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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!

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Charlemagne Montigue:
1. Give Gunners Priority over weapons.
2. Take away special ammo types from other classes.
3. Make Gunners shoot weapons more accurately than other classes. (a bigger modification than the rest)

Moo:
For 1: On a well-organized ship, there shouldn't really be competition for guns. A gunner, if available, would logically be the first choice to man a gun.
It would perhaps make the gunner role a more attractive idea to (certain) players, but I don't think it wouldn't make the gunners any more wanted by captains; in fact perhaps the opposite, if shots get missed due to gunners kicking engies off the guns "because they can"...

I think the other parts have already been discussed here or elsewhere.

Lovex Lazil:
Honestly fear as much as you like; I personally don't see the lack of actual gunners as a bad thing.

I find that although gunners are a third and class not welcomed most ships anymore due to the majority of light guns can be easily maned with heavy or lesmock ammo (depending on the gun).
A good gunner is hard to find and although a engineer can be a great gunner and a gunner can be a horrible engineer at best it is slightly biased and we're getting slowly cut out overtime.

But that's the risk of taking a gunner on board your ship myself primarily I love the Loch ammo and it's great I can bring Lesmock and Charged with me as well to not always destroy my guns. The gunner is the most weapon/ shooting flexible class and that's how I believe muse designed it.

Pilot/Engineer/Gunner are perfectly fine the way they are; but a solution would be to give gunners higher accurcy/recoil/something per level they gain. You can also do the same for engineers and pilots example being engineers do point .25 extra rebuild/ 5 repair per level. Pilot tool's do less damage per level etc etc etc.

I don't see the point in saying that the gunner class is underused and underplayed. I personally LOVE the gunner class right now what I HATE about playing a gunner is most captains who don't know me (so nearly every non falconeer) will ask me to go engineer and when I reply no they assume I'm a bad player/sportsman when I'm only playing the class I believe I play best and have the most fun with :3.

Moral of the story; Learn to switch it up with your guns so people want you to be a gunner <3

Shinkurex:
Hey Lovex,

First of all, if you ever want to fly as a gunner outside of the falconeers, the MM have no problems with this. However, I do want to disagree with your suggestion, and that is based on the fact that if you increase base traits by lvls, the community will fragment (I guess this is becoming my favorite word :\)... I'm fairly certain that Muse wants to keep it to where a full crew of lvl 1's could still beat a lvl 11 crew.

Thanks!
Shink

timmymonsta:
I for one don't see why other captains hate gunners so much. I've seen my fair share of captains who will tell their gunners to go engineer and that only want an all engineer ship. Honestly I believe that without one gunner, you are severely crippling the effectiveness of your ship. Sure an engineer can have one specialty round with them, but for many guns you need more than one ammo type in order to be effective. Even for a simple gatling gun, sure heavy rounds will give you extra accuracy, but once your in closer range you have nothing you can do in order to increase your effectiveness. You need another ammo type such as burst or charged in order to do that extra bit of damage. Also from my standpoint, ships that use 3 engineers on them lose more often and get less kills than ships with a 2-1 team.

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