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Class Passives!
Sliced And Diced:
To be Honest, i though of this because i want gunners to be more relevant on most ship builds.
Think about it, If a gunner had a passive that makes him reload slightly faster or do slight more damage, he would be picked more often than an engineer.
If an engineer had a passive that make them repair slightly better or rebuild faster, or a captain had passive that can either made the ship steer, move, or take less damage while as using captain items.
I mean think about it if we had a new slot on the character creation menu where you can changes passives depending on your class. It will add a degree of customization. And Player can have a more focused build :D
Crafeksterty:
It has been suggested before. What this does is it takes away the... i forgot the word.
It takes away the [overall system where classes are no more than just extra slots, much like how ships have stats but dont effect the guns]
Ive made a thread that absolutely no one responded to https://gunsoficarus.com/community/forum/index.php/topic,4009.0.html
which is about a new gunner tool TYPE.
I believe mostly that its the ammount of tool types gunners have that is the problem. There is only 1 type, and that is something engineers and pilots can handle because they have enough slots for 1 type. While pilot and engineer tools are 2 or 3 different types, something only the class can handle having.
-Mad Maverick-:
tbh with you passive ideas I would still want 3 engis...
Squidslinger Gilder:
Yeah, I'd still take 3 engineers over gunners.
Now if you really want to turn things on it's head. Redo the tool system. Instead of 3, 1 ,1. Turn it into 3, 2, 1. Gunners can then take 2 engineer tools, Engineers take 2 gunning tools, and pilots take 2 engineer tools. It won't solve the problem but you'd probably see a few more gunners since they could actually be somewhat useful for repairs.
Velvet:
--- Quote from: Gilder Unfettered on May 16, 2014, 09:01:15 pm ---Yeah, I'd still take 3 engineers over gunners.
Now if you really want to turn things on it's head. Redo the tool system. Instead of 3, 1 ,1. Turn it into 3, 2, 1. Gunners can then take 2 engineer tools, Engineers take 2 gunning tools, and pilots take 2 engineer tools. It won't solve the problem but you'd probably see a few more gunners since they could actually be somewhat useful for repairs.
--- End quote ---
that'd just make engineers even more obscenely good... I don't think there's a single gun where I wouldn't prefer to have an engineer with 2 ammo types than a gunner with 3. Every gun where I'd consider running a gunner, the 3rd ammo type tends to be a more of a nice bonus ammo while only the 1st two are vital. (eg. lesmok and greased are the important ones for Hades; burst is a little bonus for midrange... heavy and burst are all I'd seriously care about on a Hwacha... just heavy and charged on a heavy Carronade..) The Gunner would be fully relegated to.. hmm, maybe the lumberfish, but even then a 3rd engineer would allow another spanner on hull without losing the buff... so, maybe no gunners at all. ^^
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