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Make Classes more Unique (and prevent 3 man hull tanking)

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Kinesis:
Im sure anyone who has played gets annoyed how a 3 man engineer team with the 1 gunner skill needed to man the main guns can easily outgun and crazyily out-tank everyone. On top of that the gunner feels very trivial usually only needing one type of ammo to compensate for their main gun. My suggestion is to make the classes more unique.

For the captain, No engineer slot, or gunner slot, 5 captain slots.

For the Engineer, One Captain slot (for sightglass), 4 engineer slots, 0 gunner slots

For the Gunner, One Captain slot (again sightglass), 3 Gunner slots, and only a choice between a weak all around repair item (not the wrench its too good at rebuild), hammer, or fire extinguisher.
On top of that make the gunner abilities considerably better than the default ammo. Since only the gunner can use it, it makes a reason to not have all engineers.

As it stands right now firefights against teams who either drop guns and go full repairs on retreat or already have multiple engineers are considerably hard to take down if not impossible at times without the Pyramidian win combo. The problem stems from too many people working together to instant rebuild hull, making it so they constantly tank the next volley even if they loose the armor seconds later. Since with two people either pipe+pipe or pipe+wrench takes around 2-3 seconds to rebuild. The cooldown system works wonders but the rebuild system is making games infuriatingly long if after 6+ volleys of double rocket launcher barrages they still look like they havent take a hit of worth of hull damage it feels rather underpowered compared to the repair capabilities of multiple engineers/people with the tools.

Shinkurex:
Hey! first off I don't think I've welcomed you to the forums yet, so welcome! Secondly, there are two things that I would like to say regarding this.

First, if you have all 3 crew tanking the hull, then you have absolutely no dps cranking out of your ship... this allows you to maneuver anywhere you want around the enemy (excluding tar of course) to get the most optimal killing power. Secondly, even with the hull down for 2 seconds, you can easily kill the enemy faster than what you think, but this takes coordination. If we're talking a metamidion (Gat/flak pyra for those unfamiliar with the term) you should always have whoever is on the flak wait until they see that the armor is down in the upper left hand corner. I typically like to put greased in there on those occasions as well, so I can get some more dps. if we're talking hwachafish or something similar, I would stick a gat on the sides, and bring phoenix claw gunner would always sit on the hwacha, and the engies would grab a gat when available to widdle down the armor... once the armor is down, phoenix claw fast to bring the front gun in range and wipe them out :) .... I hope that helps

Arthem White:
I agree with the sentiment but I'm not sure that's the right way to do it. I think part of the beauty of GOIO is that anyone can do anything in a pinch. By having engineers unable to shoot, you would be undermining the possibility of pulling off clutch victories by having certain classes do what they're not initially supposed to.

My way to look at the issue is the following: Both Pilots and Engineers have tools that are of extreme importance in different situations of the same match. It is guaranteed that all three engineer tools will be useful through a challenging match, and so are the pilot tools. However, whether or not the gunner ammo is useful depends on how well the ship dictates the engagement. A ship that plays optimally (staying in their best range) or one that is simply based on a specific, non-flexible strategy has little use for multiple types of ammo.

My proposal to fix this would be to diversify the sort of stuff a Gunner can do, besides different types of ammo, so that a 3 gunner tool set is more or less guaranteed to be useful through a match. For instance, I would give the Gunner a tool to boost reload times, or a superstition based "phoenix claw-like" booster that greatly increases damage when the ship is damaged.

Other way to go at it would be (and I might make a post about this later on to see what people think) to completely eliminate "standard ammo". If, in order to fire a gun, you needed to load a specific gunner ammo in it, I think it would be much better for the gunners, because engineers would be quite constrained in what they can do.

GrimWinter:
We would never see the end of tar barrels that way! I think gunner just needs more perks as a class, I feel removing the cross class tool slots would hurt the game more than help

Bauldr:
Could we do something like the pilot tools? For example we could have a tool that increases the turn radius of the weapon or the angle it can be aimed?

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