Intro
I am here to present to you my suggestion and try to convince as much as possible with visual belivability and understanding of the new tool type that i know my self is sort of to be off putting to the game itself. But my goal is to convince you otherwise, and the new idea to make gunners more valuable.
In the end, it is for Muse to decide if they even want to consider.
Along with your comment and further suggestions or suggest against.
As for me it was fun thinking and developing this idea.
Current Issue
Gunners arent really valued. The flexability that the engineer gives on the ship is stronger than the gunner. Because the gunners value is not the class, but the gun. Everything the gunner is good at is only on the gun, and nothing else. While the engineer is fit for everyship and further with different playstyles like Gunengineer. The gunner is dependant on the weapon choice more than a wanted selection for their style. Along with how their ammo type does not really feel needed. One slot is enough for most (or all) players.
A suggestion was made to limit engineers and pilots to one slot, and sacrific gunners just a bit to make pilots and engineers suffer very.
https://gunsoficarus.com/community/forum/index.php/topic,3576.0.htmlThe point still stands that gunners cannot outdamage engineers, unless they have help from an engineer.
So lets, perhaps change that.
Gunners Flexability
Gunners can only manipulate a gun with 2 more ammo types than engineers and pilots.
Within each reload...
Ok, the gunner stands pretty low allready assuming you know that the ammo types dont only give benefits but drawbacks. So they only change the gun. Not really in a beneficial way, but in the most suitable situation.
Nothing really adds to the gunner other than the gun presented to him.
I noticed something and it is this.
GunnersEngineers Pilots These are icons on the upper right of the Tools Description. These icons show what they are for. Like the spyglass is not for the helm. While the helm is for the Helm ofc. The NO FIRE is extinguisher oriented, Wrench repair, and + sign is like and Upgrade (Or health if you assosiate it with that).
Then if you look at the gunners tool, its only one icon across all the tools it has. Making it not be able to do anything else other than just, changin ammo. The engineer has flexabilities between all 3 of its selections, along with the Pilot having to force his engineers/gunners to spot for him if he wants all 3 helm Tools.
So, the gunner does not have anything else to play with. He is pretty much stuck to one thing and that is the gun. While the engineer and pilot can actualy play with their gunner loadouts.
The New Tool Type
I present to you. A new tool type that makes Engineers and pilots Wish they had more gunner slots! As much as how gunners wish they had more engineer slots.
Que Rock hard Metal music
THE HANDHELDS
Introducing
Automatic shot shooter
(Aka Auto)
It works as a selection outside of a gun, and works like the gattling gun.
It has 50% ammo that of the gattling
Does 50% less piercing damage than the gattling (And only piercing)
Range is 300
Spread is that of a gatling gun.
30 Second Cooldown
The auto is meant to supply the gunner (or other classes) a handheld gattling gun that alone does 25% damage that of a gattling gun.
So, 4 crew with this weapon is enough to supply for one gattling clip worth of damage. But 25% is enough during the gunners reload on his gattling gun or some other weapon.
Combustable Tar bomb(Aka Tar Bomb)
A throwable that does not collide with own ship or hurt ally.
Its throwing arc and range is that of a MineLauncher
Does minor fire damage on impact and has AOE that of the minelauncher.
Spreads Fire by the same chance as a minelauncher
30 Second Cooldown
This is ment to supply a third addition to ways of creating fire. You have Guns themselves, An ammo type. And now a throwable type.
It would mostly suit the main engineer to do a throw before he runs back to repairing. Or a barrage of throws from all 4 crews. It can also creativly be the weapon to place fire on components that are rebuilt.
Six Flintlock Shooter(Aka Flintlock)
(Couldnt come up with a more creative design)
A shatter flintlock pistol that has 6 shots of pure shatter damage.
5 shots equal to enough damage to disable a light gun/Light Engine.
Its range is 300 and is accurate to point. The shots come in as fast as carronades.
30 sec Cooldown
This weapon requiers teamwork effort or give an emergancy disable. Unless the enemy repairs the component. But 2 pistols is enough to disable a light gun fully even on repair. The gun being a disabler prooves to be difficult to use during a hektik close range battle. But rewarding if performed well.
Convenient celebratory Rocket(Aka Hand Rocket)
A throwable/Launchable that does 50 Explosive Damage
The arc and the throw is that of the artemis.
Has a minor wind up time before the throw.
500 Range.
1 minute Cooldown.
This is the weapon that supplies a crew the ability to do some explosive damage. Crew of 4 can do 200 damage if directly hit. (But then no one is on an explosive gun)
WHAT WHY?
Because gunners need the ability to use their set of open tools fully. They are still able to choose 3 ammo types instead for the guns and ships to their liking. Having a throwable not only adds gameplay to the boring Main Engi roles, or some ships like piloting the galleon but also opens up possibilities to the gunner to dish out some extra damage.
For example, with these.
You can have 1 gunner and engi on the top guns of a metamidion (Gat and Mort). The gunner can be on either weapons, but for this, lets give him the Gattling gun. So the engineers job is to wait for an armor down. So he can assisst the gattling gun with the Auto. The gunner uses Heavy Clip, or Greased to take down the armor of the ship. Once the armor is down he reloads the gatling, he jumps out and winds up the Hand Rocket for 50 extra damage. Same with the pilot (100 damage) With Mortar Shots coming in also. If those hand rockets hit with the armor up, theyr gone for 30 seconds. Anyway the gunner places his ammo on the gat before armor goes up or after, once that armor goes up the gunner throws the Tar bomb to place bit of fire on the hull as annoyance. And continue with the gattling.
Here is another Example.
On a squid, you may want 2 gunners finaly. With these 2 gunners you can combine the said combo with the small number of light weapons.
The gunners can have the Flintlock, and Hand Rocket along with the usual Carronade Flamer and ammo types for those. While the engineer has a Tar Bomb. And the pilot Holds a hand rocket.
So the squid now has the potential to disable one or 2 turning engines and abuse with carronade + flamer. Hand rocket their ass when the armor is down. The engineer can then Tar Bomb the enemy ship when the armor is up.
Another Example is a Spire with Lumberjack and Hades + 2 light flaks.
All crew equip atleast one Flintlock. The gunner holds Greased and Lesmok, along with Tar Bomb.
When the spire gets someone close by, the 3 crew can flintlock the weapons attack them giving them a chance to escape. The gunner Tar bombs after rebuilds. Combine that with the fire from the hades and you have more fire on different components.
There are probably some other Cool combinations.
How does this help the gunner?
This gives the gunner an edge over buff hammer engineers with more flexability over how to damage the enemy. The execution is heavy though as all the items have 30+ second cooldown (2 hwacha reloads aprox). It also gives more builds different ways of attacking. And makes some ships use different guns and classes than the usual.
You also give pilots and engineers on some roles and ships the purpose to be actively help out doing some form of damage. BUT for those engineer roles and pilot roles that jump on a gun wont have the ability to switch out for an Ammo type.
For example, a minelauncher on the Spire is Accesable by the pilot, and he can switch to lesmok or Default. With the new additions pilot will have to choose between a handy tool versus a handy ammo type. A buff engineer cannot really help much on reload other than the buff hammer giving the gun 20% more damage. On Pyramidions, you are going to want atleast one gunner for the combination they now do while they reload their guns. Along with doing some form of disturbance while they are at your blindside. You are still going to want Engineers on ships like the Mobula. Or 2 engineers on Junker, etc. It gives static Pilots or Engineers the ability to do something. Along with giving gunners a purpose outside a gun. Most prominently in combination with a gun on the ship while it reloads or to assist an allready shooting gun.
The goal is to make the gunner actualy fight an enemy ship.Engineer: I cant stop the squid from Putting fire to our baloon!
Gunner: Step aside Enginer... I got this!
*5 flintlock shots accuratly hit the flamer*
Engineer: My Saviour!
Gunner: Not yett!
*Throws a Tar Bomb on squid perfectly*
*Squid stops firing and holds still a bit*
Pilot: Great job lad, you earned a promotion!
*The gunner looks proudly into the sky and wakes up*
Gunner: urgh... it was all but a dream...