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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!

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RearAdmiralZill:

--- Quote from: Captain Smollett on May 23, 2013, 11:19:46 am ---Here's an idea that might even satisfy awkm.

What if passive bonuses filled an ammo slot, so anyone could take a passive bonus but a gunner could take up to 3. Imagine taking faster gun rotation, bigger zoom, and burst rounds for an Artemis party.

--- End quote ---

Ammo already does this in a balanced way. I would highly doubt you could stack passive buffs just because doing so would toss gun balance out the window.

Eleanor Thornholt:

--- Quote from: Machiavelliest on May 23, 2013, 10:35:42 am ---Honestly, I think only the gunner should get that constant, passive boost if anyone.  The pilot one is unnecessary because piloting tools take care of it.  The engineering ability to better repair/buff at all is taken care of by the engineer's tools.

--- End quote ---

I actually prefered the debuffs over buffs since they don't affect balancing at all, they just give each class a better feel of their duties.

-Muse- Cullen:
We need to be careful about how this works... Currently, each role is similar in the sense that they all get two bonus tools to their respective skills. In order to keep that sort of thing, each role should get a benefit to its role, a passive. We should avoid making engineer/pilot less desirable, we should only make the Gunner more desirable. An increase to damage would definitely make it desirable as heck, but a small % wouldn't cause enough waves, and a large % would ruin balance. Perhaps...

What about a small buff to all aspects of each role? Gunners have 5% increase to rotation, ammo, reload, clipsize, recoil, and whatever else, while engies get a small increase to hp repaired, rebuilt, buffed, and pilots get a small increase to ship speed, turn, altitude change, etc? This would definitely make the gunner role viable to dedicated shooters.

Mill Wilkinson:
I am severely against passives, as it would only lead to people wanting to play just one role because of the passive that "suits their style" and other nonsense. I'd rather see that the gunner be lifted among the two others by other means. GoIO is not your basic RPG or shooter, and I am quite happy with the fact that equipment, and the amount of it, determines the quality of the class rather than some random numbers you can't affect.

But, I think we should discuss the option of having gunner-specific tools a bit more. It sounded an interesting proposal, but I believe some serious thought should be had before minting the idea fully.

Machiavelliest:
What if loading heatsink into a gun that was on fire put it out?  That would keep gunners from being stuck with the "DAD my gun's on fire" vs "DAD my gun's broken" dilemma, plus aid in the extinguishing achievements that are annoying and force you to sacrifice your team's patience and effectiveness for an achievement.

It would keep the gunner from being so helpless at the gun, but not allow them to put out fires on non-gun components.  Sure, an engineer could bring it too, but they'd have to spend time loading the gun with the ammo, and couldn't extinguish non-gun parts, so it wouldn't make it so they could go spanner/hammer/buff and still fight fires.

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