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Small Clip size, Small Reload [Gunner fix theory]
ShadedExalt:
--- Quote from: Indreams on November 27, 2014, 09:48:19 pm ---What about, for certain guns, different ammo shoots a slightly altered projectiles?
Maybe incendiary Hades loses its arming time (or shorten it a lot). Lochnagar Hwacha shoots a two, powerful, accurate missiles. And explosive flare fires a firework?
I don't know if this is possible in the game, but it's an idea.
In fact, as I'm writing it, I find that it's an interesting brain storm...
--- End quote ---
That's genius. Now, combine this with Crafersterty's Gunner TOOLS idea, and we have a Gunner fix.
nhbearit:
While its definitely an interesting idea, it's an idea that tries to solve a problem that doesn't exist. The way I read your post, and please correct me if I'm wrong, you believe that gunners are underused and need a buff. I disagree with this. I see gunners all the time. In pub matches, in competitive matches, in silly matches, and in just about any other type of match that you can think of. The problem as I see it is one of perception. Gunner is THE MOST specialized of the classes. The ONLY thing a gunner can do effectively is shoot enemy ships out of the sky. If you have a build which works well with a gunner, (and by the way there are quite a few of them) a good gunner can send your ship's effectiveness OVER. THE. TOP. However, if you have a poor gunner, or if your ship can't get in a good place to use them effectively, they are basically useless.
As for smaller clips in guns, it would be a buff to the gunner that the gunner doesn't need. It would also nerf engineers by making it much harder to multitask. If an engineer can't use the reload time to do some form of maintenance, then you lose a good portion of what makes a great engineer truly great. Hell, it would even take out a good portion of what makes a great gunner truly great as well. One of the best traits a gunner can have is knowing when to swap ammos. Having guns reload quicker and more often would reduce the effect of skill across the board and make GoIO a much blander game.
Alistair MacBain:
Interesting idea but i fear it takes aaway alot about the timing aspects of the game.
By reducing the clip size but buffing the reload the timings will shift and the famous oneclip kills or oneclip works of guns dont apply anymore.
Yes it encourages people to swap ammo much more but it also messes up timing along and most likely prolongs engagements and I rly dont think this is what we want.
Crafeksterty:
Yeah the idea is a bit over the top i must admit.
And yes we do see lots of gunners. But do they use most of the ammo they have chosen?
How many times would an engineer be sufficent? In many cases it is alot. And in most cases for gunners they use up to 2 ammo and not 3.
Using these different ammo for each gun yields no better result than just one ammo for most weapons.
Gunners being specilised is a problem. They should be equal to engineers. The reason why i saying that because both classes do what they do on a ship equaly, its just where does one have more flexability. A gunner on a gun should be like he has an edge, while an engineer on a gun should feel like hes helping out much like a gunner helps out an engineer. For some gunner fix ideas ive seen posted + some of my own made me consider having 2 gunners. Because spire...
In anycase, yeah, the lower reload and smaller clips is pretty weird idea so to say. But it adheres better to the gunners ammo. Kinda fixing the problem backwards. Instead of thinking about how the gunners guns the guns, im making an idea of the gun being gunned :P So that is why its a theory of fix. If the ammo stays the same, the use of them would be much greater and actualy using more ammo type would yield more success on smaller clip but faster reloads. But currently not really.
There has to be a more active use of the gunner on a gun.
Like i suggested, an instant activatable that helps the gunner out. Mixing that with the ammo he loaded in. Giving a conflict of choice + potential gunning better than gunengineers on common gunengineer weapons (mortar, gattling, artemis etc of light weapons).
I forget to ask
What was the problem with that auto loader thing that gunners had once in the dev app? It wasnt exclusive to gunners, it was a different reload mechanic. What was it again?! I tottaly forget and forgot its discussion entierly D:
Spud Nick:
I still find it strange that a gunner does less damage than a buff engineer.
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