Info > Feedback and Suggestions

Make gunner a muti-class..

(1/2) > >>

Caprontos:
I did post this elsewhere and I am aware this is partly suggested elsewhere but in another context.. But there wasn't any replies to it really why it can't work.


What if Gunner is made to be able to chose, either a third ammo type or a second tool. (IE to make it clear, they can be like they are now or opt to take a second engi tool over the 3rd ammo type) (I am not suggesting a 4th class like the other topic that has this like idea).

This way the gunner class can be a lot more versatile like engi can be. and might open the option for two gunner ship load-outs (at lest non-competitively) and not be a very do or die ship... because you can still have decent repair power, for the benefit of more ammo to pick..

I can't think of any negatives or balance issues it could cause.. Because anything this lets the gunner do the engineer can already do it more or less, the only difference is gunner would be a little more effective on the gunner side of it (since he can take advantage of 2 ammo types.. where as an engineer is more on the repair side since he can repair better.. As it should be I guess).

Engineers are still better then gunners at engineering (3 tools better then two tools on the repair side.. clearly).. So it doesn't remove the need for engies or diminish there core value.. I doubt we'll see all 3 gunner ships if this happened.. :P

Pilot doesn't matter cause pilot is pilot.. But maybe gunner pilot could work more so in this situation though.. why? haha

So what am I over looking with this? Is probably some major flaw that I just can't think of.. If it was suggested in the past in the same context (An I imagine it was), was there any dev input on this type of change?

(I did see it in a place elsewhere, after doing a little searching awhile back but didn't again see much or any follow up replies)..

GreyTea:
with your idea

Example ship: Junker
Pilot:Claw kero Hydro,wrench,burst
Gunner:wrench,chem, burst lesmock
Gunner:Wrench,Buff,Burst lesmock
Gunner:Wrench,Greased Burst lesmock

Now the junker is optimal at 2 ranges and has all types of damage covered and the ability to buff .. engineer would become obsolete wrench chem and wrench buff would be the standard loadouts and say a 3rd gunner take 3 ammo  types, i really don't see a need to change the class system, so drastically and it really would unbalance the system why can the pilot not get the choice for a second repair tool or the engineer the choice of a second ammo in sacrifice to one of there designated tools?

I really do not feel the gunner is an under powered class just under appreciated, 3 ammo choices are not for every light gun but can be applied to every heavy weapon i.e lumberjack lesmock burst loch is essential for all 3 ranges to remain effective within arming time,

I think it comes down to play style some captains prefer damage over tank so they take more aggressive crew load outs and need a gunner where some are more tank and snipe and take 3-4 engineers.

To counter your argument of why you can not see this not working i say why is it needed in the first place? if you change one class to have the ability to pick and choose the other 2 have to have it as well,

Mattilald Anguisad:
I think better solution to gunner problem is to remove dfailt ammo, and make it a choice of loadout - check https://gunsoficarus.com/community/forum/index.php/topic,3576.0.html

GeoRmr:
My solution to the gunner problem is that there is no problem, leave the class as is and think more carefully how to utilize them.

Coldcurse:
The problem here is that people can only use 1 ammo type when shooing and gunner doesn't seem that special if you think about it.

To make the gunner special, wouldn't it be better if they can do an small percentage more damage then other classes?
This amount should be around 5-7% I guess. It's small but its still more damage.

Navigation

[0] Message Index

[#] Next page

Go to full version