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Gunner Passives
Jereven:
I was thinking about this some today... Not necessarily passives, but additional gunner tools that aren't necessarily ammo but perhaps could be toggle-able effects.
For instance, an item that trades reload time for clip size (in either direction, probably as two separate items) when active and stacks with the currently selected ammo. As a perk, it would add some more utility to gunners... who could preload the engineer's gun as well as their own between engagements.
Thomas:
https://gunsoficarus.com/community/forum/index.php/topic,2596.msg45714.html#msg45714
This topic has always been hotly debated. However, I personally like the idea of semi-passive skills for gunners. While this could be considered overpowered or gamebreaking by some, gunners -should- be able to be better at gunning than engineers. You can argue that this is already the case, but time and again it's been shown to be more effective to have more engineers and less gunners. In more than a few situations, you don't even need a single gunner.
Having items you can use alongside of different ammo types (such as the old heavy gauntlets, modified trigger, ammo box, etc) can give gunners a significant boost over non-gunners when it comes to gunning. At that point you can actually start debating if you want to bring two gunners or two engineers on your ship, instead of debating if you need to bring a gunner at all.
I don't particularly like the idea of straight up passives; and just adding more ammo types won't change anything. Gunners would still be able to use one ammo type at a time, and in almost all cases that's all you need. Where engineers can make use of multiple tools in a much shorter time frame.
Jereven:
Yeah, my idea was more along the lines of "Here are some ideas for new tools, and while we're at it why not make gunners more useful?" To elaborate more now that I'm not typing on a phone, some ideas, again going with the premise of "You can toggle this on or off, rather than equipping it" but perhaps with the "Limit one toggleable active at a time." The 'gunner tools' all would replace an ammo slot as far as your loadout goes, but don't affect the ammo you'd be loading into the gun -- so your loadout might be spyglass, engi tool, 2 ammo types, gunner tool.
So some ideas, maybe or maybe not balanced. Percentages can all be adjusted
Gunner tools (all stack with ammo effects).
* Active: When you begin reloading a gun: +15% clip size, +15% reload time. (Set up front-loaded damage)
* Active: When you begin reloading a gun, -10% clip size, -15% reload time. (Sacrifice burst for sustained DPS -- possibly no penalty on small-clip weapons). Effect persists even if you stop manning the gun reload.
* Active: While on a gun, its incoming damage is reduced by 20% but its firing rate is decreased by 10%.
Note: All of these can benefit an engineer as well, but it comes at the cost of their ammo option. (Though the usual tricks of preloading ammo can work around this with a gunner/other engineer, with some drawbacks)
Engineer tools:
* A repair tool of sorts that has moderately fast rebuild and repair times on <system> (between wrench and better of spanner/mallet), but slow (slowest between spanner and mallet) rebuild times on all other systems. Possible option for a gunner who wants to be able to quickly repair their weapons, at the cost of being able to emergency repair other parts of the ship. Or if one of these covered a hull, give it + buff hammer + chemspray to a Squid's hull engineer.
* Tool to increase movement speed, but decrease repair (and maybe rebuild) effectiveness. Effects persist for X seconds after deactivation.
Thomas:
Well here's an interesting thought. One reason engineers tend to be considered better to have on a ship than gunners is because of the variety of tools they can bring. Why not give gunners a better variety?
For instance, change the buff hammer so that it can't buff guns (some achievements will need to be changed), and give gunners a tool that buffs guns. Perhaps by a smaller margin, but for a longer period, making them not have to jump back off and on constantly. Perhaps even give them other tools to apply different effects to their guns, such as some kind of gun shield that buffs the guns' HP, making them harder to break.
Something like this would make gunners a lot more effective, especially if you created more than gun buffing tool. (One for HP, one for damage, maybe one for turning, get rid of heat sink clip and make that a gun buff tool, etc). Allowing them to buff the gun (would the buffs be stackable, or only one buff per gun at a time?) and still load up an ammo type.
Spud Nick:
--- Quote from: Thomas on January 16, 2014, 01:18:40 pm ---Well here's an interesting thought. One reason engineers tend to be considered better to have on a ship than gunners is because of the variety of tools they can bring. Why not give gunners a better variety?
For instance, change the buff hammer so that it can't buff guns (some achievements will need to be changed), and give gunners a tool that buffs guns. Perhaps by a smaller margin, but for a longer period, making them not have to jump back off and on constantly. Perhaps even give them other tools to apply different effects to their guns, such as some kind of gun shield that buffs the guns' HP, making them harder to break.
Something like this would make gunners a lot more effective, especially if you created more than gun buffing tool. (One for HP, one for damage, maybe one for turning, get rid of heat sink clip and make that a gun buff tool, etc). Allowing them to buff the gun (would the buffs be stackable, or only one buff per gun at a time?) and still load up an ammo type.
--- End quote ---
I like this idea. Engineers will still be able to buff the other components and gunners will be able to deal more damage than engineers.
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