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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
Arthem White:
--- Quote from: Sgt. Spoon on May 13, 2013, 11:38:29 am ---
--- Quote from: Arthem White on May 13, 2013, 11:03:56 am ---I don't know, it could be fun. Bear with me if this has been said before or just sounds really stupid.
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Sadly yes. The problem with hand-held weapons is that it would need totally new mechanics where shots are calculated from the players actual position instead of the ship. It also falls into a similar category as the "no" stance on boarding, where the focus is trying to be directed at ship to ship combat instead of the actual crew. So it's not very likely to make it into the game. But hey, we're still always for suggestions, even though this particular one is unlikely to get implemented.
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I see, thank you!
JaceBoojah:
--- Quote from: RearAdmiralZill on May 13, 2013, 10:50:33 am ---
--- Quote from: Kyren on May 13, 2013, 03:44:20 am ---
--- Quote from: JaceBoojah on May 13, 2013, 03:35:49 am ---Gunner solution: take all ammo types away from non-gunners.
Think about it.
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Very radical, even though it sounds good at the first moment. What makes me unconvinced is that we'd only go half of the way - take gunning functionality away from the Captain and Engineer, but leave the Engineer & Captain functionality to the gunner. (Meaning, Gunner has Engi & Captain Slot, Engi & Captain don't have a Gunner slot). Kind of unfair, but limiting the classes to only their respective slots would also take a lot of.. features away.
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And if we went all the way, removing all the extra class slots from each class (ex. gunner has only gunner skills, ect.) then the gunner would suffer even more I think. Everything gets a lot less versatile, which for only 3 available classes isn't good.
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Right now the gunner has full gunner ability and 3 perks.
The gunner also has full piloting ability plus 1 perk.
The gunner can either buff, put out fires, or repair (with various speeds) limiting his ability to engineer.
Pilot and gunner tools are just perks while engineering tools are more necessary for the job.
It would take more that 2 and less than 3 gunners to do the job of one engineer. Lets say the gunner can do 40% of an engineers job.
Engineers can operate any gun. That is already 80% of the gunners job. (2 engineers could out gun 1 gunner even without tools).
Personally I think having multiple ammo types is only really good for the 2 of the 14 guns, or if you are going back and forth on different guns. Even then the extra ammo type will only give you around a 15% efficiency boost and only while the ammo is loaded.
In my opinion Gunners are 40% Engineers but Engineers are 90% Gunners. That is why I think we should nerf the Engineer by taking away his ammo type (making him have 70% of the gunner's ability) instead of buffing the Gunner.
Moo:
Is that going far enough though? The engineer would only be slightly worse at gunning than present, and the gunner would still be significantly worse at fixing stuff.
JaceBoojah:
I don't think the goal is to make all classes bad at other classes jobs, just make the gunner a little more useful.
HamsterIV:
I am not a fan of subtractive game design, taking away something the players have gotten used to will only create anger and discontent. I think Muse should add more guns that can make use of different ammo types, or add more ammo types that have really niche applications. Right now the engineer needs every one of his class items in order to function effectively, but the gunner rarely uses one, sometimes two of his class items.
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