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Another one of those 'gunner balance' threads.

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HamsterIV:
The spy glass already breaks this paradigm as it is a pilot tool that can be used off the helm. Muse wants the gunner class to be the newbie class despite of the incredibly negative reaction powdermonkeys get when they join an established crew. I would welcome giving the gunner more versatility off the gun but that would involve making the gunner game deeper.

I am of the opinion that the engineer, not the gunner, should be the newbie/default class. It is easy to train a new engineer on ship routes than it is to train a new gunner on leading, shot drop, and inherited momentum. Engineers are pretty interchangeable and can be position swapped if one engineer is under performing due to lag or inexperience.

sparklerfish:

--- Quote from: HamsterIV on September 26, 2014, 12:03:25 pm ---I am of the opinion that the engineer, not the gunner, should be the newbie/default class. It is easy to train a new engineer on ship routes than it is to train a new gunner on leading, shot drop, and inherited momentum. Engineers are pretty interchangeable and can be position swapped if one engineer is under performing due to lag or inexperience.

--- End quote ---

Dude, this.  I have such a hard time convincing new players to switch to engineer.  Everyone just wants to shoot guns all the time, and I don't think a lot of new players understand that engineers CAN and DO also shoot guns, and that you are more useful having tools than ammo types.  I also think that in order to be a good gunner, you also need to know how to engineer, as your job as a gunner is to make the enemy engineers unable to repair, so in order to be as effective as you can be, you need to be aware of what you are damaging and when to make it hard for them to repair.  I don't like the idea of gunner being the "newbie class" because people just get stuck in the "all I do is shoot guns all the time" mindset and then never want to change.

Sprayer:
Back to topic.

We'll just have to wait until MUSE sees they have to break their paradigm again in order to fix things.

sparklerfish:
Why the resistance to break the paradigm?  It seems pretty arbitrary to say that they don't want a gunner to have tools other than ammo.  Isn't balance more important than all classes functioning with the exact same "I have three tools that can only be used on helm/gun/component" paradigm?

Having gunner be a more viable option would really cut down on arguments with powder monkeys, too...

I think the very fact that there have been SO MANY of these threads is pretty indicative that the community at large really wants/needs a change to the paradigm.

GeoRmr:

--- Quote from: sparklerfish on September 26, 2014, 03:57:10 pm ---Why the resistance to break the paradigm?  It seems pretty arbitrary to say that they don't want a gunner to have tools other than ammo.  Isn't balance more important than all classes functioning with the exact same "I have three tools that can only be used on helm/gun/component" paradigm?

Having gunner be a more viable option would really cut down on arguments with powder monkeys, too...

I think the very fact that there have been SO MANY of these threads is pretty indicative that the community at large really wants/needs a change to the paradigm.

--- End quote ---

And yet they already break the paradigm with the rangefinder and spyglass, why not give the gunner extra tools and just redefine the paradigm it would even be neater than the current mess!

+1

If anyone's interested here's the link to my original thread about how new extreme ammo types solves nothing, and how gunner tools are the way forward, (not that anyone in muse really cares about player opinions, they only pretend to) https://gunsoficarus.com/community/forum/index.php/topic,4125.0.html

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