Info > Feedback and Suggestions
Make Classes more Unique (and prevent 3 man hull tanking)
Moo:
Here.
N-Sunderland:
As previously stated, getting all three crew on the hull is a pretty good way to make sure you're going to lose the fight. You'll get the hull up quickly, sure, but you'll never do any damage to the other ship. It's a terrible strategy. You only need one person on the hull, maybe two if you're in dire trouble. The DPS that the gunners/gungineers put out is far more useful than the repairs they can do.
Engineers having four repair tools would ruin the role completely. There'd only be two viable setups: mallet/spanner/extinguisher(or chem)/buff. You wouldn't even have to spend any time thinking about what tools to bring. Same goes for pilot. Three is a perfect amount in that it gives you a lot of options, but leaves you wanting a little bit more from time to time. It's important that you come a little short of getting everything you want, because then you actually have to make a choice.
And what's wrong with gunners having a wrench? They already repair pitifully compared to engineers, they don't need to be nerfed anymore. If anything, your suggestion sounds more like a great way to buff engineers and pilots while doing little to actually help the gunner. Sure, the gunner would be able to use specialized ammo while the engi can't, but the gunner wouldn't be able to maintain their gun properly. And the engi would get to buff, too.
While I agree that something has to be done to make the gunner more viable, I don't think this is the best way to do so.
Mattilald Anguisad:
Pilot is fine where it is, the sole reason gunners are barely used anymore is becouse they nerfed flamers. That's it. In 1.1.3 meta was 1 pilot 2 engineers and 1 gunner. Engineers only packed heatsink ammo back then, becouse flamers instantly made weapons useless (1 stack of flame = was weapon dissabled). Gunners could actualy pack usefull ammo types in adittion to heatsink ammo (heatsink ammo still inreases weapon turning speed, but imunity to being set on fire is useless nowdays, got chemspray for that). All they have to do is to make flamers instantly dissable (not destroy just dissable) with 1st stack of fire and nerf chem spray to confer no more than 3sec protection against flames.
Arthem White:
--- Quote from: Mattilald Anguisad on May 20, 2013, 08:50:29 am ---Pilot is fine where it is, the sole reason gunners are barely used anymore is becouse they nerfed flamers. That's it. In 1.1.3 meta was 1 pilot 2 engineers and 1 gunner. Engineers only packed heatsink ammo back then, becouse flamers instantly made weapons useless (1 stack of flame = was weapon dissabled). Gunners could actualy pack usefull ammo types in adittion to heatsink ammo (heatsink ammo still inreases weapon turning speed, but imunity to being set on fire is useless nowdays, got chemspray for that). All they have to do is to make flamers instantly dissable (not destroy just dissable) with 1st stack of fire and nerf chem spray to confer no more than 3sec protection against flames.
--- End quote ---
I think this is a corollary to my previous post. Gunners are useful insofar their skill set can cover different scenarios of a single match. The issue right now is that you generally just need 1 type of ammo to make your build work through most of the match.
If gunners had ammo types (or other skills) geared towards utility in different situations other than straight offense they would be more appealing, I think.
Mattilald Anguisad:
With exception of Lochnegar and Heatsink ammo, all the other types are usefull. Just need to make flamer back to where it was before it was remade into something most captains laugh off. Where old flamer used to make guns instantly unsusable and you needed heatsink ammo as engineer, meaning they were much less usefull at gunning, than they are now.
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