Engineer
This is a step up in responsibility. As
a gunner, you'll often be with a second gunner in tandem. Most
engineers on the other hand work alone, with the task of keeping the
ship aloft resting on them. If you're new, please give a heads up to
your captain, so if something does goes wrong they won't start
blaming you. Well. They may just do that anyway, but at least they'll
blame your lack of experience rather than lack of ability. It's sorta
better.
Non repair equipment: For Piloting equipment,
like the gunner, go for the spyglass. If nothing is broke or on fire,
and you've finally got a moment's peace, remember you're the engineer
and don't have time for lolly-gagging and spot some ships. For ammo,
I'd suggest Burst Round as a nice all rounder, or Charged Shot /
Heatsink Clip if you know you have big guns on the ship / are facing
fire. Of course, if your captain says something else, grab it. It's
their ship. I'm just a webpage.
And now the big deal, the Repair
Equipment. Before I go into detail about each item, let's talk about
rebuilding, repairing, and hull damage, as they'll all different
things and it'll effect your loadout.
I can just hear a gunner cackling about 'No balloon for you!' in the distance. |
This icon, with a white central icon somewhat depleted
lower bar, is damaged, and needs to be REPAIRED. The colour of the
bar will get darker as more damage is taken. Note the
partially filled central icon, indicating the cooldown on repair.
YOU MANIACS! YOU BLEW IT UP! AH, DAMN YOU! GOD DAMN YOU ALL TO HELL! |
This item, with an empty red bar and
red central icon, is destroyed, and needs to be REBUILT. When rebuilding, the central icon will darken, and fill up again as you rebuilt it.
There, there hull. Daddy's got you. I'll keep you safe. |
This is the hull. The pale bar is the
hull health, which can be damaged, requiring REPAIR, or destroyed
(replaced with a red bar and icon) requiring to be REBUILT.
Underneath the pale bar is a darker, orange bar, which is the hull
armour. It will be depleted only once the hull health is at zero.
Hull armour can NEVER be REPAIRED or REBUILT. Once both bars are
empty, you are DEAD, which many agree, KINDA SUCKS. Note the partially filled central icon, indicating the cooldown on repair.
Repairing works off a cooldown. Click
once, health will be added dependant on the item you use, and the
icon ticks down like a clock until you can use the items on it again.
Rebuilding works by as fast as you
click on it, clearing an amount of red of the central icon, the
amount which depending on your item.
So in summary, repairing is leisurely clicks, rebuilding is manic clicks. Knowing the differences between these
two is the difference between a happy, flying ship, and a miserable
ship imitating a beached whale. Fortunately, once something takes a
hit, it'll pop up in your screen with it's health so a component
should sneakily explode itself without you noticing.
So, in terms of Repair items:
Rubber Mallet: Fixes a lot of
repair damage once every six seconds, but is a slow rebuilder.
Shifting Spanner: Fixes a tiny
amount of repair damage every two seconds, but is a very, very quick
rebuilder.
Fire Extinguisher: Stops things
being on fire instantly, six seconds cooldown.
Before going any further, as a new
engineer, please, please, PLEASE, take these three items. They are
pretty much essential. A Rubber Mallet to repair items, one click at a time. A Spanner to
rebuild them, spamming as fast as you can. An Extinguisher to put out things out, and the darkness bind... no, wait. Wrong thing. Moving on.
Once you've got used to keeping a ship
in mostly one piece, then it's time to have a good look at these
items:
Chemical Spray: Reduced a fire
by 3, has a chance or preventing ignition again. While the fire
extinguisher puts fires instantly, this reduces it instead, needing
repeated uses. I've gone back and forth over it's uses. If you have a
fire-heavy enemy, fire's relatively low damage coupled with if
reduced chance of re-ignite on guns might give you an edge over them.
However, in most crews only the engineer will carry an extinguisher,
so not carrying one can be unappreciated.
Dynabuff Industiries Kit: Known
as the 'buffhammer,' repeating clicking on a component of the ship
will fill up a surrounding bar over the repair health bar. Fill up
the left one then the right, which'll tick down over time. Guns will
hit harder, engines will go faster, etc. If you are going to take
this, let the captain know first. Ideally, if there are two
engineers, then one of you can take this between you. Taking this
will mean likely sacrificing the spanner or the hammer, leaving you
with...
Pipe Wrench: A medium amount of
repair damage fixes every five seconds, a medium speed rebuilder. An
all-rounder, if you please.
As an engineer, your first priority is
the hull. Consider yourself married to the bloody thing. If it goes,
you all go, so above everything else, and I mean EVERYTHING ELSE, THE
HULL COMES FIRST. If it is some much as nicked you should be
whimpering with desire to fix it, as it the hull gets destroyed those
exposed armour points will never come back. A destroyed hull needs
rebuilding NOW. When the armour is gone as well as the hull you all die. Hull first. Okay? Don't forget, if you are being
overwhelmed, SAY SO. Better to lose an active gunner for a minute
than die in silence.
Next on your priority list is the balloon. Once the balloon
is destroyed, you'll drop like a stone. On rare occasions you may
want to have the balloon rebuilt before repairing the hull (noticed
the difference in terms there?)... but that sort of depends on
height, intensity of taken barrage, and honestly, that's too situational to make a call here, especially as the balloon is often
placed far away and above the hull, making getting back and forth
tough. However, sometimes the balloon is not your problem. The
Pyramidion, for example, has a balloon placed behind the top left
gunner. In that case, try to make sure a gunner with a mallet has
that gun and tell him to keep an eye on it.
After that it's the engines and guns, which one depends on the moment. If the pilot's trying to run for it and flee,
the engines will get priority, if the captain's doing a Star Trek
re-enactment and shrieking 'FIRE EVERYTHING' it's probably an idea to
have the guns up. In both instants, maintaining them can be sloppily
done, as gunners will often carry their own mallets and both engines
and guns will work just as well on a shiver of health as a full bar.
However, try to tell the difference between engines. There'll a
central engine for forward / reverse thrust, and side one's for
turning (Unless you're in a Squid, and I hate that ship, so no help
for you.) If you're running, see where you're running to and which
engine the pilot will need. When pressed for time to rebuild, a few
whacks with the spanner to get it up and running is good enough. Give
it a love tap with the mallet to take it to full health later when
you're safe. For the most part engines will go down rarely as people
aim for the centre mass and the engines are off on the back end of
the ship, but like guns, dust clouds will damage them quite nicely.
Engineer tactics don't change that much
between ships. The Goldfish, Spire, Pyramidion and the Galleon make
good ships to start on. The Goldfish is relatively compact, keeping
everything close by. The Spire has most of it's components on one
lower deck. The Pyramidion, as mentioned, has a advantageously placed
balloon that'll reduce some workload. The Galleon, whilst large, has
most things above deck, with guns below, which'll be taking up less
of your time. Always take a few moments on an unfamiliar ship to find
every component. If you're lucky enough to be one of two engineers,
divide tasks between you. Do remember that you have a measure of
authority here; if you need help, get it.
Like the gunner, you'll also be on
spotting duty. But you'll also be gunning once in a while. A flanking
enemy may think twice with a few shots, and you'll be often placed
closer to side / rear guns than the gunners. With the Galleon, the
top deck left gun is pretty much exclusively yours. You can use your
best judgement when to leap on a gun but a good captain will direct
when he wants you merrily blasting away. Try not to get caught up in
shooting though – you've got a ship to keep healthy, and let's be
perfectly honest here – everyone but you is incompetent. The
gunners keep dropping used shells on the deck and leave scuff marks
everywhere. If the pilot isn't ramming you into a mountain he's
trying to convert the inflation mechanism into a distillery. Nobody
but you gets how hard it is to keep this old gal floating... why,
back in my day, we didn't have no fancy automatic inflater, we had an
old bellows we had to work by hand! Heh, I remember when... hey HEY
HEY! NO! WHITTLING! ON! THE! BANNISTER! Gunners. Bunch of morons. Now
who's going to clean that up? Muggins, that's who.
Wait, what was I saying?
The engineer, while more internally
focused, is fun to play if you enjoy support roles or being the
lynchpin of the team. Or if you like putting on a terrible Scottish
accent and turning the air blue. On Monday we'll be looking at the Pilot, being a captain and what things I'd like to see changed or introduced in Guns Of Icarus Online.
Do any of you have any tips, or like to
point out I've clearly made a stupid mistake and can think of much
better, saner, sober advice? Well, we have a comment box for a
reason. Go. Point out what an idiot I am. But please. Politely.
These guides will soon be edited for
Steam Workshop, suggested by the Guns of Icarus Online Facebook
group.
Thanks go to my friends and Dom Le
Awesome for assisting with taking screenshots. Find his videos at
www.youtube.com/domleawesome
Guns of Icarus website:
http://gunsoficarus.com/
You can find the beta for sale on Steam
here: http://store.steampowered.com/app/49800/
This is one of the most important blogs that I have seen, keep it up!Josh
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