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Call for Gunner Ammo Ideas

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Myroc:

--- Quote from: awkm on May 21, 2014, 06:35:29 pm ---RE: Autoloader/Reload Crank

We had ammo and passives that modified reload speed.  The way we did it before was subject to a lot of abuse and we ended up ditching reloading speed related shenigans.  However, there's a chance faster reload may come back in some shape or form.

Having Autoloader/Reload Crank means that we would be officially making that last second ammo switch an important thing and not only a "nice to have."  That's kind of interesting.

--- End quote ---
The more I think about it, the more I like the idea of an "Ammo Crank" or some sort of ammunition whose sole benefit is to increase reload speed. The fact that it is "abused" to increase reload speed then switch to a better ammo type at the last second may be just what Gunners need to be better than engineers! On it's own it would be only moderately useful, but when coupled with other clips it really shines, as you can have a fast reload speed without having to fire terrible ammo. Since it is an ammo type used best in conjunction with other ammo types, this would actually make the Gunner's extra ammo slots useful, as Engineers would only be able to choose between good ammo types and fast reloads.

The one problem here, though, is that the game is balanced around the current reload values, and suddenly giving every gunner the ability to reload faster is likely going to break things horribly. If this Reloader ammunition is implemented, it needs to be paired with a nerf to the reload speeds of all guns in the game.  That means that Gunners would be able to fire their guns at what is currently optimal efficiency, where-as Engineers would either be plagued by slow reloads or inferior ammo types, making them not as good for gunning.

Crafeksterty:
That makes for the same story, just new to us.

In one alternate univers, all guns are faster, and then slowed down to this univers speed. Haha.
So really, expect quick firing on ships with gunners. Ide go for 2 gunners on my ship then.

Mezhu:
A 'hotfix' of sorts would be changing the buffkit's effect on weapons from a very short but strong boost in damage to a weaker all around boost with much longer duration.

Everyone appreciates the variety current ammo provide, and almost every gun can benefit from ammo swaps. Greased gatling might be the strongest in DPS, but heavy and incendiary still retain some use for sniping components or spreading fires/switching focus to balloon. The main issue right now is that having the buffkit's boost is far superior to the added utility of the additional ammo types.

So what happens if you don't actually need the engineer to spam buffer hits on the gun with each reload? What if he's just there once every minute (like on the balloon), so that a gun can be buffed but still be used by a gunner?

I think a change in the buff's effect to 1 min duration, +5% damage, 10% faster reload would do the trick

redria:

--- Quote from: Mezhu on May 22, 2014, 09:04:27 am ---I think a change in the buff's effect to 1 min duration, +5% damage, 10% faster reload would do the trick

--- End quote ---
So much yes.
But.
+5% damage is fine.
I'm not sure about the faster reload. It almost requires having a buff kit on your ship to be able to hold your own in a fight. Maybe a buff to gun turning speed, or to gun health?

Crafeksterty:
Woooow, hold up. Introduce faster reload with buffkit, then you will want gunengineers everywhere! Ok maybe just one.

But yeah, i see your point. But, i dont think  that does the trick. We want gunners to be utilised for their gunnery, not make engineers weaker so that we maybe get a gunner.
Im, very much burned out on ideas. I cant possibly contribute with forum text any more.

Other than max HP ammo types would still be cool. I mean barricade + max health to heatsink would be super hot.
Along with maybe Tinker ammo, and Ammo crank. Throw in Proximity and injection, and weve got combinations that may want players have gunner on their ship.
But thats just me though.

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