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The buff hammer, and guns.

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RearAdmiralZill:
I feel it's been long enough for this thread to finally get started. I want anyone reading or posting to keep in mind this is not a gunner vs engie thread. With that in mind:

The benefit of a buff hammer + special ammo in a gun really seems to counteract what Muse seems to want which is slightly longer engagements over previous patches.

The Gatling currently comes to mind when I think of this scenario. They changed it to a short range gun that fires tons of bullets to break hull. Toss any ammo in there and you get a nice perk but also a new weakness (like greased ammo lowering damage for more ammo and rof). Buff that same gun currently with ammo, and you break the very weakness the ammo introduced, netting an unbalanced result.

Sure, the buff is short, but I honestly think the % damage gained by buffing guns is too high. Discuss.

shadowsteel:
The problem as I see it, is that buffed guns only have one advantage.

Higher damage per projectile/particle.

So any ammo with a con that lowers damage is going to have that con negated, thereby removing whatever balance the con made.


The simple answer is to remove all cons that reduce damage. Place new cons that reduce a different property.


The other way is to change how the buff hammer works.

Maybe buff the guns other properties but reduce the damage buff. Quicker turning speed or reload speed are good properties to start with.


The most complicated and direct solution is to change buff properties depending on ammo. Give a slight buff to whatever their primary function is.

Examples:

Lesmok + buff = longer range/faster speed.

Greased + buff = quicker firing rate

EDIT: The buff hammer would increase damage on vanilla rounds.



Lemme know what you think Zill.

Captain Phil:
Why bother having a gunner when the engineer does more damage? Most small guns and a few heavy guns can get off using only one ammo type making the use of a gunner useless. I personally say forget about increasing the damage and increase a different value or two. For instance, how about buffed guns taking less damage so they can keep shooting under fire longer, or quicker turn speed. Just having buffs add damage only helps make gunners obsolete.

GreyTea:
A buff Artimus with charged rounds is going to become the new broken combo i feel, The increase in artimus usage is becoming the new meta i feel so a Nerf is probable incoming,

Also i feel the buff and charged round combo in general is just overpowered, timed right that is an extra 50% damage per shot so it negates the charges 20% clip reduction like mentioned,

The buff Hammer is a very viable tool for the gunner, over a wrench to self repair the gun,  Hopefully more people relies so the buff hammer is not an instant no on every ship,
But to balance this perhaps  a Nerf for the buff hammer or the rounds them self's possibly?

Urz:
What if the gun buff reduced incoming damage instead?

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