury, h flak, h carro).
Pilot stamina is best used to augment tools or for vertical mobility. Use it with kero or claw, or to go up and down. Use plenty of tools and stamina. The standard pilot loadout for everything except mobula is kero claw hydro. A hydro guide would be good because it's very useful and often misused. Only use hydro for an instant (on off) because it lasts 5 seconds.
Well done and keep up the good work.
Awesome. Thanks for all the info. To any veteran players who happen to stumble across this thread, feel free to add any info you'd like. The more information the better after all. And again, hope you guys will like it.