Info > Feedback and Suggestions
Gunners new Toy
Wundsalz:
I do not like the idea proposed in the OP. I think haveing static guns only is a core concept of goi, which shouldn't be touched.
Better approaches to make the gunner a more viable option have been discussee before. Among these:
- reduce the ammotypes non-gunners can bring to one by making normal clips a choice like any other ammo type
- alter the effect of the buff hammer on guns, so it doesn't increase their damage
- passive gunner items
- ammo stacking combining and increasing the ammunitions effect
Zyankalium:
What about the idea of some new Tools... and change the buffhammer effect on Guns.
Different Gunner Tools for different buffs on guns. (a tool for damagebonus, a tool to shorten the reload time, etc.)
The right Gunner Tool Buff could negate the drawback of an Ammunitiontype.
And the Egnineer bufhammer effect would make the buff last longer.
The Sky Wolf:
--- Quote from: The Djinn on March 11, 2014, 11:28:38 pm ---
--- Quote from: Olde Grim Jack on March 11, 2014, 10:28:57 pm ---The same question could go for the ship's guns.
--- End quote ---
Then we'd add a mandatory tool that would, by necessity, occupy the gunner slot of almost every class. That's not cool with me.
--- End quote ---
Yeah, we know.
Tamath:
I'd be excited for new tools but as others have mentioned it could cause a lot of balancing headaches.
What if something simpler and more elegant was introduced, like... Only Gunners are able to buff guns? All classes can still use the tool, but Gunners can only buff guns with it and Engineers only non-gun parts (balloon, hull, engines).
Of course, that means the gunner would be unable to repair as his one tool slot is taken up by the buff tool. It does introduce a new set of interesting decisions, however: Do I stick with three engineers so all my men are able to repair, or do I want to have access to the higher dps that other ships with 2 engineers and 1 gunner will be packing?
Gungineers would be upset, yes, but nothing's stopping them from continuing to gungineer - being able to shoot a gun with a complimentary ammo type while having the ability to repair, put out fires and buff non-gun parts keeps them being overwhelmingly useful without having it all.
SirNotlag:
I think the best way to increase the gunners effectiveness would be to give them the passive tools. that way they have a new tool type that other classes can still dip into.
Some examples being;
reload crank: while the gunner is sitting on the gun it reloads 20% faster
padded gloves: reduce recoil by 10%
Magnification goggles: the zoom function on all weapons is doubled
weapon lubrication: weapons rotation speed increased by 15%
necklace of the steel heart: while sitting on the gun its armour is increased by 30% so it is harder to disable.
rabbits foot: its so lucky that when sitting on a weapon it has a 50% chance of stopping a fire stack from being placed on the gun.
ring of the protector: increases the ability to repair weapons by adding 1 to rebuilding them and 25% to keeping them maintained regardless of tool used.
these are some examples i just came up with but i figure they would be a good addition because a devote engineer could take something like the ring of the protector so his ability to maintain the ship as a whole is increased cause he can get the guns working faster.
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