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We need to go deeper wrench
We need to go deeper wrench






If you don't know what this is, you'll see it soon in one of your cave explorings. Lights= 0, Shields= 3, Engine= 0, Torpedo= 1 If Lights are needed, reduce Shields to 2. The Loader can also assist in hull repairs and taking care of invaders if the Gunner is capable of loading their own torpedoes. The Gunner focuses on taking out the enemies with the help of a dedicated Loader, while the other two make repairs to the ship and clean out any invaders. It’s recommended to use this set up strictly for boss encounters if at all. This is a slow and steady approach for boss encounters and high tier locations.

we need to go deeper wrench

Lights= 0, Shields= 1, Engine= 0, Torpedo= 3 If Lights are needed, reduce Shields to 0. It is an effective strategy against most boss encounters since the pilot’s efforts to evade are usually worthless unless Engine is set to 3. This setup is a boring but viable option where one player does all the navigating and firing, and the others all dedicate their lives to keeping the torpedoes locked and loaded at all times. Most players don’t realize this, but you can navigate your ship without a pilot by using the kickback of the torpedo launcher to propel the ship in the opposite direction. Lights= 0, Shields= 1, Engine= 3, Torpedo= 0 It’s recommended to switch out of this setup during boss encounters. One player steers while the others strictly focus on keeping the ship’s hull intact. This set up is great for quickly navigating the lower tier locations and when cave hunting. Lights= 1, Shields= 1, Engine= 1, Torpedo= 1 There should be a dedicated Loader, only assisting maintenance in the Torpedo Room. If Lights are not needed, unused points should be spent to improve Shields.

we need to go deeper wrench

Every shot will count, so precision and timing is needed. The Gunner should be responsible in this setup as firing in the headed direction will slow the journey. All the Sub-Stats are balanced, allowing for a manageable and relaxing ride. This setup is the most commonly used and the go to for most players. Just note that your team is more likely to die from the unrepaired holes in your ship than from invaders, so the more Wrench users present, the better. Melee/ranged weapons will still work, but that puts more pressure on the Fixer. A Wrench is recommended to help keep maintenance in the Torpedo room when not loading in Torpedoes. This player assists the Gunner by keeping the Torpedoes reloaded and ready to fire. It ain't that bad, at least you aren't a torpedo slave. If you are the only one with a wrench, congradulations, you have been promoted to crew janitor.

we need to go deeper wrench

The starter Wrench should be equipped for players assuming this role alone, but the Pipe-Wrench is still viable, especially if another wrench user is present. This player keeps the submarine's hull intact while exterminating any invaders. Having a healer in the group will save everyone from having to heal individually using the bed, which is a disastrous thing to do in the midst of combat or flooding. The chemistry set is also a good alternative. Melee/ranged weapons suit the Gunner well as they will be the least likely to make repairs to the ship, but it is recommended to have a healer in the group, and the Gunner fits the bill better than the other roles. This player operates the sub’s cannon when Torpedo power is online. The Pilot should equip a melee/ranged weapon to protect themselves against any unwelcomed invaders, also enabling them to lead the group in cave excursions. This player is tasked with steering the ship when the Engine power is online.








We need to go deeper wrench