Author Topic: Quad Engi Spire Guide  (Read 10050 times)

Offline BlackenedPies

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Quad Engi Spire Guide
« on: March 25, 2015, 04:35:52 pm »
The purpose of 4 engineers on a spire is to maximize buffs and repairs. There are 3 spanner mallets, 3 buff hammers, and 2 two pilot tools. A fully buffed spire is maneuverable, tanky, and can quickly deal heavy damage.

Pilot: spanner mallet buff and kerosene
Main: spanner mallet chem and hydrogen
Heavy: spanner mallet buff
Light: wrench buff chem


Spawn: One engi buffs and loads the bottom guns while the other buffs engines then balloon. Pilot buffs the main engine and guns while Main flies. Buff hull if there is extra time. Spawn procedure adapts according to combat circumstance.

Pre combat: Make sure there's plenty of buff time before beginning combat. Find cover to buff up if necessary. The Main can fly while the Pilot buffs engine and gun (and armor).

Combat: Shoot all guns until critical repairs are needed. Pilot and Main will both be in charge of repairing and shooting. To reduce damage they can rebuild the hull together.


Hydrogen: If hydrogen is necessary the Main gets on helm and pulls up with hydro. Hydro should only be used for a single instant because the effects last 5 seconds. Using hydro with a buffed balloon means you go up very quickly.

Kerosene: A spire with buffed balloon and engines is quick and maneuverable. Burning backwards with buffed kerosene can help substitute for phoenix claw. Use plenty of kerosene especially when avoiding fire. Buffed spire rams OP.

Tanking: If the bottom deck has low damage the Heavy engi can help tank the hull while Pilot burns and maneuvers. If bottom deck is damaged both engineers work together to repair and buff. If and only if all hope of avoiding and dealing damage is lost, all engineers can tank hull together to buy time for the ally.


This set up is not a replacement for the pilot loadout of kerosene, hydrogen, and drogue chute for use against flechette heavy opponents. If you can't quickly disable or kill them, hydro and drogue will be necessary. An alternative is having the Pilot repair and buff balloon while the Main uses hydro, shoots, and repairs.
« Last Edit: March 25, 2015, 04:47:26 pm by BlackenedPies »

Offline Kamoba

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Re: Quad Engi Spire Guide
« Reply #1 on: March 25, 2015, 04:38:02 pm »
Went against you while you used it in a public match and it is very effective :) and you didn't have a full duck crew either :)

Offline Dementio

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Re: Quad Engi Spire Guide
« Reply #2 on: March 25, 2015, 04:51:15 pm »
Quad engineer is denied the second you have to actually move your ship.

Offline BlackenedPies

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Re: Quad Engi Spire Guide
« Reply #3 on: March 25, 2015, 05:01:16 pm »
Quad engineer is denied the second you have to actually move your ship.

The spire has plenty of maneuverability when it's fully buffed with kerosene. An opponent using hydro can be anticipated and countered by the Main standing by with buffed hydro. The loss of efficiency of the pilot having both kero and hydro is generally offset by the buffed engines, balloon, and guns as well as the extra spanner mallet.

This set up reduces but does not fix the fundamental weaknesses of the spire to certain tactics.
« Last Edit: March 25, 2015, 05:06:13 pm by BlackenedPies »

Offline Indreams

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Re: Quad Engi Spire Guide
« Reply #4 on: March 25, 2015, 05:06:10 pm »
The following is a joke, pls don't take any offense  :P



A ship without a pilot-captain, four engineers running things...

Sounds like a mutiny happened, four workers running a ship...

Sounds like anarchism or communism. I should phone the TANK




Anyways, this is a great layout for a defensive Spire. I can imagine one of these on King of the Hill, winning 600 to 0. (550 now since rebalance?)

Offline Crafeksterty

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Re: Quad Engi Spire Guide
« Reply #5 on: March 26, 2015, 01:38:12 pm »
Sounds the opposite use of a spire, why would you need so many engineers when the real deal is in using all of its guns?
The moment you go to repair is after you fired your guns or when fleeing.

Infact, you wont be able to flee unless the kyro spire is there, but then you wont be able to dodge if you dont have the hydro guy there.
Pilot engie wont be able to meneuver much, specialy how pheonix claw will help the spire turn and then move into cover.
Kyrosine doesnt give, better turning... It is also overly complicated to command, usable with a clan or a group of other 3 people who are in on it but not practical in general, or dynamicly based on the map/Enemy ships. The standard pilot-engie-engie-Gunner works on every build, and because of the roles, the players themselves dont change much.

I would say that this build works as a sniper versus other snipers, because being shot at is to be expected. Other than that, the purpose seems more amplified with the standard setup.


Offline BlackenedPies

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Re: Quad Engi Spire Guide
« Reply #6 on: March 26, 2015, 03:52:59 pm »
It is less efficient than the Pilot having both hydro and kero but has the benefit of being fully buffed with an extra spanner mallet. It is not a replacement for when frequent hydro/drogue will be needed. Like everything in this game the quad engi spire can be countered. Keeping everyone micromanaged is not difficult and I regularly do it with brand new players.

All guns will be used as much as possible. The goal is to overwhelm the opponent with three buffed guns and the mobility advantage of being fully buffed. Non critical repairs do not matter when the goal is quick kills. The key is to quickly overwhelm, if that can't be done then pick a different strategy.

Two engineers downstairs allows for quick buffs and repairs. Gunners are  too inefficient. As far as I'm concerned bottom deck on spire should almost always consist of wrench buff and spanner mallet buff.

Phoenix claw is unnecessary with buffed engines and kerosene. A quick burn back then switching to neutral is better than claw with unbuffed engines. The issue is that the pilot doesn't have hydro. The main uses of hydro are to avoid fire/reposition and to counter an opponent's use of hydro. Both of these situations can be anticipated before they're due. Balloon buffs are good.

When timed right hydro can be used preemptively and only take an instant before the Pilot takes over. It is less efficient than a pilot class but has it's own benefits over the pilot class. With good planning and communication it is not difficult to coordinate the top deck.

This is all under the assumption that a fully buffed spire with less efficient hydro will be better prepared than a partially buffed spire with more efficient hydro. If those aren't the circumstances then be a pilot class. Like everything in the game this is situational. And fun.

Offline BlackenedPies

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Re: Quad Engi Spire Guide
« Reply #7 on: March 26, 2015, 04:03:41 pm »
The quad engi spire is an alternative to not a replacement for a pilot captain. It is significantly more efficient in some situations and much less so in others. The management and coordination of crew is not difficult for an experienced captain. I enjoy it and it works.
« Last Edit: March 26, 2015, 04:28:34 pm by BlackenedPies »

Offline Mezhu

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Re: Quad Engi Spire Guide
« Reply #8 on: March 27, 2015, 05:19:11 pm »
With current spire you may as well go quad gunner and still win