Info > Feedback and Suggestions

Call for Gunner Ammo Ideas

<< < (34/55) > >>

DJ Tipz N Trix:
I think this is being gone about the wrong way.  If we really want gunners, I posit we remove ammo from all the other classes.  It may ruin the 3-1-1, 1-3-1, 1-1-3 symmetry, but if you are really looking to make gunners a more viable class, this is the best way I see to do it.

SirNotlag:

--- Quote from: DJ Tipz N Trix on June 24, 2014, 05:13:31 pm ---I think this is being gone about the wrong way.  If we really want gunners, I posit we remove ammo from all the other classes.  It may ruin the 3-1-1, 1-3-1, 1-1-3 symmetry, but if you are really looking to make gunners a more viable class, this is the best way I see to do it.

--- End quote ---

Well thats the worst way to go about it! that just makes gunners mandatory by making it so only one type of crew build can be formed and takes all the fun out of the game. Its not like gunners are some useless smucks here that actively detract from a crew they are useful if you know how to use them. Granted there are some guns only good with one ammo but there are also guns that need the multiple ammo types to have full potential ie hades, light flak, and practically all the heavy guns.

Regardless removing ammo from other classes would not fix gunners it would break the game.

DJ Tipz N Trix:

--- Quote from: SirNotlag on June 24, 2014, 08:30:27 pm ---
--- Quote from: DJ Tipz N Trix on June 24, 2014, 05:13:31 pm ---I think this is being gone about the wrong way.  If we really want gunners, I posit we remove ammo from all the other classes.  It may ruin the 3-1-1, 1-3-1, 1-1-3 symmetry, but if you are really looking to make gunners a more viable class, this is the best way I see to do it.

--- End quote ---

Well thats the worst way to go about it! that just makes gunners mandatory by making it so only one type of crew build can be formed and takes all the fun out of the game. Its not like gunners are some useless smucks here that actively detract from a crew they are useful if you know how to use them. Granted there are some guns only good with one ammo but there are also guns that need the multiple ammo types to have full potential ie hades, light flak, and practically all the heavy guns.

Regardless removing ammo from other classes would not fix gunners it would break the game.

--- End quote ---
If you really need 2 guns with special ammo, you take 2 gunners.  If you need one, take one gunner.  If your ship can run just fine without special ammo, take no gunners.  I don't think it would break the game.  I think it is something to think about.

Tanya Phenole:

--- Quote from: DJ Tipz N Trix on June 24, 2014, 11:13:38 pm ---If you really need 2 guns with special ammo, you take 2 gunners.  If you need one, take one gunner.  If your ship can run just fine without special ammo, take no gunners.  I don't think it would break the game.  I think it is something to think about.

--- End quote ---

That will ruin the initial idea of teamwork as highest priority. Class does not means that your role is strict , we have pilots, rebuilding hull and engines in critical situation, gunners as main repair force for guns and helping on rebulds as well (no engines-no arcs - no shooting). And engineers, able to do everything.

Currently, game has 10 pilot tools, 8 gunner ammo types and only 6 engineer tools. 2 of the pilot tools designed specially for engineers and gunners. Adding 2 ammo types, which will be useful  for engineers, and engineering tools useful for gunners and pilots, would help to correct the class balance.
 
However, this topic is dedicated to ammo types ,  not to rebalancing engineer's tools.

My suggestion:

Phosphoric shot.
+70% projectile speed
-20% rotation speed
clip size reduced to 1.
Highlights the component being shot, so the enemy ship is not shaking the spot. Also, the halo of lighted components helps pilot to watch the movement of the enemy ship in blind zones.
Puts several stacks of fire to the gun being shot from and to damaged coponent as well. The lightning effect stays for 8-10 seconds.

How to exploit:
- by gunners, who can instantly extinguish their gun by heatsink clip. This mostly related to heavy flak gunners, who don't have much use before armor breaks. (weapons, generally used by gunners, like Typhon, Lumberjack, Manticore, Hades  require only 2 ammo type for tactic advance, so probably the third slot can be taken by Phosporic clip, which gives huge advance).

- by pilots having light guns near helm, like Galleon or Spire. Unlike taking flare gun, this does not makes the gun slot itself completely useless in terms of damage. Helps the crew to do spots, helps himself to prevent enemy ship going blind zone  in brawl. Makes harder to shake spot by cloud, does not influences to shaking spot under cover.

- completely useless for engineers because, well, -1 person gunning on the ship. Very few ship build have no-shooting engineers. Also can't be used for Pyramidion's maindeck due to lowered rotation speed.

Koali:
How about an ammo type to counter chemspray, i.e. wash it off? Some kind of water shots, perhaps? These would probably help the opposing team by removing fire stacks, though. How about some sort of chemical solvent-type shot? Either a spray or a bomb-like projectile (like a big glorified water balloon). It could vary between weapons. (Big shot on most guns, but carronades, gatlings, and flamers get a spray)

Chemical Solvent
Removes the effects of Chemspray
Does only 50% damage <-- that can change for balance
as a spray -60% ammo capacity
as a bomb Only 1 shot

OH GOD, FLAMETHROWERS THAT REMOVE CHEMSPRAY

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version