I always felt like the gunner replacing buff engineers are more of a counter than anything. Set a Metajunker with a gunner versus a Metajunker with a buff engineer as the gunner and the buff engineer Metajunker will probably win, because it just has that extra damage output and possibly better durability, because of the extra buff being able to buff the armor. Now set this Junker against a Blenderfish and how much difference does it make compared to the gunner Junker? In the best case scenario it saved itself a few percentage of permahull.
Similar to most "Meta"/"Average" builds in the game: The one with the extra buff engineer will most likely have an easier time winning.
The same I view the gunner's ability to choose multiple ammo types: In exchange for a little more dps in the best to average case position/engagement, in terms of range, and maybe some extra armor, I will have a gunner being able to jump on one or two more guns and can make use of the extra guns to turn the worst case scenario into a victory.
Hades and Gatling have similar purposes: Hit a relatively huge target called the hull. A Carronade can destroy the balloon, snipe the balloon and snipe guns and engines. A Hwacha with a Gunner has the potential to destroy everything, everytime, as long as arcs are given.
This of course can lead to some more weirdish or specialized builds, that have multiple guns without similar purpose, not necessarily working so well without the gunner's ability to change the weapon behaviour/ability to get the best out of mutliple guns.
A Galleon with a Lumberjack one side and Hwacha on the other side, I feel, will profit more from the Gunner's ability to allow the ship to win more ways to fight back as well as do so in a more successful manner.
To summarize my point of view in a form of a Fancy list:
- When a "generic" ship build is used against itself, the one with the extra buff will most likely win.
- When a "generic" ship build is not used against itself, it matters little wether it is an extra buff engineer or a gunner.
- When a not "generic" ship build is used, then it will most likely profit more from a gunner instead of an extra buff engineer.
An explanation of certain terms I used:
With a "generic ship build" I mean ship builds that use their gunner/extra buff engineer for either only one gun with only one purpose or multiple guns that have a very similar purpose.
You could even say the Gatling is the short range version of the Hades in which case it could even simulate a Hades with a gunner with different ammo types and thus they are very similar. Also, on a Metajunker the Gatling will unlikely have the purpose to destroy components with shatter damage and the Hades will unlikely have the purpose to overheat guns.
These "generic" builds mostly happen to be the Meta.
This kind of excludes Hwacha fish has the hwacha can have the purpose to disable at multiple ranges. Each range being a different purpose, for we differntiate between long and short range disable builds.
With "most likely" and "matters little" I mean what I think is the average case. Of course it matters if the buff could save the armor with 10hp left, the mobility keeps the guns in arc, the guns only need 1 range (e.g.: >800m hades only), but how often do these scenarios happen and how often do they happen where it matters? Are these the average cases?
If a sniping ship with a gunner can use its long range guns the entire time and win then I only think that a buff engineer does the job quicker than the gunner, but at the same time, how likely is it that a sniping ship will never confronted with close range combat?
A Metamidion with a gunner can use lesmok Gatling against a Metamidion without a gunner and maybe even win, because of the early armor pressure, but how likely is it that two Metamidions have a face of starting at 700m+ with at least the gunnerless one engaging, with nothing in between and no ally support? It could happen on dunes with two 1v1's, but really now...
I don't think it is necessary to nerf the buff hammer/buff the gunner, but more ammo types that can change the behaviour, the purpose, of the gun will certainly help the gunner be chosen more often. Who knows if a tar-creating Gatling gun is the key factor of killing the other Metamidion, while the other one only has one extra buff hammer? This inconsistence in gun behaviour would at least give me a reason to think and adapt my piloting to it.
Maybe there could be different buff tools. For example, one that only engineers can use and one that only gunners could use.
How does the gunner repair his own guns then?