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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
GeoRmr:
--- Quote from: Grey-Wolf Jack on April 18, 2015, 01:06:58 pm ---There's 2 types of items we use. Wieldable items, and Icon items.
#1. Wieldable items - These are items that you can actually hold to help your team with (Examples: Spyglass, Rangefinder, Spanner, Rubber Mallet, etc)
#2. Icon items - These are items that are never seen, and only you can use them while mounting a specific object like a gun or the helm. (Examples: Kerosene, Moonshine, Greased rounds, Burst rounds, etc)
The Pilot utility belt contains both iconic items for his specific job, and wieldable items that other classes can use.
The Gunner utility belt contains iconic items for his specific job, but no wieldable items that other classes can use.
The Engineer utility belt contains wieldable items that other classes can use, but no iconic items specifically for himself to use.
The gunner needs some wieldable items to make himself more useful, as he only really needs 2 ammo slots 90% of the time, and the engineer could possibly use some iconic items to boost engines possibly.
--- End quote ---
This is the reason muse hasn't already done this - giving the gunner wield-able items "breaks the design paradigm" of gunners only having iconic items. One of the devs said this in one of the many clones of this thread a few months back.
The Sky Wolf:
I wasn't playing this game a few months back, I just came back from a year long break. Now I know currently their paradigm is set towards the Pilot having both item types, and then the Gunner & Engineer each having one item type and being total opposites. It's all very well thought out, but still I believe it could be engineered a little bit better to help the gunner role become just a tad more useful than he is right now.
I believe adding 1 new wieldable item for the gunner, and 1 new iconic item for the engineer would compliment both classes and balance the roles a little more while still keeping the paradigm in place... Because dat Gungineer... is taking that gunner's place more and more.
BlackenedPies:
I don't think wieldable vs iconic item types is the way to look at it. All items are wieldable in the appropriate medium (besides spyglass and range finder). Engineer items work in the player medium, gunner items work in the gun medium, and pilot items work in the helm medium. Spyglass and range finder are the only exceptions.
Each class has 3 of their own items and 1 of the other class items. All items are usable in the appropriate medium. None are purely iconic. The thing is that gunner items are relatively less useful on most guns when compared to engineer and pilot items. As pilot, if I only need one pilot item then I'll be a spanner mallet buff engi (I regularly do this on spire).
Gunners have a place: mine and sometimes lumber. They're balanced when compared to main engineers because they are marginally better at shooting "main" guns (gat carro hwatcha etc). They're balanced compared to buff engineers because those require much higher skill. Beginners start off as gunners then they graduate their responsibilities. Gunners have a place: special guns and replacement of main engineers. Their role doesn't need to be expanded to compete with the higher skill of buff engi. Being a gunner is lazy.
Koali:
--- Quote ---Being a Gunner is lazy.
--- End quote ---
That's mean.
Carn:
seriously dude, its a matter of taste. Not everyone wants to be the guy having to fix things. And it makes sense to have a crew member dedicated to doing damage, versus 3 only occasionally doing damage
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