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Why does everyone hate Gunners?

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Dutch Vanya:

--- Quote from: Sammy B. T. on November 02, 2014, 12:35:44 pm ---As a long time member of the all engineer master race cult I will say generally I try and make sure players who wanted to be gunners that I have play as engineer get to be the roles that predominantly shoot. Bottom deck junker, top right pyra. I definitely try to avoid having someone who wants to gun be solely a hull engineer.

The often quoted made up statistic is that at the end of the day Engineers can do 90% of what a gunner can do, while a gunner can do 50% of what an engineer can do. There a times where that limitation really shines in favor of the gunner but those are generally more advanced ships and roles. However that only comes into play with really specific builds and really skilled gunners. If I don't know you, have no read on your skill, I am not going to specialize my ship around you.

Ever flown a lumberfish with a bad gunner who can't shoot the lumberjack? Its truly unfun.

--- End quote ---
Meticulous engineering is truly unfun too.

Ayetach:
In regards to your question Devinstater I think it depends on the strategy of the captain.

For instance if I was using a metamidian I would tend to lean towards 3 engineers since one additional ammo type (from the standard ones on every gun) is necessary to make striking attacks with an aggressive ship build like that - having the additional engineer to buff the gattling gun is also a nice plus. However if I go with builds that include mine launchers, lumberjacks, even Hwachas then for those instances I would tend to bring along a gunner so that the player can better utilize the variety of ammo types available for various situations (Hwacha with heavy clip is great for longer distance precision shots while using up).

So all in all its really based on the tactics and necessity for a crew member to utilize the extra ammo slots for their role in shooting.

sparklerfish:
Yep, chem spraying is boring.  Nobody should do it and we should all be gunners so we have an excuse to not fix or extinguish anything.

TBH, I feel like having an excuse to not fix anything is the reason a lot of newer players want to be gunners, rather than having a good reason for the ammo types they are carrying.  Yep, it's nice and fun to have shooting as your only responsibility.  It's my favorite role.  But if the build my captain has chosen doesn't require a gunner, I'm not going to argue it because I want a bullet symbol next to my name instead of a wrench.

If you have a gun that is your responsibility to shoot, your role does not change if your class does, merely what you are carrying.  If you're a gungineer, you're not running around chem cycling.  You're shooting.  Being an engineer doesn't mean you are the main engineer.

If you're dead-set on gunning, find a ship that needs a gunner.  Or ask your captain!  "Can I have a mine launcher?" or "Can I have a heavy flak?" are questions I ask a lot of captains I know.

Indreams:
On the contrary to the Gunner is bad theme, I like to have a gunner on the ship.

I've had too many games with three engineers and no one shooting.
I've yelled these few too many times: SHOT SOMETHING! STOP BUFFING THE BALLOON! THAT SQUID IS RIGHT IN FRONT OF OUR HWACHA!

So, in a pub match, I want a gunner because the gunner is shooting something most of the time. Of course, a coordinated group of three engineers are probably the best crew set. Heck, I've seen four-engineer crew do well.

sparklerfish:
This is why I don't let people under level, say, 20, have a buffkit on my ships.  They get obsessed with their buffing 'chieves and you end up with nobody shooting.

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