Info > Feedback and Suggestions
Class Specialization
Pickle:
I'll be the voice of dissent, then.. I think this will unbalance the PUG, or rather rend it dead in the water and destroy the gameplay experience for 99.9% of the playerbase (i.e. everything but organised competitive play or private matches). You've now got two midgame joiner Gunners, and none of them has a repair tool. Welcome to the hell of death-by-troll or the new and improved death-by-newbie-mkII.
Muse has no interest in fixing problems with PUGs caused by mid-game joining, let's not make the situation unbelievably worse.
Sammy B. T.:
Engineer nerf? Your telling me that having a mallet, spanner, fire ext, chem spray, and a buff hammer is a nerf? Three super engineers shooting normal ammo would still be my game play style.
Swizy:
I have mixed feelings about that. The pilot would certainly benefit from that. I always felt that only three tools is quite the challange. Considering that you never need to take a gun on the ship the ammo slot becomes kinda useless. Having that spare fourth one could change the game quite a bit. The hullgineer has a buff hammer as a fourth tool or either a chem-exinguisher combo (one to remove and the other to prevent stacks). The Gungineer keeps his current loadout with spyglass and buff. Perhaps drop the spyglass for a fire extinguishing tool. The gunner would.. gun the ship? I don't think taking away a repair tool from him to be a good idea. You're happy for a little indipendence there.
But maybe new roles on the ship would emerge from that. Main engineer suddenly becomes a more important role or you could combo the gungineer and hullgineer.
bullethose:
would make the gunners useless I (when I play gunner) barely feel a need for more than 3 tbh I only know half the ammos
Spud Nick:
Seems like we all agree that pilots and engineers would benefit more from this than gunners.
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