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Fellow Ex-Gunners Of Icarus Lend Me Your Ears!

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HamsterIV:
Gunners get a bad name because of all the level 1 gunners who don't know the basics of the game. I fly the Pyramidion most of the time because it is the best way to mitigate the effect of a bad gunner. A goldfish with a bad gunner is almost completely ineffective, where as a Pyramidion is still decently effective. I can never rely on the lobby to give me a good gunner and thus I base most of my captaining decisions on the assumption the gunner doesn't know how to work theweapons.

My main argument is that gunner should not be the default class since it makes new player catch a lot for flack when they mid game join a ship that already has a gunner. Unfortunately Awkm disagrees with me and I don't think it is an argument I will be winning.

Helmic:
As far as just reputation goes, I can't disagree, though I insist that there's a mechanical disadvantage as well that needs to be addressed, probably by just having a dickton of ammo types so that there's never just one or two ammos good for a gun.  I think awkm will eventually change his mind so long we don't let up and continue to provide clear reasons, or at least wait until the game makes having a second gunner much more viable.

Machiavelliest:

--- Quote from: Moriarty on April 18, 2013, 01:08:23 am ---lol, a high level anything gets most of their levels through very specific grinding.

--- End quote ---
Exactly.

Pickle:

--- Quote from: HamsterIV on April 18, 2013, 02:03:26 pm ---My main argument is that gunner should not be the default class since it makes new player catch a lot for flack when they mid game join a ship that already has a gunner. Unfortunately Awkm disagrees with me and I don't think it is an argument I will be winning.

--- End quote ---

I think Eric is in a minority on this.  We've already persuaded him to change some of the default ship loadouts, and I agree with you that it would be best for new players to default to Engineer (spanner, mallet, extinguisher; spyglass; heavy clip).

Malarosa Agresti:
Argument necromancy, hooray!

I'm definitely in the camp that thinks the Gunner needs increased utility so that having 1 or even 2 is the rule rather than the exception.

Gun mods still need some tweaking to make them a bit more user/noobie friendly, but this might be one of the rare balancing situations where a nerf would be better then a buff.  Maybe the Engie is too useful, rather than Gunners being too weak?

What if the Gunner was, like, 'tougher' then other classes.  Make other classes unable to use guns that are on fire, and give the gunner reduced penalties for handling damaged weapons.  This poorly conceived change that I literally just made up would have three positive effects.

1)  Buff the Gunner in a way that wouldn't necessitate major changes to the current ammo system.
2)  NERF the Engineer / Pilots trying to use guns, but only a little.  They're likely to have a way to extinguish fire and repair a gun quickly, so it's more of a speed bump in their ability to fire a gun, making a true Gunner more responsive and consistent in their offense.
3)  Buff fire, which is currently kinda blah.

Essentially the Engie would be forced to stop and fix his gun, while a Gunner could 'take the heat' and continue fighting at peak efficiency until the last moment.

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