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Ammo won't stay!
Helmic:
An engineer nerf would refer to a change that made that role less useful, Hamster. While you're right that they could do that, it wouldn't be as useful as it would be for a gunner who could actually start juggling ammo like his class ability implies he should be doing.
HamsterIV:
It is not a change since it has always been there (at least while I have been playing) but it does make the engineer less useful. A gungineer has to decide if they should wait for the reload to complete before fixing a component. It makes them slower at repairing or slower at shooting. Without this mechanic the engineer would be even more useful compared to a gunner.
Helmic:
It also means a gunner has to stay on his gun to finish loading its ammo instead of just hopping onto another gun and shooting it. A gunner staying on one particular gun that isn't THE gun on the ship isn't playing to his full potential. A gunner that can also risk mallet repairs is also one that doesn't have as great a need to be an engineer in the first place, that gun is much less likely to go down in the first place without the other ship specifically targeting that gun. I can see a lot more strategies coming out of the ability for a single person to juggle guns and ammo than sitting in one place doing nothing waiting for ammo to load.
RearAdmiralZill:
Not every gun loads as slow as a Hwacha.
Helmic:
Every gun loads, though, and it gets in the way from dancing around the ship going from gun to gun like a prancing fairy battle-hardened machine of death. Scrambling around the deck amplifies that feeling that everything is in this state of controlled chaos, the heart of the game's fun.
Let me put it this way; as it is right now, an engineer can repair something or buff his own gun during reloads, given a bit of skill. A gunner, on the other hand, can at best shoot two Hwachas on a Galleon because those are two closely-placed heavy weapons with the longest reload in the game. An engineer can already run off to do repairs during reloads so long he gets back in his seat in time, a gunner suffers a penalty for switching to a different gun (which would normally give him a big incentive to bring more than one ammo even if the guns themselves only benefit from one type) as outside a Hwacha Galleon it's impossible to keep two guns loaded with special ammo at once while firing them.
Everyone is going to be able to leave a gun, yes, but the gunner will have an overall great effect with his guns versus the gungineer who can't make use of the new tactics with just his single ammo type. As for regular engineers, they'll be dealing with the effects of those improved gunners.
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