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Call for Gunner Ammo Ideas

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Myroc:

--- Quote from: SirNotlag on May 20, 2014, 06:53:38 pm ---Here is my two cents on the Normal ammo being a selection, For one I am extremely against some form of crummy scavenger ammo becoming the default OR the idea of having no ammo in the guns when a ship spawns as it leaves you too vulnerable if the enemy is in your spawn point and you would get steam rolled without being able to fight back.
--- End quote ---
Point A: At roundstart, you should have more than enough time to reload all your weapons before engaging an enemy.
Point B: In the cases where you don't, your enemy is equally as affected by it as you are.
Point C: Whenever you respawn, you get the choice of where to deploy. Avoiding getting thrashed in this moment of vulnerability is as simple as not deploying in front of your enemy.


--- Quote from: Caprontos on May 20, 2014, 11:00:49 pm ---I don't think you need to remove the value of three engineers to make gunners useful.
--- End quote ---
I think that you do. The only way you're going to make gunners on par with engineers is if you make the former better at repairing, or the latter worse at gunning. (On light guns, at least.)

AscendantWyvern:
A good solution for the normal ammo selection is to have all cannons pre-loaded with normal ammunition upon spawning. Once the initial clip is spent, it loads in the current ammo selected if not already done so.

That way all players can use the guns without panic to get their ammunition loaded, while forcing choice on ammunition type.

An interesting bonus to that is the ability to have a gunner pre-load ammunition types and letting an engineer use it afterward without losing the said type (until the clip is emptied, of course.)

Captain Smollett:
It has been known for a long time by a lot of players that nerfing the buff hammer would make gunners more viable.  However buffing, how and when to buff and working it in to a repair cycle all while gunning is one of the few arts that engineers have.  Removing its bonus to guns would probably remove it from many ships.

Instead of making the engineers worse, make gunners more diverse.

Gunnery tools that stack effects would make gunners superior in so many instances.

A tool to make reloading go faster.
A tool to make the gun turn quicker and farther.
A tool to give longer zoom and range.
A tool to give an increase in rate of fire.

If a gunner had tools like this, he could take the scope, the rate of fire increase and lesmok.  No one would ever use an engineer on hades again.

The gunner could take reloading faster and increase rate of fire and greased rounds.  This would make a gunner far superior on gattling.

A gunner with faster turning, zoom, and faster reload/burst would make a gunner a better choice on a n artemis.

Zoom scope and reload with charged could even make a gunner a viable choice on mercs.

Giving a gunner the ability to stack effects would make them outclass engineers on guns.  While engineers could still stack their buff to a gun, gunners could stack multiple tools.  In very high team work related moments, perhaps the gunner could apply their tools to an engineers gun in the same way and engineer applies their tools to a gunners gun.

Make gunners different, but superior to engineers on gun.  Don't make engineers worse.

Milevan Faent:

--- Quote from: SirNotlag on May 20, 2014, 11:40:19 pm ---
--- Quote from: Milevan Faent on May 20, 2014, 10:50:08 pm ---
--- Quote from: SirNotlag on May 20, 2014, 10:23:12 pm --- Crafeksterty I get the feeling you didn't read all of my post, i was not talking about bringing those ammo types back i was talking about getting an additional tool, sure it would be mandatory for gunners but so is some form of fire protection for the engineers.

--- End quote ---

Except fire protection ISN'T mandatory, it's just almost always needed on at least 1 engineer. Unless the enemy team has a lot of fire, you could get away with just a single chem spray. A reload tool like you suggest would be absolutely necessary ALL the time. That's not the kind of thing I'd want.

--- End quote ---

Correction it is ALWAYS NEEDED on at least one engineer unless you want to go down in a fiery blaze.
 Sure every gunner would take this tool, but i can see engineers passing it up for an additional ammo type because they have to be running around and cant sit on the gun to see any use out of it. This thread is about giving ideas that will buff the gunner and there is my idea! I'm not proposing some god item here, it pretty much makes reloading for gunners more interactive and more efficient, and it seems small enough in scope to be easy to implement and take out if its no fun.

Sorry to come off as aggressive but i feel you misquoted and misunderstood me,
we ARE allowed to have differing opinions.

--- End quote ---

It is true we are allowed to have differing opinions. I am firmly of the opinion however that unless the enemy team actually has something that regularly gives out fire stacks, you could almost get away with not having any anti-fire tool. That doesn't mean I won't still want at least a chem spray, just in case, but it's not as necessary.

GeoRmr:

--- Quote from: Captain Smollett on May 21, 2014, 03:14:40 am ---It has been known for a long time by a lot of players that nerfing the buff hammer would make gunners more viable.  However buffing, how and when to buff and working it in to a repair cycle all while gunning is one of the few arts that engineers have.  Removing its bonus to guns would probably remove it from many ships.

Instead of making the engineers worse, make gunners more diverse.

Gunnery tools that stack effects would make gunners superior in so many instances.

A tool to make reloading go faster.
A tool to make the gun turn quicker and farther.
A tool to give longer zoom and range.
A tool to give an increase in rate of fire.

If a gunner had tools like this, he could take the scope, the rate of fire increase and lesmok.  No one would ever use an engineer on hades again.

The gunner could take reloading faster and increase rate of fire and greased rounds.  This would make a gunner far superior on gattling.

A gunner with faster turning, zoom, and faster reload/burst would make a gunner a better choice on a n artemis.

Zoom scope and reload with charged could even make a gunner a viable choice on mercs.

Giving a gunner the ability to stack effects would make them outclass engineers on guns.  While engineers could still stack their buff to a gun, gunners could stack multiple tools.  In very high team work related moments, perhaps the gunner could apply their tools to an engineers gun in the same way and engineer applies their tools to a gunners gun.

Make gunners different, but superior to engineers on gun.  Don't make engineers worse.

--- End quote ---

All of this, even though the thread OP said no tools. Adding more ammo types isn't going to solve the problem, new tools will.

I imagine the tools would work similar to chem-spray: click to apply when off the gun, a relatively long cool-down, and the effect stays active for several seconds.

Some names:

A tool to make reloading go faster - Reloading Press

A tool to make the gun turn quicker and farther - Oil Can

A tool to give longer zoom and range - achromatic lens

A tool to give an increase in rate of fire - Snake Oil

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