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Another way to balanced an apparent gunner issue..

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Sarabelle Marlowe:

--- Quote from: Caprontos on March 08, 2015, 10:33:22 pm ---I don't deny there would be a lot of.. changes.. The builds would still be usable, they'd just be less efficient..

Weather the changes would be to many and the viable gunner not worth it as a result.. Could be the case.

As said though, just a random thought. I didn't actually think it through entirely, so idk if I am for it myself.. Just sounded interesting to me..

--- End quote ---

Oh, I agree that it does sound interesting, and I love seeing suggestions and topics in regards to my favorite class. If I sounded irate I certainly didn't mean to, apologies if I did.

MidnightWonko:
I was under the impression that gunners were in a reasonably good place.  On many ships, they are useful, be it for making each individual gun more versatile or for having the personal versatility to maximize the potential of each of the ship's diverse guns.

To that end, I don't really feel like gunners need a buff.  I wouldn't recommend a gunner on a Squid, as they tend to use fairly simple guns that can be adequately used by gungineers, though most other ships are best complimented with a single gunner.

Most problems encountered by a crew in this game are best solved with violence anyway.

Crafeksterty:
We all know that something has to be done to make gunners more usefull.
Gunners current line of options is 4 types of ammo.

Il agree with making the wrench being a standard tool type but only when the engineer gets more tools that will likely happen in the future.
The variation of engineers will be tad bit too much with more tools, and they are essential to be repairing the ship. So give them the option for flexability when more choices of conflict enters the fray.
Currently, engineers dont need to think when choosing and thus we need the wrench to be a selectable tool purely for the sake of keeping them in check with choices of conflict. Specialy buff engineers.

However this then arises the conflict in the class of the pilot being the least that can help with in running action. But in a way the reasoning blows right back when you consider that every ship needs only 1 pilot to be flying the ship, and a ship only needs 1 person to be flown. That way simply being the only pilot in a ship allready gives alot of balance for them.


So, yay to pipe wrench being sstandard, but only when engineers get 1 or 2 more tools... ?

MidnightWonko:
While I continue to disagree that gunners need anything to make them a more viable option on a ship, I will still offer a suggestion (even while contending that it is unnecessary).

My idea is very simple in principle: remove the pilot and engie item slots, and replace them with wildcard slots that can be from any of the three classes.  This would allow gunners to take, for example, a repair tool and a fire suppression tool, at the expense of leaving behind a spyglass.  The caveat to this might be that it could also allow engies the ability to also trade off their spyglass for a second ammo, so even if I thought gunners needed a buff, I would still be conflicted about this change.

I dunno, maybe one of you who find gunners lacking can bat that idea around until inspiration conceives a better one.

Caprontos:

--- Quote from: MidnightWonko on March 09, 2015, 06:32:38 pm ---While I continue to disagree that gunners need anything to make them a more viable option on a ship, I will still offer a suggestion (even while contending that it is unnecessary).

My idea is very simple in principle: remove the pilot and engie item slots, and replace them with wildcard slots that can be from any of the three classes.  This would allow gunners to take, for example, a repair tool and a fire suppression tool, at the expense of leaving behind a spyglass.  The caveat to this might be that it could also allow engies the ability to also trade off their spyglass for a second ammo, so even if I thought gunners needed a buff, I would still be conflicted about this change.

I dunno, maybe one of you who find gunners lacking can bat that idea around until inspiration conceives a better one.

--- End quote ---


A better way to achieve this is.. to allow gunner to select either 3 ammo and 1 engi tool or.. 2 of each - so a gunner can full-fill the role of "gungineers" but be a more offensive type.. (while engineers are the defensive type).. As well as their current role..

I have suggested this directly.. and they say:


--- Quote ---We've looked at this idea before.  We feel like it hurts the distinct flavors of the classes.  The big issue right now is a weakness of gunners and hopefully the new stamina system will make them a lot more interesting.
--- End quote ---

So yeah. More or less they want to make gunner more interesting by making ammo more interesting (idk what happened to the ammo tests though.. they were doing that for a bit.. a bit ago).. and through stamina..

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