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

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Shinkurex:
Ok so Kinesis, essentially what I am seeing, is that this is way more about coordination, rather than tanking. If you are running a hwacha build on your galleon, then you need to tell your gunners to wait until they see the "hull destroyed" message in the upper left hand corner... with just a little bit of accuracy, you can kill any ship with one volley and no amount of tanking will save you. This is something I see all the time (even among lvl 8+ gunners)... Same goes for if the enemy's ally starts barreling in on you. If your ally just is not there, or close enough to help, then there is generally a lack of communication (which leads to uncoordinated gameplay)

Mattilald Anguisad:
Don't take this the wrong way, we (or at least most of us) are takling from experience, and wish to help you and others that have same issues.
So caled "Pros" aka. COGs players modstly play in random matches. And we play literaly hundets and thousands of games. If we ever ever get up against such enemy and don't have such gat/flat or gat/mortar combo becouse we have a ship that is not good at that (like Goldfish) or are packing some wiert experimentary build and seed enemy is no shoting back or dying, we either try to get ally to help us or faling that we go and focus on the enemy that is actualy a threat and kill that one (sooner or later we'll either get 5 kills on the other enemy, the turtle will stop turtling and we'll kill it or we'll manage to gang up on it. If you get killed by the ally of the turtle while you are trying to kill the turtle that is your capatain's error (not to mention the error of the ally that allowed that to happen in the first place - unless ally was actualy asking for help and your captain ignored him).

roder:
i agree with the idea, but not the implementation. the main problem is, an engineer and even a pilot can be an effective gunner (e.g gungineer), but a gunner cant be a pilot or an engineer. that speaks to the flexibility and utility (or lack of) in some classes.

imo these are the best options

1- make some items class-exclusive, ie. only pilots can choose claw, only eng can choose mallet

2- give gunner more options (being able to use spyglass while sitting on a weapon, a new tool that feeds a new clip onto a weapon someone is using so the subsequent reload is quicker, not only bullets but more gun attachments like 2x scope, variable zoom, a more defined crosshair sights, infared sights through cloud etc.) taking some ideas from cod unfortunately, but they've ironed out all attachment ideas thruout the years

Mattilald Anguisad:
Only the guy on helm can use pilot tools with the exception of spyglass as it is. And if you have someone that is not a pilot on the helm then there is something very wrong. Pilot's tools are life savers, and the 1 pilot tools other 2 classes have just doesen't cut it.

As for other ideas I like them with the exception of infrared sights, couse clouds are essential to hiding from long range and completely make flare-guns completely useless.

Eleanor Thornholt:

--- Quote from: N-Sunderland on May 20, 2013, 03:54:26 pm ---So this is only a problem when the enemy comes and your ally doesn't?

It seems to me that hull camping isn't the problem, in that case. Getting 2v1ed messes you up regardless of whether anybody's tanking or not.

--- End quote ---

I agree with you that hull tanking is plain stupid from the way he pointed it out. The big issue here IMO ain't about that, but about the fact that multiple ammo types aren't needed often enough to be more useful than engineer tools. This bring the gunner class to a state where it becomes an almost useless class in a ship where you could use 3 engineers instead of 2 + 1 gunner (I said ALMOST, so please don't bring out specific situations, because both sides have these). If you read earlier posts on page 1 by "Arthem White", "Bauldr" and "Mattilald Anguisad", you can see different approaches towards the issue that make a lot of sense. I like gunners and IMO some guns have a big use in multiple ammo types, yet I must agree that a lot of times those extra ammo types have nothing on the engineer tools.

TL:DR
Stop focusing on the hull tanking thing, it's not the problem, the problem is that having multiple ammo types is just not useful enough.

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