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Please Make Gunners Useful

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Cid Ferringer:
There's no harm in discussing this, you don't have to look at the thread if you're not interested and why are you so easily provoked?

Stop derailing the thread, we were just getting back on track on the previous page..
Maybe if someone were to give feedback on the ideas I posted instead of messing around..

Wundsalz:
One of the major reasons why gunineers are preferred over gunners in many cases is their ability to bring a buff hammer. For a wide variety of weapons there is no need for using different ammo types that outweights the damage bonus a buff hammer provides. Hence reducing the buff hammers effect on weapons might help to make gunners more attractive. Alternatively one could grant gunners 2 engie equipment slots rather than 1. This would allow them to bring wrench+buff or could alternatively grant them some more repair power. I think bringing 2 additional ammo types is a rather minor boost compared to bringing 2 additional engineer equipments anyway.

Cid Ferringer:
Yeah but then you're making them more engineer instead of focusing on the gunnery aspect..

geggis:
I still think the simplest change that makes sense, given that gunners are forced to bring wrench/mallet/spanner or risk being totally useless when anything breaks -- while engineers get an additional ammo choice (because they can gun under any circumstances) -- is to make standard/vanilla rounds an ammo type. This forces the engineer to tradeoff versatility for specialisation or vice versa (just like the gunner does with engineering tools) and makes the gunner's repertoire all the more valuable (like the engineer's). With regards to ammo preloading/abuse: introduce unattended ammo reloading (this is far more intuitive) and allow anyone to use whatever is preloaded (again, this is far more intuitive).

As it stands:

Gunner:
Repair/rebuild or buff or extinguish/spray. (And even choosing 'repair/rebuild' sacrifices one or the other, or both to some degree)
Standard ammo and 3x specialised ammo types.

Engineer:
Repair/rebuild and buff and extinguish/spray. (I know it's not quite this simple but you get the idea)
Standard ammo and 1x specialised ammo.

With the fix above it would be:

Gunner:
Repair/rebuild or buff or extinguish/spray.
Standard ammo and 3x specialised ammo types.

Engineer:
Repair/rebuild and buff and extinguish/spray.
Standard ammo or 1x specialised ammo.

And I think that would make a world of difference. This was originally suggested by Mr Mouse I believe.

Anyway, if Sunderland is right and Muse are working on a solution to all this then the above doesn't matter an awful lot until we know what they're doing, so I'll get me coat...

Cid Ferringer:
Yeah but adding an additional engineering slot is not really in "the spirit of the class"..
You're just making a Gungineer..

Although I like the idea of having to bring standard ammo. Thats a really good idea..
What if guns weren't loaded at all when you start the game. That makes ammunition so much more important, it also adds more awareness to what you load the guns with.

That way you could give the buff hammer to the gunner and that would force engineers to give up shooting all together to pick it.
Or you could give the gunner the chemspray, make it increase rate of fire and reduce the fire fighting effect. So the main purpose is to use it on guns.

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