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Messages - Indreams

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Q&A / Re: That moment when the Captain leaves mid-game.
« on: October 22, 2014, 07:59:26 pm »
Thank you very much,

I just came out of a match where the captain was quite useless (left moonshine on the whole time, and I think he was lagging badly).

I got to drive again, and the tips really helped. We lost, but I managed two kills, making the score 2-5.

Salutes to you all, especially to Hamster IV. I read your guides and they are wonderful.

World / Re: Differences between Ships in different factions
« on: October 22, 2014, 03:22:38 pm »
Hell, they may even get rid of the four guns and put one giant one on that bottom that needs to have the ship facing the target.

I would love to see a version of a galleon with a long-range heavy howitzer/missile aimed forward.
It would function as a mobile artillery, and I could see it being a viable opponent on the co-op.

Q&A / Re: Fire extinguisher vs. chem spray
« on: October 22, 2014, 01:02:51 pm »
From my experience, which is very very shallow, any ship other than the Mobula and the Spire handles fire fairly well. However, every ship will have one or more components that is very hard to reach.

Goldfish's main engine is almost never reached mid-fight.
Pyramidion's top-deck components will almost never be worked by the main engi.
Junker has the top two engines that is hard to repair.
Squid's back gun is almost never tended.
Mobula's hull and balloons are hidden below deck.

so on and so forth...
It is a good idea to spray these components before a fire fight.


When it comes to a comparison between extinguisher and chem spray, there's no clear winner, as their usefulness is situational.

Chem Spray will hard counter flamethrowers and other flame-based disables. With clever application, the spray will enable your ship for the duration of a skirmish. But if a component catches fire, the sprayer has no choice but to let the component burn out.

Extinguisher lacks the power of the chem spray, but with the extinguisher, the engineer can better focus on repairs and rebuilds.


I think the general rule is to have one chem spray engi and one extinguisher engi.

By the way, never run extinguisher and spray at the same time. That is the mistake for a nincompoop.

Thank you for reading,   ;)

Q&A / Re: That moment when the Captain leaves mid-game.
« on: October 22, 2014, 11:34:47 am »
Lol, I remember some of my first matches:

I ran a pyra against a blenderfish. We went in for a ram, the carronade stripped our armor moments before contact. We shattered like egg on rock when we did make contact. Hilarious.

Q&A / Re: That moment when the Captain leaves mid-game.
« on: October 22, 2014, 11:21:54 am »
Thank you very much, I'll keep these in mind as I play.

I have another question, should the gunner at the helm employ rams to compensate for the loss of firepower? Or should the ram be avoided because the gunner lacks kero/moonshine/bumber?

Or should the rams be situational? Than when should the ram be deployed?

Thank you,

Q&A / That moment when the Captain leaves mid-game.
« on: October 22, 2014, 10:52:16 am »
I was playing a match this morning where the captain left just as the game started.  :-[

I took helm as a gunner, we managed a kill, but we eventually lost.

The question is:

What is the best way to manage without a pilot/captain?

Who should take helm? Who should man the guns? How do we communicate with the other team? What is the best way to play without a pilot?

Thank you.

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