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Another one of those 'gunner balance' threads.
Mezhu:
You can disagree on which guns burst is optimal on, that's not the point of the discussion and I was wrong to mention it, since always people end up disagreeing on what they want where and why.
What you should be focusing on is the idea of ammo that modify damage types instead of looking for minor points to argue about.
GeoRmr:
I'm not sure you read my last post... Either way, we should be focusing on gunner tools not ammo types ^_^
SirNotlag:
An idea I dont see very often is adding tools that work like ammo but aren't, they require sitting on the gun but can be used in tandem with a special ammo.
One idea is a tool for gunners that hopefully would not require much work. Call it a "reload crank" "Auto loader" whatever does not matter right now, but it would be selected exactly like the other gunner tools by sitting on a gun and selecting it to have its effect no new UIs or Models or anything just its little grey picture at the bottom of the screen. While it is selected the gun reloads 35% faster or something it would take some tweaking and math to get it to a fair and balanced point, If the gunner left the tool active when the reload was complete it starts another reload, meaning the gunner just wasted time adding in a form of risk reward for the use of this tool. That also separates the good gunners from the great gunners, as a great one switches to this tool immediately as the reload starts and waits till the last second to switch to his ammo type maximizing DPS.
This way with the current system an engineer could take this tool but be confined to only using regular ammo, while a gunner can still use specialized ammos with this tool. This increases reload without being some magical passive as it would be a very active skill the gunners perform sitting on the gun rather than twiddling their thumbs, staying true to the spirit of GOI.
Another idea could be a "lock down" or something, using it locks the aim for the gun and lasts 1 second after deselecting it but it removes all spray from firing just like heavy ammo, but the weapon cant be turned while its being used but you could throw in lesmok or something to help you hit far off targets.
Third idea is something which has been suggested before where a weapon cant fire but gets large buff to armour making it harder to disable, and it lasts like 3 seconds after being deselected.
I personally think tools like this would be a good idea and make gunners more fun and versatile.
Alistair MacBain:
Ideas exists but due to the fact that adding a new mechanic takes more type than twitching and adding ammo types its pushed back till its proven that more niche ammo types dont work.
GeoRmr:
--- Quote from: Alistair MacBain on September 29, 2014, 01:40:02 pm ---Ideas exists but due to the fact that adding a new mechanic takes more type than twitching and adding ammo types its pushed back till its proven that more niche ammo types dont work.
--- End quote ---
Talking with awkm there isn't even an issue adding new mechanics, the framework for adding more stat altering tools is in-place already, in most cases all they would have to do is take the existing buff hammer or chemspray, copy the item to gunner and change w/e the stats that they buff or effect they apply. At most they would put some pressure on the art team to add some new models and do some animations, not that they would have to, a re texture would work just as well.
I still think its funny that people think new ammo types will make gunner more viable, its like they don't have any idea why its not considered viable in the first place! XD
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