Info > Feedback and Suggestions
Design Paradigm, Game balance, and Gunner vs Engineer.
Imagine:
--- Quote from: N-Sunderland on May 22, 2014, 06:26:43 pm ---
--- Quote from: Imagine on May 22, 2014, 06:19:15 pm ---These round and round debates about gunners being worth it or not got old months ago :-\
--- End quote ---
That's not what this thread is for. It's about how to solve the problem, and not about whether it exists.
--- End quote ---
Which assumes there's a problem in the first place.
GeoRmr:
--- Quote from: Imagine on May 22, 2014, 06:56:24 pm ---
--- Quote from: N-Sunderland on May 22, 2014, 06:26:43 pm ---
--- Quote from: Imagine on May 22, 2014, 06:19:15 pm ---These round and round debates about gunners being worth it or not got old months ago :-\
--- End quote ---
That's not what this thread is for. It's about how to solve the problem, and not about whether it exists.
--- End quote ---
Which assumes there's a problem in the first place.
--- End quote ---
Read the first post of the thread that my post is in response to, link is in the first paragraph. (so from an official stance, yes there is a problem)
Edit: This thread is not about the problem, its about how if muse considers it to be a problem adding new ammo types will not resolve it.
macmacnick:
Ah, geo, but one problem that would come from the solution would be the duration that these tools last, and how to incorporate it into the GUI when gunning. would it be a bar on the left side, that goes down, would there be a barometer-style gauge for duration, or what? Possible (very crude, would be stylized) Example:
(Ignore the achievements shown there, along with the snark.)
GeoRmr:
--- Quote from: macmacnick on May 22, 2014, 07:08:32 pm ---Ah, geo, but one problem that would come from the solution would be the duration that these tools last, and how to incorporate it into the GUI when gunning. would it be a bar on the left side, that goes down, would there be a barometer-style gauge for duration, or what? Possible (very crude, would be stylized) Example:
(Ignore the achievements shown there, along with the snark.)
--- End quote ---
I imagined they would look and work the same way as the buff hammer or chem-spray does currently. More UI would probably be better though, personally I'm more into clean UI.
Richard LeMoon:
I think a solution to the problem would be to change the effect of the buff hammer on guns to increasing rotation speed and HP (like the armor) by quite a bit, and perhaps a small buff to recoil or range rather than damage. You are buffing the gun, not the ammo, so the effects should only be on the gun's mechanical abilities.
Buffgineer damage benefit gone. Still greatly useful for improving a ship's performance, including guns.
In addition, since the pipe wrench is middle of the road on repair and rebuild, how about adding a small buff ability to it as well? 25% the buff hammer ability, or some such.
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