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Rebalancing the gunner?
Hyakk E. Douran:
Hello fellow air buccaneers,
I am new to the forum, so hopefully I am not creating a duplicate topic.
I love Guns of Icarus Online, but after 20 or so hours of play, something as struck me as problematic : the class balance is not quite good yet, the problem being the gunner.
Basically, having 3 engineers is considered a valid strategy, but having more than 1 gunner is almost seen as suicidal by most captains.
Sure, you don't need to have two pilots, but not having one is a huge detriment. Not having a gunner is basically not a problem at all, and it is even encouraged by many captains, which I think is weird.
I wanted to suggest to the dev team to think about this. There has to be a way to make the gunner more useful, so that having one would give an advantage significant enough.
Ideally, having 1 gunner should be almost mandatory (kinda like pilot) and having two should be a quirky but valid strategy.
Now of course, the question is : how to achieve this? There are probably many ways and this is why I am starting this topic, but here are some suggestions (could be combined together):
- Gunners do bonus damage with guns they maneuver
- Gunners reload guns faster
- Gunners have exclusive ammo types that are straight up bonuses, rather than trade-offs
- Gunners rebuild and repair guns faster than other classes
- Gunners have built-in range finder upgrade for themselves. Only works on spotted ships.
- Gunners can use range finders while gunning
- ...?
Maybe the community and more experienced people could come up with better ideas than this. Hopefully we can reach the best way to make the gunner a more necessary element of a balanced crew. :)
Imagine:
I wouldn't say it's seen as suicidal by most captains, it's more split down the middle than you'd think. The reason why people use an extra engineer instead of gunner isn't because of the extra repair power, it's solely because of the advantages of the buff hammer while gunning.
Regardless, there are currently things being tested for future patches, as well as a plethora of other threads already discussing this ;)
redria:
--- Quote from: Hyakk E. Douran on June 03, 2014, 03:41:27 pm ---I am new to the forum, so hopefully I am not creating a duplicate topic.
--- End quote ---
--- Quote from: Imagine on June 03, 2014, 03:50:02 pm ---Regardless, there are currently things being tested for future patches, as well as a plethora of other threads already discussing this ;)
--- End quote ---
https://gunsoficarus.com/community/forum/index.php/topic,4079.0.html
https://gunsoficarus.com/community/forum/index.php/topic,4254.0.html
https://gunsoficarus.com/community/forum/index.php/topic,4214.0.html
https://gunsoficarus.com/community/forum/index.php/topic,4125.0.html
https://gunsoficarus.com/community/forum/index.php/topic,4076.0.html
https://gunsoficarus.com/community/forum/index.php/topic,4009.0.html
https://gunsoficarus.com/community/forum/index.php/topic,4034.0.html
Just to give you a sampling. ;)
To answer your specific suggestions, current Muse philosophy is that all classes are inherently equal (no passives) and no tools will be locked to any particular class. This means your gunner will never inherently shoot better than an engineer, or have a tool an engineer can't take. But he can bring a greater diversity of ammos, and various other features are being looked at.
Click that first link I posted and read through. Currently the simple solution is to add better ammo types that make gunners more desirable. If you have any suggestions to that regard, post them there. Any other ideas are sort of on the back-burner until Muse finishes other, more important projects (like co-op and adventure mode!).
Also, welcome to the forums. :) We won't bite (too hard).
Dutch Vanya:
--- Quote from: Imagine on June 03, 2014, 03:50:02 pm ---The reason why people use an extra engineer instead of gunner isn't because of the extra repair power, it's solely because of the advantages of the buff hammer while gunning.
--- End quote ---
That is too much of a blanket statement, and simply not true all the time.
Imagine:
--- Quote from: Dutch Vanya on June 04, 2014, 12:25:19 am ---
--- Quote from: Imagine on June 03, 2014, 03:50:02 pm ---The reason why people use an extra engineer instead of gunner isn't because of the extra repair power, it's solely because of the advantages of the buff hammer while gunning.
--- End quote ---
That is too much of a blanket statement, and simply not true all the time.
--- End quote ---
It's true more often than not. Without the buffhammer, 3 engineers just starts having diminishing returns.
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