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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
Helmic:
I like the idea of each class being distinguished only by their slots. The big issue that everyone seems to be not noticing despite bringing it up repeatedly is that guns don't need multiple ammo types.
Read that again.
GUNS DON'T NEED MULTIPLE AMMO TYPES. Anything broken needs multiple repair tools to fix it, but the same does not apply to guns and ammo.
The best way to fix this is to make guns work better with different types of ammo. Why do so many light guns only work effectively with one or possibly two ammos? Why do you need to be on a gun when the ammo finishes loading for it to count? The metagame for someone playing gunner is fairly simple, look at the guns you'll be manning and bring the one or two ammos that you'll need for them. It really just comes down to experienced captains just dictating the ammo everyone carries.
Morblitz:
--- Quote from: Moriarty on March 24, 2013, 11:04:20 am ---
I like many of you have had to forsake the honourable profession, swallow my pride and don the ungainly role of the engineer.
--- End quote ---
I dunno, man. The engineer costumes are pretty boss.
Lord Dick Tim:
I agree with phoebe's and squash's post. I see a gunner that's a higher level, I trust them more to hit a target then an equally skilled engineer. I tend to value a good gunner over a good engineer anyways, rather having the best gunner and a mediocre engineer.
But the gungineer build is just something special, that 30% buff hammer loaded with charged rounds on a light flak? Hmm... Just to much awesome going on to ignore.
RearAdmiralZill:
Ill chime in. First 30% buffed sounds wrong. Im not able to check right now but for as long as I can remember it was always 20-25%. Ill work off of Squash's post to get some points across.
--- Quote ---So here's why Gunners suck;
1. Engineers pick three below, gunners pick one
a) Buff Hammers provide a 30% bonus to damage.
b) Spanners rebuild the fastest.
c) Rubber Malletts can keep your gun at 100% health, critically important now that gun health relates to effective output.
d) Chem Spray almost completely removes the need for heatsink.
--- End quote ---
As stated i think that 30% is wrong. If not, thats new...Either way your engie has to be off the gun to perform these buffs. So thats lost potential DPS. Then the buff lasts ~20 seconds. Depending on the gun, thats usually 1-2 clips before you spend however long buffing the thing again.
If his gun dies, He calls for repair and the engies come do it. Its also the job of the pilot to realize the gun is down and either evade for a renewed pass with a rebuilt gun or stick it out.
A good gunner knows when his gun needs repair. He doesnt need to be "babysat." Fire now is a joke for disabling guns unless you spray a flamethrower on their face for quite awhile. 9 times out of 10 that gunner can repair through a gun fire until a good point comes for the engies to put it out. I never request heatsink unless its a filler ammo for the particular layout.
--- Quote ---2. Gunners get three ammo types.
a) Most guns only ever need one ammo type regardless of situation.
b) Even if responsible for two guns, most guns share a common ammo type synergy.
--- End quote ---
Every heavy gun benefits from 2-3 ammo types in varying situations. Light weapons not so much, but some do, and on say a Junker, its a layout choice of the pilot to make one ammo the go-to or to make his layout more versatile.
The role of a gunner is to keep a gun firing on the enemy. With retreating from a fight being very difficult in goio, you need a deterrent. You need DPS. You need a miraculous loch shot that kills your pursuer. This is your gunner's role. If you think that a "gungineer" can out perform a good gunner, you havent had a good gunner.
Skrimskraw:
or make ammo that does something else than pure damaging.
you could use the gunner to have both damage ammo and some sort of disable ammo. like ammo that explodes with glue and stops engines from running at 100%, maybe some ammo that negates the buffs.
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