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Class Specialization
N-Sunderland:
Yeah, I can only think of one situation where this would help the gunner, and that's on the Galleon, where a gunner manning both a lumber and a hwacha, for example, would get to use lesmok, greased, loch, heavy, and burst. Even then, they'd be losing their repair tool, which isn't really a good thing...
Plasmarobo:
I'm pretty sure everything works pretty good at the moment.
The ecosystem is balanced. I still want a gunner on my ship at all times ('cept maybe squid).
I don't need more than one gunner, cause honestly there are more things to fix than to shoot.
Specialization is silly, having three slots is the proper amount. It means you have to choose and think to be effective. It allows specialization in load outs, instead of just a "which class am I, oh I don't want that one thing lolz". My pilot can be different from your pilot right now. I like that. Additionally, I like that my gunner can rebuild his own gun, and I can rebuild my own balloon. I shouldn't be, but sometimes things get clutch.
This is something that works very well in the game and I don't think needs to be played with at all. I think it would actually reduce the options available to players by eliminating "subclassing".
Sincerely
-Plasma
naufrago:
--- Quote from: N-Sunderland on August 05, 2013, 11:05:29 am ---Yeah, I can only think of one situation where this would help the gunner, and that's on the Galleon, where a gunner manning both a lumber and a hwacha, for example, would get to use lesmok, greased, loch, heavy, and burst. Even then, they'd be losing their repair tool, which isn't really a good thing...
--- End quote ---
Yeah, my opinion is pretty much that. I could see the benefits of bring 4 or 5 ammo types on a Galleon, but it still wouldnt be worth the cost of forgoing a spanner or wrench. And a Galleon is pretty much the only case where the 'specialization' would be even remotely useful for a gunner.
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