Info > Feedback and Suggestions

Please Make Gunners Useful

<< < (38/41) > >>

DMaximus:

--- Quote from: Echoez on October 27, 2013, 09:35:57 am ---
--- 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.

--- End quote ---

This is where I've ended up on the issue. I think if buff hammer gets a nerf to how much it increases weapon damage, we might see a decrease in 3-engi crews. At some point, something like buffed gat + heavy did/does about the same amount of damage as unbuffed gat with greased. The buff hammer can, to a certain extent, replace the utility of multiple ammo types on several guns. Nerfing the weapon damage increase of buff isn't a cure-all, but I think it would be a good start.

Echoez:
If you ask me the damage buff it offers to weapons needs to go entirely and be replaced with something more 'creative' than just raw damage addition, this is something that is already covered by an ammo type and comes with corresponding weaknesses, no reason an engineer tool should be able offer you 66% of what Charged rounds can do without any actual penalty to the gun and it does so in combination with whatever ammo type you will bring.

The Djinn:

--- Quote from: Echoez on October 27, 2013, 01:25:39 pm ---If you ask me the damage buff it offers to weapons needs to go entirely and be replaced with something more 'creative' than just raw damage addition, this is something that is already covered by an ammo type and comes with corresponding weaknesses, no reason an engineer tool should be able offer you 66% of what Charged rounds can do without any actual penalty to the gun and it does so in combination with whatever ammo type you will bring.

--- End quote ---

This seems pretty reasonable to me. The question is what it would bring. We can't mess with damage or reload times without stepping on the toes of ammo types, which basically leaves us with durability buffs, turn rate buffs (which might make sense), or increased gun arcs (which might also make sense). The latter two would fit with the general theme of granting extra mobility that we see the buff tool bring to the Balloon and Engines, and might also allow some interesting options on whips that ALMOST have a ton of firing angles: with such a Buff Tool you might be able to get a forward-facing Spire trifecta or even quad, for example.

The Sky Wolf:
Just make all ammo-type drawbacks 15-20% less harsh on gunners.

they should be able to bring the 3 types of ammo, and have slightly less restrictions than someone who isn't specializing in the gunning field, while engineers and pilots have to deal with the current basic restrictions.

Echoez:

--- Quote from: Grey-Wolf Jack on October 28, 2013, 04:51:16 am ---Just make all ammo-type drawbacks 15-20% less harsh on gunners.

they should be able to bring the 3 types of ammo, and have slightly less restrictions than someone who isn't specializing in the gunning field, while engineers and pilots have to deal with the current basic restrictions.

--- End quote ---

Would completely break the class and many weapon/ammo combinations. Like having LJs with Lesmok and 6 ammo and a completely unaffected Heavy clip. blah blah, you get it. It would pretty much make gunners mandatory and OP.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version