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Design Paradigm, Game balance, and Gunner vs Engineer.

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SirNotlag:
That is an interesting idea Richard. Ive mentioned the idea for adding a gunner tool that increases the reload some way or another (its in the ammo discussion page 3, 4, and 5 if you want to look it up I hate to repeat myself) but giving that ability to everyone is definitely interesting. As you mentioned engineers and buffers have better things to do than sit on the guns so it would help out the gunners the most and it sticks with Muse's idea of having all classes equal.
The only issue I see with it is it supports the gungineers just as much as gunners so it doesn't really shift the balance very much other than increasing the dps of all ship builds.

GreyTea:
How about, 2 versions of buff hammers,

1, For gunners that does the extra 20% damage on weapons, only usable by gunners,

2, works on components only usable by engineers,

Think it might be hard to code in because i think weapons are classed as components but it might solve a lot of issues, if you want the extra damage you sacrifice the repair ability, sounds like a fair trade off, and your 2 engineers can still run with main and buff,

 

awkm:
Gunners don't have gunner tools.  They have gunner ammo.

That's the rule for now until ammo testing is determined to be finished.

MacBen:
Yeah, but Guns have a certain role (damage type) in a certain situatione (range) where they shine and everyone can bring the ammo that is the best fit.
Many ships field more guns then gunners(and gungineers) so its often more easy to jump to an unmanned gun more suitable for the new situation
them tweeking  your current gun to work out of its usuall comfort zone.
at least easier then deciding between a buffhammer OR a repairtool for your gun.

I have to agree that something that encourages a dedicated gunner to stay at his gun instead of leaving it in order to buff it or or use another gun would  makes 3 ammo types more desirable.

Not a well thought out Idea,
 but how about some kind of accustoming stacks with a max cap?
The longer you stay at this gun the more you get used to it, improving accuracy and reload speed.

It leaves the Gunner with the Question:
Shall I leave the gun and loose those buff stacks?
With a pilot that keeps me in arc + range & and an engeneer that keeps me buffed + repaired I ,would rather stay to min/max its potential and bring different ammo types to be able to shoot efficient in many situations.

TimeToKill might shring with increased reload speed, but would this be a bad thing since it gives gun-disabling weapons more power (broken weapons loose all stacks) without making the disabled ship's crew feel more helpless/frustrated.

SirNotlag:

--- Quote from: awkm on June 18, 2014, 10:32:18 am ---Gunners don't have gunner tools.  They have gunner ammo.

That's the rule for now until ammo testing is determined to be finished.

--- End quote ---

Yes Yes you have said that plenty of times before, even tools that work like ammo will not be accepted. Doesn't mean I am going to stop suggesting it, just that I won't expect it to be implemented.

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