Info > Feedback and Suggestions
Please Make Gunners Useful
Sammy B. T.:
We Ducks are pretty well known for being three engie focused. Ever since Squash begain piloting his Galleon as an engineer, I can't think of any Duck ships without three engineers. My Junker is all about the triple engineer. It gives me two buffs, two extinguisher and two mallet/spanner combos. Its damn fearsome. However, as someone who has spent a lot of time designing my ship, I know that the lack of gunners does restrict my choices for builds. Having a great diversity on my ship is not always optimal, ie a long range merc/artemis side paired with a closer range gat mortar side. I'll never use a gunner as the game stands but that is not because they are inherently under powered but instead my play style fits better with three engineers. I prefer to sacrifice the diversity a gunner could add to my ship for the various benefits my three engis give me.
BTW the real balance question is whats better, a Gunner, or a buff Gungineer.
Richard LeMoon:
Having ammo types switch between damage types would make gunners a lot more diverse. The carronades, for example. Have some ammo types load 'slugs' instead of 'shot', and do component and piercing damage rather than balloon, as well as traveling further.
Serenum:
--- Quote from: Richard LeMoon on October 27, 2013, 12:30:35 am ---Having ammo types switch between damage types would make gunners a lot more diverse. The carronades, for example. Have some ammo types load 'slugs' instead of 'shot', and do component and piercing damage rather than balloon, as well as traveling further.
--- End quote ---
I like this idea, I think it would work really well, even if it would be nightmareish to balance at the beginning.
zlater75@hotmail.com:
I think i could understand from between the lines that pilot and engineer are as useful as gunners thanks to the one ammotype they can choose? Guns just need one by majority and so builds are made not with gunners in mind but engineers and pilot?
What about restricting that gunner feature in the other two classes? Like loch for captain, default for engineer? Would that make the gunner more useful?
That way maybe the guns that are ok with gunners and 3 ammotypes get used more?
Echoez:
--- Quote from: Sammy B. T. on October 27, 2013, 12:07:43 am ---BTW the real balance question is whats better, a Gunner, or a buff Gungineer.
--- End quote ---
Been having such a discussion last night with Sunderland and it IS indeed true, if anything, as Sammy said, Gunners have a purpose and it's mostly a playstyle choice, but if you realy want to look at something, look at the buff hammer and how it affects various components, that's the primary reason people want to go three engineers and sacrifice diversity for a more specialized build, it's all about bringing 2 of these babies to keep everything running at over a 100% capacity, including your guns.
Then again the utility of the buff hammer has been OP since I started playing last May.
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