Info > Feedback and Suggestions
Design Paradigm, Game balance, and Gunner vs Engineer.
Richard LeMoon:
Removing gun damage buffs would still make dual engies more useful. With more ammo choices and change in buff behavior (I don't think it should increase damage), I don't think we would need to change the quantity of items. Though I am pondering just how it would pan out if they went to 422 on all classes. However, if one engineer is suddenly even more effective at fixing and buffing, or complete flame suppression at the cost of repair or rebuild, and a gunner is moderately more so, would that make twin gunner settups more viable and common?
Re: merc - Heatsink is the only other good option on a merc, and makes it a little more useful close up. Most of the time I bring a merc, though, I have the gunner bring another ammo type or two for another gun. I like to move my gunners around a lot on my ships, though, and keep the engies in one spot.
Milevan Faent:
The merc has more options with the new ammo in Dev App.
-Mad Maverick-:
--- Quote from: awkm on May 23, 2014, 09:19:30 pm ---
1) Guns should always have more than 1 ammo choice. Tell me of the guns that don't have more 1 and I will fix it.
--- End quote ---
almost all of them... look sure you can do fun little niche nuance things with a spectrum of ammos but in general a pilot is able to create and maintain the contexts that are most useful for each gun and the selected single ammo type...
The Djinn:
--- Quote from: redria on May 23, 2014, 09:46:47 am ---Wait. Hold up. (Remove wrenches as a selectable engineering tool, and everyone gets a wrench free, similar to normal ammo in guns)
--- End quote ---
Yep. And I'd also say give everyone a free slot with either the Rangefinder or the Spyglass in it.
Suddenly there's more options for gunners (Wrench/Buff? Wrench/Extinguisher? Wrench/Chem Spray?), more for Pilots (Wrench/Spanner for emergency repairs? Wrench/Mallet to keep the Junker's Balloon alive? Wrench/Chem or Wrench/Buff for a Pyra's hull?)...and you also open up the ability to have teammates using Rangefinders more often (as you won't lose the Spyglass), pilots able to spot for their team themselves and, perhaps most interestingly, crewmembers able to take less commonly used piloting tools (Tar, Impact Bumpers, Drogue Chute) and running to the helm to use the needed tools.
You could run your Gunner with Moonshine or Kerosene when running a close-range attack ship, have him close the distance, and switch to a Hydrogen/Chute Vent/Phoenix Claw pilot for close-range evasive maneuvering, for example.
I think that would be really damn cool.
Richard LeMoon:
I used to have my galleon engie take moonshine for that, until I always used moonshine myself.
If you look at my tables and such, that is exactly what I was saying with the 422 ratio. 4 of your class tools, 2 of each of the others, 1 in each class is default and unselectable.
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