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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!

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HamsterIV:
The post patch meta, specifically arming times, hurt the gunner class by forcing captains to idiot proof their ships. My goldfish exclusively flies with Carronade or Hwacha because I can't count on having gunner who can hit at range, and going point blank is no longer an option. Also since the heavy flack is no longer as effective against armor, even if I have a skilled gunner giving them a high skill weapon will not improve our the ship's dammage output. I have had moderate success with a Lumberjack/Manticore Galleon in part because even if the gunner misses every Lumberjack shot, the top deck Gatling + Manticore is enough to put an attacking ship out of my misery.

MasX:
As long as you can shoot a gUN whats the problem

HamsterIV:
I think some of the old school gunners resent no longer being MVP's they were before the last patch. They probably also resent being treated like paste eaters by captains like me who have suffered one too many powder monkeys to really trust a gunner with mission critical tasks.

-Muse- Cullen:
While the gunner role gets an innate trust when it comes to being a high level, I feel that an actual bonus should be included with the role. Whenever I join a game, I never choose gunner because of how restricted the role is- his or her primary role is to shoot, and the secondary role is to keep their gun functional. If something gets destroyed, the gunner has to just sit around and wait, or feebly attempt to help out the ship with whatever repair tool they brought. The engineer's role is to keep everything functional, and secondary role is to use a gun whenever there is downtime.

Most of the time when I play gunner, I simply use a long-range ammo and a short-range ammo, like lesmok and greased. While it would be nice to have both of these, I always end up using one clip of lesmok as the distance is closed, then I stick with the second clip for the rest of the engagement. Having the extra ammo is nice, but most of the time, a gunner will sit on the main weapon of the ship(heavy gun of the spire, goldfish, front gun of any ship, really), and that main weapon will only really benefit from a particular type of ammo, like heavy, charged, or incendiary.

My point is that an experienced engineer can fill in the role of an experienced gunner, but no other classes can really feel at full strength in any other role. If the gunner received some sort of utility bonus that wouldn't break the game, like extra zoom levels on guns, increased move speed on the ship, or some other sweet candy, it would definitely be more of a draw to use the guns as a gunner instead of an engineer.

Helmic:

--- Quote from: Hubert PIckle on March 25, 2013, 11:37:52 am ---Because we're not running balls-to-the-wall hyper-efficient crew builds for competitive play, we're just the 99% just having fun.. ..

--- End quote ---

nopenopenopenopenope

Something has gone horribly wrong if playing to win and playing for fun are in conflict.  A lot of people here are mentioning "gunner" as though they're referring to someone that's good at shooting, that's not the issue being brought up.  The issue is the actual role of gunner, the actual utility of carrying multiple ammo types versus being completely self-sufficient for gun repairs AND being able to really contribute to ship repairs the need arises.  Simply by bringing a buff hammer, a gungineer can buff his own gun in between reloads at zero cost to DPS, eventually giving himself a little boost once every few volleys (or once every volley in the case of the Manticore).  It's very simple to assign positions so that your crew aren't manning guns they don't have the ammo for.  Hell, even on ships that have heavy (why are we still saying medium?) guns you can still very easily get away with having one ammo type and make up for the lack of range utility (there's always vanilla) with gun uptime.  A great gunner won't aim any worse when he picks "Engineer" as his class, he'll just trade near-useless ammo slots for useful repair tools.

You can't dismiss what's going on in the Cogs just because you're not in it yourself.  Their meta is going to eventually have an effect on our meta.  Something's wrong with the current situation where guns only need one ammo all the time to work, they need to benefit more from having their ammo swapped out all the time in order for gunners to really shine as, well, gunners.

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