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Gunner buff - rotation speed

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Hoja Lateralus:
Well you can't have enginner with only 3-4 tools, this would be overreacting to the other way.

I wouldn't say we have too many ammo types, rather we have ammo types which are good only for some weapons (and other way - we have weapons that are only good with certain ammo types). For every weapons you have, say, 1-2 ammo types that make this gun significantly better and a 3rd choice which is just fine, maybe more situational. And that's pretty much it. The best thing we can do without breaking the game is to make better ammo types. For example - ammo that jams temporarily a specified component (say - engines) and works like chem, in the meaning that even if engines are broken and rebuild it still works.

Other, but more possibly-game-braking idea is decreasing significance of fire in two ways:
1. Decreasing speed of fire stack increase
2. Letting fire fade out stack after stack during some time
Then gunner would be less invalid as engineer-helper and wouldn't have to be babysitted all the time.

As I said before it may be that game is just created in such way that the viable tactics would always be "crew have at least 2 engineers", maybe we can just push it from "3 engies OP" to "2 engineers and gunner".

sparklerfish:
Fire stacks on guns fading over time would be fantastic.  Getting 7+ fire stacks on a gun is the most crippling thing for a gunner -- not only can you not use it and not put it out, you literally cannot do ANYTHING until it breaks and you rebuild it.  Just one more reason being a gunner sucks -- an engineer could either just put out the fire or at least reduce it.

But if this happened, it would probably have to be applied universally, and I'm less a fan of the idea of fire stacks fading on other components.

I wish there were a way to purposely break your gun to make the fire issue more manageable for a gunner.  It's especially bad if I happen to be on the gun, clicking away as I fire, when it suddenly gets too hot and I'm kicked off and because I was clicking to fire, it then clicks to repair, and I have to wait even LONGER for the damn thing to burn out because I've just accidentally repaired it....

Oooh!  Maybe we could make it so that guns that are too hot to use are also too hot to repair?

Crafeksterty:

--- Quote from: Mr.Disaster on August 27, 2014, 03:11:21 pm ---


--- Quote ---If anything, gunner needs another tool type. A tool type that activates when selected on a gun so you can combine it with the ammo loaded.
--- End quote ---

Devs always say - gunners don't have tools. Gunners have ammo.

--- End quote ---

I meant tool TYPE.
Pilot has helm type tools and spyglass type tools.
Whats so nice about the helm tools is that they can be combined by how they are designed.

The engineer has Repair, Anti-Fire and Buff Tool Type
3 different types of tools that can be combined and mixed up.

While the gunners only have Ammo type.
This only allows for 1 thing at the time, meaning an engineer can do the same.
Another Tool type for the gunner that helps neglect or buff the drawbacks away will make the gunner always do more damage or use the gun in a more reliable way than the engineer.

C. Darwin:
Answer to sparklerfish:

Fire stacks on guns can be prevented or dealt with heatsink ammo(as a temporary solution until an engineer extinguishes the fire), as a gunner you can do that much when you know there will be a lot of fire dealt from the enemy side.

Hoja Lateralus:

--- Quote from: Crafeksterty on August 28, 2014, 08:13:19 am ---I meant tool TYPE.
Pilot has helm type tools and spyglass type tools.
Whats so nice about the helm tools is that they can be combined by how they are designed.

The engineer has Repair, Anti-Fire and Buff Tool Type
3 different types of tools that can be combined and mixed up.

While the gunners only have Ammo type.
This only allows for 1 thing at the time, meaning an engineer can do the same.
Another Tool type for the gunner that helps neglect or buff the drawbacks away will make the gunner always do more damage or use the gun in a more reliable way than the engineer.

--- End quote ---

Okay, now you made it clear to me. When you put it like this - yeah, it seems like gunners have too limited choice in their means. Assuming that we're staying at idea that gunner can have only ammo I'd create three categories:
Kill, Disable, Increase range/hit chance
Gatling would be such example. Kill-ammo for gatling is greased whereas Increase range is lesmok, increase hit chance and disable is heavy clip (because with stable stream of fire you can snipe out components). Then gunner with 3 ammo types can be more effective in various situations than engineer with just one. Of course this is just an example of the beginning of what we would like to achieve on every weapon.

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