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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
Toddler Cain:
Hi. FIrst of I want to say that I'm really new to this game but I still want to verbalise some of my thoughts about changes to the gunners, please take them into consideration atleast.
1. Make the vanilla rounds a skill or take them away. This would give engineers 1 ammo to use instead of the 2 that they have now and leaving the gunners the same way they are. (The gunners would even become slithly buffed since the vanilla rounds won't be loaded when you first grab a gun.)
2. Buff the current ammos. Or rather making them all more niche.
3. Give more utility skills to gunners. You could even take away some of the guns, like the harpoon gun thingy, and make that into a skill instead. I don't think many people use the harpoon with it being so niche but as a special round you could load it, shoot the harpoon and then slowly reload some other ammo into the same gun, using that gun when they are hooked. Maybe we could even make that flare gun into a gunner skill.
If you combine the three sugestions we could have gunners with 1 long range ammo, 1 short range ammo and either an harpoon or a a flare to hold ships were they are or to be better to track ships. While engineers would be forced to take either long range ammo OR short range ammo. If the vanilla rounds are kept engineers could run them as well for some al around ammo. What do you guys think?
Sammy B. T.:
Suggestion one would actually increase the power of engineers on a lot of guns as their specialty ammo would always be loaded, yes? Engineers having to fire a clip of vanilla often times before they get to fire their special rounds is one of the weaknesses of an engineer.
Chrinus:
I like the idea of giving the gunner some niche utilities as stated above. Just to further discussion, I thought of the flare ammo mentioned and thought "Hmm what if we made a handheld flare gun equippable/usable outside of the gun (without the damge and fire stacks, obviously). Something like that might be the change we're looking for; a choice between a tool that can save a gun slot, or a 3rd ammo type. It also forces engineers to make a choice in their gunner slot as utility or destruction.
dragonmere:
Not going to lie, I didn't read all 9 pages of this post, so this was probably mentioned somewhere in there.
Instead of the gunner holding 3 ammo types and 1 repair tool... Why not give the gunner 2 ammo types, and 2 repair tools? I cannot really think of a situation where a third ammo type is absolutely necessary or even overly beneficial. Two ammo types will get you through on the lumberjack just fine, and that is the most ammo-dependant weapon in my opinion.
With 2 repair tools, the decision of gunner/engineers would then come down to how many chem sprays/buff hammers you want on your ship. If default loadout was spanner/hammer, quick join new gunners wouldn't be the bane to a ships health as they are now. It would also be as easy to teach a new gunner at both crew tasks as it is to train an engineer. The basics of rebuilt/repair would be available to both crew classes.
If this was implemented, I can immediately think of several situations where I'd finally WANT a gunner, possibly two, on my ship. I may be missing something, but I don't think this would unbalance the game at all. Well, at least not as badly as gunners are unbalanced right now. It might actually give them a benefit, and I think they deserve the chance to shine.
Just my two cents.
Moo:
You might as well keep the current gunner role then, and have the 2/2 as a gungineer role, which would probably be very popular...
Having the gunner and engineer roles different by only one tool would be odd, I think.
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