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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
Zenark:
Well then that should be implemented to increase the value of a Gunner. A gunner can load in a clip of whatever ammo he has and that clip stays in the gun unless it's manually reloaded or the clip is used. This means the Gunner could go around the ship and load each gun with specialized ammo. One could sacrifice their third ammo type for their primary gun in order to use that third ammo for his engineer buddies.
RearAdmiralZill:
Then engies could just take three different ammo types and do the same thing. You indirectly buff both and you're back to square one.
geggis:
Getting a single gunner to load the optimal ammo into each gun while the engineers focus on their job is more manageable than getting three engineers to load ammo types in specific guns at specific times though -- one slip up there and you've got a broken ship or sub-optimal fire power. I'm sure you could manage it with the right crew and captain and enough practice but generally speaking that's asking a lot more of your engineers than letting a gunner do what they're supposed to be cut out for. I'm with Zenark in that guns should stay loaded with whatever ammo's in them unless emptied manually (I actually thought it did this anyway).
I really like the idea of the gunner being the master of ammo, the most flexible on any gun. At present that quality is there but it's not prominent enough in the same way as engineering is to an engineer. I love gunning as a gunner but going engie is always the safer bet given that most guns fare well with standard ammo and even better with one alternative. If engineers had only a single ammo type to choose from (vanilla or special type) that would suddenly make the risk/reward dynamics of choosing an engie or gunner a lot more interesting. Two gunners would be much more viable and hell, pilot gunners might be an option too.
My point is: at present gunners sacrifice more because they have to choose a repair item to even have the capacity to fix stuff (and even then they sacrifice rebuild/repair speed depending on what they go for). Engineers on the other hand get vanilla ammo and an alt with a full complement of engineering tools. Yes they loose two ammo types, but they don't loose the ability to gun like a gunner loses the ability to engineer sufficiently.
HamsterIV:
--- Quote from: geggis on September 24, 2013, 04:53:25 am ---Getting a single gunner to load the optimal ammo into each gun while the engineers focus on their job is more manageable than getting three engineers to load ammo types in specific guns at specific times though -- one slip up there and you've got a broken ship or sub-optimal fire power. I'm sure you could manage it with the right crew and captain and enough practice but generally speaking that's asking a lot more of your engineers than letting a gunner do what they're supposed to be cut out for.
--- End quote ---
Actually it is pretty standard practice to let engineers preload ammo on the guns they will be using at the start of the match, and in the down time between encounters. There are slipups in the heat of battle where an engineer can not stay on a gun through its reload cycle so I configure my ship such that the gunner is working the gun that needs specialty ammo the most, and the engineers get the guns that are OK with vanilla.
Also asking a gunner to swap guns in the heat of battle to load some one else's gun is not a good idea because you loose the DPS you the gunner would have put out he was moving.
Omniraptor:
Has anyone considered fixing the reload mechanic? As in, the gunner only needs to start the reload process with custom ammo, then the gun will finish loading the custom ammo by itself. It's simple and makes gunners able to do other stuff while the gun reloads, without influencing anyone else.
For example, one gunner can now easily manage a broadside of a galleon or front of a pyramidion, without being a slave to reload cycles and the need to babysit the guns to make sure the proper ammo gets loaded.
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