Info > Feedback and Suggestions
Please Make Gunners Useful
The Djinn:
--- Quote from: Cid Ferringer on October 11, 2013, 01:41:46 pm ---Yeah, but that makes the guns the gunners territory, just like a gunner won't go around messing with the hull or engines. Well, he can to a limited amount, just like an engineer could use one type of bullet.
--- End quote ---
Gunners do mess around with hulls and engines though: everyone pulls their own weight in both healing AND firepower, even if that weight isn't as much as the specialist in that area.
Making normal ammo a type removes the ability for Engineers to effectively use any gun that does not benefit from their special ammo, which severely limits loadouts and options for ships. I can't say that's a good thing, even if it does make Gunners a little more important. I'd rather (if we assume Gunners need a buff) give Gunners something extra rather than take away from not only the Engineer's options, but the Captain's viable options with ship loadout.
--- Quote ---But why keep the mechanic where the gun reloads when you do not have the same bullets equipped?
--- End quote ---
For one thing, that makes the Gunner more important. Otherwise two Engineers could each take the most important ammo for a certain gun, and just juggle reloading times to always keep it filled with the most appropriate ammo. A good team on a smaller ship would have no trouble doing this.
Cid Ferringer:
--- Quote from: The Djinn on October 11, 2013, 03:01:20 pm ---For one thing, that makes the Gunner more important. Otherwise two Engineers could each take the most important ammo for a certain gun, and just juggle reloading times to always keep it filled with the most appropriate ammo. A good team on a smaller ship would have no trouble doing this.
--- End quote ---
Except that you can't call someone over everytime you need to reload.. Then you're gonna waste a ton of time..
--- Quote from: The Djinn on October 11, 2013, 03:01:20 pm ---Making normal ammo a type removes the ability for Engineers to effectively use any gun that does not benefit from their special ammo, which severely limits loadouts and options for ships. I can't say that's a good thing, even if it does make Gunners a little more important. I'd rather (if we assume Gunners need a buff) give Gunners something extra rather than take away from not only the Engineer's options, but the Captain's viable options with ship loadout.
--- End quote ---
Giving gunners something extra will have the same effect, but with added powercrawl.
If the meta changes and having a gunner makes you kill things more effectively, then loadouts will be limited the same way, since they won't be viable.
I don't see the difference between "Ok, we can't have engineers on these guns now because they are less effective" vs "we must have gunners on these guns no because they are much better"
The Djinn:
--- Quote from: Cid Ferringer on October 11, 2013, 05:02:17 pm ---I don't see the difference between "Ok, we can't have engineers on these guns now because they are less effective" vs "we must have gunners on these guns no because they are much better"
--- End quote ---
The different is the first is "this engineer is actually causing the gun to function not only below peak efficiency, but below normal efficiency" vs. "this engineer is fine on the gun, although a gunner would be much better."
Cid Ferringer:
They are both relatively the same thing..
"Normal efficiency" is definied by the meta.
The Djinn:
--- Quote from: Cid Ferringer on October 12, 2013, 02:57:12 am ---They are both relatively the same thing..
"Normal efficiency" is definied by the meta.
--- End quote ---
Not really. The difference here is in player perception. Psychologically, players would rather see someone else do better with interaction A then see themselves actually make interaction A worse.
Basically, it isn't fun to only be able to use a gun when you know that the gun is actually weaker as a result of you using it. Players want to feel useful and, as a result, I'd much rather have the Gunner just be BETTER at gunning than the Engineer. Note that this means the Engineer stays at his current baseline of having normal ammo and a single option -- the Engineer in this situation sometimes isn't playing optimally, yes, but he's also not feeling useless by seeing his choice actively harm his teams firepower.
Small distinction in this discussion...but it makes a large distinction in how the player perceives the class during actual play.
I think you'll find this common in many class-based or option-based games, and the reverse (a player's choice making them actively worse than an unmodified choice) is rather rare except in games specifically designed around that.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version