Main > Gameplay
The buff hammer, and guns.
Sammy B. T.:
I don't undestand why it going down twenty for greased and being brought back up by twenty with the buffed is the issue. A buffed greased will still be twenty less than a buffed normal shot.
N-Sunderland:
My concern is less about how buffs negate drawbacks, and more about how it takes the place of some ammo types (trying my hardest not to turn this into a gunner debate, but I need to put it out there). Charged loses out on a lot of guns because of this, seeing as it's pretty much a bad buff (except with guns like merc, heavy flak...). Seriously, has anybody else noticed how niche charged is right now?
--- Quote from: RearAdmiralZill on December 01, 2013, 11:32:58 am ---And that's my point. It should never completely negate it or do so to a point that for x seconds (8 is it for gun buffs?)
--- End quote ---
Gun buffs last 20 seconds
GeoRmr:
--- Quote from: Captain Phil on November 27, 2013, 06:07:15 am ---Looking at your ranks there GeoRrm, and I think your point of view may be a bit biased. Anyhow, yes I did forget about the few guns (essentially anything with an arming time) that require more then one ammo type. So lets looks at a Lumberfish with a buff engineer. Basic set up, of course, is a main engineer, a buff engineer, and a gunner for the main gun. If positioned correctly, the fish can stay out of combat and keep the front gun buffed 24/7, and with a good gunner, taking out balloons with only two shots instead of the normal 3. This makes it harder to not get sunk due to the fact the gunner only needs to land two shots instead three. With a good pilot and gunner, one fish can easily rotate shots between enemy ships, with lesmok rounds, and keep them both disabled for their ally to clean up. (Yes there are tactics to counter this, I know, this is just an example so don't bring them up). And not all players are tactical masters FYI, so keep in mind the battle between the people who know how to use that buff effectively and not. I can see a lot of captains getting frustrated because their guns are just not outputting damage like the enemy is because they don't have a buff engi that is skilled with keeping everything buffed.
Basically, buffed weapons make it harder for other teams to make a comeback after they get hit with a buffed gun. Are gunners useful, absolutely, especially with new ammo and reload systems coming in. However, the fact remains that 20% damage increase is basically the same as adding charged rounds with the current rounds you have on your gun with no drawbacks.
--- End quote ---
Nono, there is a huge drawback, your engineer is now terribly inefficent at repairing. In your lumberfish example this is even more damaging as when they get close you can't put back fire power either.
GeoRmr:
--- Quote from: N-Sunderland on December 01, 2013, 12:08:11 pm ---My concern is less about how buffs negate drawbacks, and more about how it takes the place of some ammo types (trying my hardest not to turn this into a gunner debate, but I need to put it out there). Charged loses out on a lot of guns because of this, seeing as it's pretty much a bad buff (except with guns like merc, heavy flak...). Seriously, has anybody else noticed how niche charged is right now?
--- Quote from: RearAdmiralZill on December 01, 2013, 11:32:58 am ---And that's my point. It should never completely negate it or do so to a point that for x seconds (8 is it for gun buffs?)
--- End quote ---
Gun buffs last 20 seconds
--- End quote ---
Most of the ammo types are niche, I don't particularly think so for charged rounds. Other than the heavy carronade the only reason I use incendiary rounds is to play arround with arming times, not even the main purpose of this amunition! To add to the list for usefullness of charged rounds give them a try in the heavy carronade, the light flack, and even the gattling (in situations where it's unbuffed like the brawl side of an artemis junker).
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