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Ammo won't stay!
Helmic:
That's just how things work now, though. The gunner being a bit more mobile isn't something to be avoided, it's not like you wouldn't be able to recognize a gunner as a gunner anymore, just that the current gunner meta would change to factor in that you now have the ability to switch guns with impunity should the need arise. You don't have to babysit guns and do that wierd little thing where you're off a gun and try to get on JUST BEFORE the animation finishes so the right ammo loads, that's gaming what seems more like a glitch or oversight than anything.
RearAdmiralZill:
--- Quote ---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.
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Fun is relative. Thats about all i can say about the complaint that gunning is boring because he has to stay on a gun to be at his top performance. Not all boats have multiple guns that the gunner needs to use. They benefit from higher maneuverability to keep the main gun on the target. If your gunner is out of arc all the time, there is no one that needs shooting at, or you need to rethink your piloting.
When i think of a gunner running around for guns, i think Junker or squid. Other then that, the gunner has designated guns in close proximity that he manages. If he's not on those guns when he needs to be shooting, youre either telling him to repair because youre about to die, or hes doing it wrong. This is the gunner. He doesnt need to be mobile 95% of the time.
--- Quote ---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).
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Its more of the classic "dont fix what isnt broken." We defend the current system because its not broken, as you like to suggest. Its not intuitive for a gunner to load in special ammo, and then run away from the gun and go fire something else. Just because you personally think gunning is boring if you arent moving doesnt mean everyone thinks like that, nor does it mean youll be any better at gunning. Honestly it wouldnt change anything for a lot of boats that simply dont need the gunner running around in order to put out the most damage.
--- Quote ---That's just how things work now, though. The gunner being a bit more mobile isn't something to be avoided, it's not like you wouldn't be able to recognize a gunner as a gunner anymore, just that the current gunner meta would change to factor in that you now have the ability to switch guns with impunity should the need arise. You don't have to babysit guns and do that wierd little thing where you're off a gun and try to get on JUST BEFORE the animation finishes so the right ammo loads, that's gaming what seems more like a glitch or oversight than anything.
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So ill just use a Junker example here, and say that he just needs to preload his assigned guns, and hes free to "roam around." The only thing your change would do, is make it so he could start the short reload of special rounds into a light gun and walk away. He doesnt need to walk away, since he's going to be in arc and shooting anyway. And youre talking a few seconds for light guns to reload. Its a stretch to say he would be slightly more effective when i told him to move from gun to gun. That or him repairing his gun, which is done during reload anyway currently, and takes less time than the reload takes.
awkm:
When you load a gun with special ammo, if you get off the gun and get back off the same ammo should be loaded into it. Furthermore, if other people on your ship also have that same ammo it will also be still loaded into the gun. Only in the case that you or someone goes onto a gun with a special ammo that you do not have that is loaded into the gun, a reload will be initiated.
As a gunner reloading with special ammo, you only need to be on the gun during the last frame of the reload for the special ammo to be placed it. You can even change your mind with what ammo you load into your gun during the reload animation. You can decide whether or not it's advantageous or not to empty your entire clip before switching ammo types or not.
The reason why this is done is due to the lack of UI in the game to notify you what ammo is loaded into a gun. Again, adding UI and all these kind of stuff is non-trivial work on our part. Stuff was done and it was kind of too late to move away from it without delaying the release of the game for several months. It's not an ideal UI, I know. It's what we have to work with, though. So until we manage to somehow let you know what ammo is loaded into a gun before you get onto it without overloading the UI, which is quite cluttered as it is, it'll have to stay the way it is.
But in other, we want to make the gunner's skills more useful and therefore increase the effectiveness of having gunners on your ship.
Gambrill:
Hey first poster here. as an engie i've played with the special ammo while repairing. the special ammo WILL stay in the gun as long as you stay on it long enough to complete the reload. then you can run off and do other jobs and come back to some greased up rounds (or your preference)
Gambrill:
--- Quote from: awkm on April 05, 2013, 11:55:52 am ---When you load a gun with special ammo, if you get off the gun and get back off the same ammo should be loaded into it. Furthermore, if other people on your ship also have that same ammo it will also be still loaded into the gun. Only in the case that you or someone goes onto a gun with a special ammo that you do not have that is loaded into the gun, a reload will be initiated.
As a gunner reloading with special ammo, you only need to be on the gun during the last frame of the reload for the special ammo to be placed it. You can even change your mind with what ammo you load into your gun during the reload animation. You can decide whether or not it's advantageous or not to empty your entire clip before switching ammo types or not.
The reason why this is done is due to the lack of UI in the game to notify you what ammo is loaded into a gun. Again, adding UI and all these kind of stuff is non-trivial work on our part. Stuff was done and it was kind of too late to move away from it without delaying the release of the game for several months. It's not an ideal UI, I know. It's what we have to work with, though. So until we manage to somehow let you know what ammo is loaded into a gun before you get onto it without overloading the UI, which is quite cluttered as it is, it'll have to stay the way it is.
But in other, we want to make the gunner's skills more useful and therefore increase the effectiveness of having gunners on your ship.
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maybe with teamwork and people communicating to tell each other whats in it? ;)
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