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Ammo won't stay!
RearAdmiralZill:
Depending on the boat, a vast majority of the time I dont want my gunners running around finding guns to shoot. They stick the the guns they are assigned to. If he was running around and not on the gun when he needed to be, thats a loss to you cause hes's off shooting something he shouldnt be.
Im really not seeing how any of your example pertains to him needing his "ammo to stay" when he's reloading and off the gun. And you still went back to Hwachas. Any normal Galleon would have an engineer down there on the back 2 guns. The front 2 are the gunner's, and its up to the pilot how he wants the ammo spread between those.
Gunners dont move much. At least they shouldnt be. They should be ready on the gun for the shot the pilot is lining up. Not off repairing something useless or shooting a gun they shouldnt be. The point of the ammo is to make the guns they are assigned to work at peak efficiency. His ammo doesnt need to magically load one he begins the process and hops off his gun for, really no reason.
Helmic:
I went back to hwachas as the only example of a gun that currently allow a gunner to man more than one gun. I wish for other guns to benefit from more movement, it's kind of boring stick to the same place al lteh time.
Pickle:
--- Quote from: Helmic on April 04, 2013, 11:13:00 pm --- it's kind of boring stick to the same place al lteh time.
--- End quote ---
But that's the role of the Gunner. To be predictably manning the gun(s) the Captain is bringing to bear. My personal dislikes with Gunners is when flying a Goldfish they wander off from the front gun, on a Pyra when they drop down the ladder to man a side gun, or on a Junker when they wander up from the lower mounts to man the forward gun. Dammit, I'm doing my best to bring the most effective combination of guns onto the target and the Gunner is not there when I do so.
I like a Gunner on a Pyra to stay on the chain gun and keep shooting it, I really like it when after a couple of clips of Heavy he says over the mic, "Right, time to spread some misery.. switching to Incendiary".
Helmic:
That's what you, the captain, likes because that's what's effective. As for the gunner himself, staying in one place isn't all that fun, you spend a lot of time out of arc and twiddling your thumbs. If running around became mechanically advantageous, as it quite possibly would if ammo loading wasn't such a huge constraint, then the gunner could have his fun and you wouldn't WANT him to not have his fun. It's the same thing as the issue with gungineers, we captains don't ask people to not play gunner because we don't think playing a gunner isn't fun (it is), but because we're put at a mechanical disadvantage by having one or two. Whenever possible the fun way of doing things should be the competitive way of doing things.
I REALLY don't want to stick with the status quo just because that's how things are right now, I want to see some specific and nontrivial example of why keeping things the way they are now is worth not having more intuitive mechanics (currently I find myself explaining how ammo loading works A LOT when it should work as it appears, the guns animate like they're self-loading) and more freedom of movement for the gunner (and more opportunities for tactical ammo switching which is grossly underused).
Even IF the gungineer becomes a bit more useful from being able to leave their gun alone a bit longer (which I doubt would have a major impact as gungineers are only really capable of manning one specific gun and will have to stay on it anyways just to keep up DPS, the ammo loading is more of a convenience during downtime compared to the gunner's in-combat advantage), I say it's still worth the mechanics matching the animations and just making more sense. The way it is right now just makes the game more complex without making it much deeper (if at all).
Was this tried before and removed for some specfici reason? Has Muse commented on it and given this or that reason for not changing their minds about it? What is Muse's stated reason for the current mechanic? How long ago was that made, and does it still apply to the current meta?
Pickle:
The gunner - stays relatively static and is for the most part focussed on the boresight and just off-boresight view but gets to shoot a lot - feels powerful
The engineers - very focussed on repair and can be very mobile making sure vital components don't go down but doesn't always see very much of the wider fight - feels important
The pilot - must maintain a wider perception of the battle than anyone else and is trying to balance the elements of combat effectiveness - feels dependent on the rest of the team
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