Info > Feedback and Suggestions

Rebalancing the gunner?

<< < (2/2)

GreyTea:
Galleon-Pyra-
Pilot-spanner
main deck engineer-mallet spanner extingusher
-Gunner with spanner
-Gunner with chem/buff depending on map and opposition weapon choice

I would take 2 gunners then :), with goldfish/spire you only have 1 heavy weapon so 1 gunner is optimal, whereas the pyra if you go with 2 gunners, hades flak might work with 2 gunners rather than brawler

main thing if you are at range over brawl you normally will take less damage. 1 ammo per gun is very limiting but perfectly viable because every ammo has advantage and disadvantage depending on weapon and range, so most higher level teams have optimial builds but this does not mean 2 gunners is not useful with certain situations just like engineers, it also has to do with mentality, repair over firepower.

This is all just my opinion by the way,

pandatopia:
So I've been thinking about this, and I'm wondering, why is gunner balance necessary?

Like redria stated the muse philosophy, all classes are inherently equal. The only difference is how many of a specific tool type you can use.

I used to think "gunners" need a buff, but now I think, well why?

Why not just go engineer if you want? Theres nothing stopping you. If your ship calls for more ammo type usage, go gunner, otherwise, go engineer.

Might as well say, "Type A" and "Type B" characters.

I am really liking the difference, or should I say lack of difference, between the "classes". It really actually gives you far more freedom to customize not only your ship but your players as well.

If you start forcing people into roles then that takes away a lot of that freedom of doing whatever you want (or rather, whatever you need). We all have horror stories about that gunner that is slaved to the main gun and cannot budge, or that engineer who refuses to use the mortar to secure your kill even though your ship isn't taking any fire at all.

The labels engineer and gunner are something we generally shed by the time we graduate from newbiehood (at least, we should).

SirNotlag:
while I dont think there is an ISSUE per say because i do lve the fact that 3 engineers is a viable option in this game and I dont like things being stock meta all the time. I still WANT to see more ship types having 2 gunners as a viable build because they are snipers and gunners should be able to do more damage or at least have a larger variety of damage to dish out which currently is not the case.

Again I don't think anything needs to be fixed i just want adjustments for the sake of variety and if Muse can find some way to do that whether it be by adjusting ammos or adding more gunner tools I will be all the happier!

Navigation

[0] Message Index

[*] Previous page

Go to full version