Info > Feedback and Suggestions
Instant-ish Ammo Switching [New mechanic]
Crafeksterty:
Ide say the counter play is actualy having a gunner. I mean, a gunner is seppoused to be good offencively. Weve been hauling engineers all this time now.
I wouldnt be suprised of being too used to it.
Not to mention the switching takes 1.5-2 or more seconds depending on balance of how we see it. Thats a few extra seconds for the mallet to repair again.
Caprontos:
If this needs drawbacks to balance.. a few ideas..
Perhaps upon switching there is some %chance it miss fires a few rounds.. A bigger negative for guns with less ammo..
Since they plan to add "adrenaline" abilities to classes, maybe instant reloading to a new ammo could be one of the gunners things.. Basically this would limit how much it could be used..
Maybe (using someone elses idea from awhile back a little)... Mixing certain ammo has some drawbacks.. Like grease might catch fire if incendiary is used right after adding a fire stack to the gun.. Though this would make the system complicated more then it needs to be.. I don't know how many negatives would make sense here though..
Crafeksterty:
There are allready drawbacks. The time it takes to switch can be costly, but because you are a gunner, suddenly its worth it.
Again, we are bit too used to having engineers gunning. Having a gunner should convey controling a weapon properly because they have the slots for it.
With this, ide say i can finaly see gunners on the Gattling guns of a metamidion atleast because he has the right combination of ammo, draw back lies in that he is a gunner and wont be able to help on repairs other than having a wrench.
And in somecases (again) would bring 2 gunners.
Pilots and engineer may now properly use their ammo that they have on a gun because it is a simple switch. So for an engineer or pilot that cannot take the time to load the right ammo can now use up 2 secs to switch to the right ammo. Especialy if a pub newbie reloaded a crap ammo into it.
Also. Adrenaline abilities?
Caprontos:
In one of the fireside chats a few weeks back... I don't remember exactly which one now...
That they are considering adding(or were working on - was awhile ago so idk exactly) a system where each class could do something special, where engineer could run faster or gunner can turn a gun out of normal arks for a little bit and the pilot might make the ship go faster.. - something like that.. So this would be inline with that idea (ie a special ability the gunners could use sometimes). Can probably ask them in an email to get a more complete response, I think Awkm/Eric is the one who talked about it. I am 90% sure they called it Adrenaline.
Also I am for the idea with no additional drawbacks, I was just adding some thoughts if it needed to have them. I think it could help make light guns who's lack of need for more ammo types become more viable because of things like the above greased + incendiary.. Viable for gunner use I mean...
obliviondoll:
The drawbacks are the delay before you can resume fire after switching ammo types and the loss of ammo when the numbers don't line up to make a full unit of ammo. Why exactly does it need more than that?
You have to stop firing for 1.5 seconds to switch, stalling that precious damage output and giving the enemy crew 1.5s longer to work on repairs, and if you switch ammo types again, that makes for 3s of downtime without reloading.
This penalty is more punishing on weapons like the gatling gun with rapid fire and higher ammo counts. The truncated ammo count will punish the guns with slower firing and less ammo.
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