Info > Feedback and Suggestions
Make Classes more Unique (and prevent 3 man hull tanking)
Shinkurex:
I find loch very useful in a hellhound :)
JaegerDelta:
if your gunner is only using one type of ammo the whole time your gunner is not landing the most shots possible with the arcing weps or not boosting the damage when you need to to get the kill quicker. Gunning gameplay is different from engineering and piloting, in that it is more subtle. using one ammo type is good enough, you will get the kills. but a gunner that can identify when to do a damage boost, or when to boost the AOE, etc. (not to mention knowing where to hit each ship) will get the kills a few enemy hull cycles quicker. In a game where you are not taking too much damage it doesnt really matter. However, a gunner clinching a kill as quick as possible saves your ass just as much as an engineer repairing your ship.
Skrimskraw:
3 man tanking hull?
shoot their balloon, then 2 man is tanking the hull.
then proceed to make it hell for those 2 guys.
Kinesis:
Ok from what im seeing alot of people are missing how 3 man hull tanking works and its effectiveness.
Yes, there is no damage output on a 3 man hull tank, but it is also nearly impossible to destroy without a well made anti-armor anti-hull combo. So many a times youll find them sitting on the sand just hull tanking for a solid 10 minutes and unable to be killed even with a Galleon on broad side hitting it with both guns non-stop. Ive heard more tales but ive seen it myself a good 10 times in my short carrier. So dont think the "shoot the engines/balloon" works because they can easily sit in the sand and tank till you get bored.
As for gunner I still find the versatility of the ammos to be moot at best. Most builds have the Chinese rocket launcher, a chaingun, or a flak involved. The rocket typically only needs the heavy ammo to be effective at actually hitting, sure its not "max damage" at point plank but every shot hitting is a good compensation. The chaingun is the same with heavy rounds being the most useful and charge rounds being usefull when you are close enough to make every shot hit. But still heavy rounds is the universal here. Flak is amost the same with explosive rounds being the more annoying round to use. But still heavy rounds will do you good to remove the spread. So any good engineer will carry heavy rounds and be nearly as good as a gunner.
HamsterIV:
There is already a thread about the general utility of gunners or lack there of:
https://gunsoficarus.com/community/forum/index.php/topic,410.0.html
I can understand the frustration of facing a ship with an incredibly competent engineering crew. Especially when you hit level 3 and are no longer eligible for the newbie games. As others say it is possible to destroy a ship that has gone turtle mode, it just requires a bit of coordination. Try flying with high level captains and watch how they tackle these situations, or watch the COG's replays if none are online. It would be easier on everyone if you learn the existing meta instead of asking the developers to do such a drastic change to the game's mechanics.
Also if you can't crack a ship by your self. Cripple it as much as possible and move on to its team mate. There is a reason why there are no 1v1 maps (anymore). Captains who try and 1v1 ships instead of working with their teammate tend to loose the moment they face a coordinated team regardless of how good their piloting skill and crew are.
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