Admin > Dev App Testing
Gunner Improvements 2.0
awkm:
A huge update has been just pushed with a bunch of new functionality, features, and data changes.
Here's quick rundown of why new ammo is being tested. Buffing a gun on top of damage modifiers given by ammo can produce the highest DPS potential in the game. That said, many crews run all Engineers buffing their own guns. This puts Gunners in an underutilized position. Without introducing a slew of new mechanics or breaking paradigms we already have, the best way to improve the situation is to take advantage of the 3 ammo slots that only Gunners have by introducing new, very powerful, but very situational ammo. Hopefully, this will encourage crews to use Gunners and take advantage of the various ammo types they can carry. And to bring it back full circle, buffing gun functionality has been changed from increasing damage output and instead to reduce reload time. This means that buffing a gun for a Gunner reinforces the idea of changing ammo by making the Gunner better at their job. Buffgineers should still be a valid build and despite all these changes, a Buffgineer buffing their own gun with only 1 ammo type can still benefit by the implicity DPS improvement from reloading faster. Hopefully this is all in the right step.
Disclaimer: These are only proposed changes. Many skills still need a lot of work in terms of balance but the numbers should indicate the desired role for each.
Test with a grain of salt and try to give your objective, level-headed, and descriptive feedback. Simply saying that you like or do not like something is not enough detail. Please describe why and how you like or dislike the proposed changes and how they will influence your play style, for better or for worse.
There are many changes so take your time and play around with the changes.
Buff Tool:
- Buff to guns reduces reload time by 25% (from increase in dmg)
And a link to a Google Spreadsheet of all the Ammo changes. Cells that have a black arrow in the top-right corner denotes a change from Production. Hover over these cells to look at a description of what the values are on production.
https://docs.google.com/a/musegames.com/spreadsheet/ccc?key=0As7KK0xlixIbdENCVFEzZ09tUjktaFliLWxKekpDREE#gid=6
(You can also comment directly on each cell in the spreadsheet)
Let me know what your general thoughts are and what things need the most attention. Again, there are a lot of potential changes here so don't take everything too seriously. I'm not putting these into the game any time soon.
Byron Cavendish:
What really stood out to me was the armored clip. It looks like an intelligent way to make the heavy gun more viable against well aimed artemis threats, especially on the goldfish. My only concern is that the negatives look a bit too harsh to utilize this ammo. The arcs in particular, as I would want to dufecta on a goldfish, and all the heavy weapons have limited arcs as it is. If I can't dufecta, I just would rather not use the ammo, making it irrelevant.
awkm:
RE: Dualfecta with Armored Clip
Good point. Noted.
Milevan Faent:
I must say, this latest Ammo Pass makes me happy. These are EASILY the best incarnation of most of the ammo types ever. I genuinely had a moment where I paused and said "wtf do I ask them to take on my squid?" As I normally bring 3 Engies on my Squid, before it was never a question, Lesmok every time. Now, I'm looking at this and going "Heatsink? Dense Slugs (it's back to Lugs again?)? Injection? Greased?" It's now impossible to just pick 1 Ammo and say "everyone bring it". I genuinely feel like I WANT a gunner for the first time in forever! That's an incredible feeling! I'll probably try and do an extensive test and give further feedback later.
EDIT: Something that REALLY needs to be looked into is NORMALIZING the text. Right now, I can see at LEAST 2 different versions of text for what I assume is the same effect: "Rotation Arcs" on Injection and Greased, and "Total Gun Arcs" on Armored. If these are not the same thing, it should be made clearer, in which case they need to change anyway. If it is the same thing, then it should use the same terminology across the ammo. Right now, it's just confusing for newer players. As an experienced GoIO player, I can logic it out at least, but I'm sure a newbie would be scratching their head.
EDIT2: Also, did you revert the guns back to production? Because the Banshee no longer has it's awesome Explosive/Fire damage. Really hoping that stays, because I was a big fan of that idea.
awkm:
RE: Slugs or Lugs?
It's Slugs. Fixed that.
RE: Gunner Want
That makes me happy.
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