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Please Make Gunners Useful

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Alistair MacBain:
Mortar benefits in theory from this ammo type.
But a good player will probably just time his shots and instagib any ship besides galleon.
You dont need a gunner if a gun can instagib an unarmored hull if its paired with a gatling.
The Pyra just needs 1 full gatling clip and 2 mortars shots to loose its hull armor.
6 more shots and it is dead. So why should i bring a gunner on a mortar if i can kill an enemy without a gunner this fast?

The Djinn:

--- Quote from: Alistair MacBain on October 17, 2013, 01:59:08 pm ---6 more shots and it is dead. So why should i bring a gunner on a mortar if i can kill an enemy without a gunner this fast?

--- End quote ---

In this theoretical case? Greased for rapid killing, Lesmok for extended range against ships that don't allow you to engage at close range.

Gambrill:
Maybe give gunners 4 ammo slots? :D  BOOM! minds = BLOWN! :)

The Djinn:

--- Quote from: Gambrill on October 17, 2013, 05:17:30 pm ---Maybe give gunners 4 ammo slots? :D  BOOM! minds = BLOWN! :)

--- End quote ---

But your gunner typically stays on 1-2 guns...so he really doesn't need a fourth ammo type.

Van Manfred:
I just flew over a few pages of this thread, so I don't know if this has been proposed, but here it is:

How about making all types of ammo more extreme? If the different ammo types had stronger effects and flaws, carrying more of them would really make the offensive shine.

PS: I am of the opinion that sometimes, a good offense is the best defense. When piloting a galleon and splitting my behind halfway to get a good good angle, I am glad there's a gunner downstairs who fixes a gun and blows the flaming bug away instead of repairing consistently breaking components ad infinitum.

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