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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!

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BlackenedPies:
The main point of ammos is changing effectiveness at a range. Besides heatsink I can't think of a situation where you'd bring two ammos for the same range (I don't count incendiary). There is generally one most effective ammo for your engagements.

As for gunners using multiple guns, some guns are particularly more effective with one ammo like burst for artemis. But +20% damage with extra repair power is generally better than a damage increasing ammo. Gunners are for utility and gungineers are for efficiency.

Incendiary reduces range by 30% making it most effective as an armtime reducing ammo. It doesn't add fire damage, it adds +20% fire chance to both primary and secondary damage. It can be effective on carronades, but it's main use is for armtime reduction because it greatly reduces dps. It's best on the mine.

Carn:
this is what i get for sticking my nose in a big debate, i can never remember all the numbers, but it can put fire damage onto a gun, if not then i couldn't set fires on a ship with a gatling loaded with incendiary

BlackenedPies:
It doesn't add fire  "damage", it increases ignition chance. So for example on the gat it causes each shot to have a 40% chance to start a fire. The big problem is that it decreases rate of fire by 30% and clip size by 25%. So while the gat is putting fires on components it's doing significantly less damage. Incendiary is the least used ammo I see and I'd only ever use it on mine or lumberfish. It can be used on heavy flak for reducing arm time and heavy carronade when aimed at components (not balloon).

GeoRmr:
Imho incendiary rounds need a buff, they don't cause enough fire.

Oh also about the blenderfish gunner thing - what does more damage +20% from a buff hammer or +30% from charged rounds? If it still takes 2 shots to pop a balloon with heavy-clip when its buffed what's the point of buffing it?

yfw switching ammo to charged rounds close range is better than a buff engi


I'd also like to postulate that the additional repair power of an engineer is irrelevant in a blenderfish duel when you are counter-sniping each others gun, as the reality is more of a mind game about timing your shots/rebuilds/reloads against their shots/rebuilds/reloads also get ready for the bombshell - heat-sink gives you three shots and can still disable their front gun at a notimpressivebutreasonable distance - the enemy gunner thinks you've emptied your clip, rebuilds their gun and BOOM THIRD SHOT MOFO GGMLG 360 NOSCOPE DIDN'T NEED TO AIM BECAUSE NOT EVEN HEAVYCLIP.

and about the gunner hades thing - we usedtoalot/nowonlysometimes fly hades pyramidions - hades pyramidions are different from junkers in that you can't just turn the short range side because you don't have one - so having ammo for multiple ranges is pretty important - the hades would be pre-buffed by the balloon side engineer.

Kamoba:
I personally (when not flying competitively) like having a gunner on my ship for a few reasons, like Geo mentioned, the various ammos in various guns can give the upper hand in different situation, you can perform different tasks with one gun, example heavy clip Gatling cab disable well and most importantly, because so many people preach that engineers are better than gunners having one gunner on my ship means I can help someone level up the class which many do not want. Making for happy crew.

Although today was funny, I met one chap who wanted to go gunner on my gat art pyra, I gave him a recommended loadout to give him more optimal ammo, and his response: "What's the point in using heavy if I'm only going to be using greased" me: "Very well of you're only going to be using greased, you may as well.go buff engineer then."

But I rarely take triple engineer outside of competitive, give people the chance to level up gunner in the hopes one day, I will be given the same opportunity. ;)

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