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Gunner Stamina (Gunner more valid now?)
Richard LeMoon:
Gunner stamina thread
Engineer stamina thread
Pilot stamina thread
Now that stamina is out of devapp and in full test mode, we can discuss likes/dislikes and suggestions more broadly.
I have played as both pilot and gunner since the very first day stamina hit Devapp (a few months ago), and have made many comments on it. One was that it was a game changer for pilots... which it has been. Slow ships don't get much benefit, and fast ships get a lot. Engineers, negligible. Gunners... stamina is a novelty, much like gunners themselves for most builds.
As a pilot, I have not felt any real difference in having a gunner over an engineer. As a gunner with a good pilot, I rarely use stamina, and mostly for a faster reload. Otherwise, it just does not feel useful enough.
The suggestions I kept asking for were the ability to use stamina to get on a hot/damaged gun and use it at near full ability until stamina ran out (new achievement: 'Too hot to handle.' - Kill/break X something using an overheated gun) . Perhaps even get on a broken gun with severe impairment. The other suggestion was to give stamina recoil reduction (30% or so to make up for the loss in heavy). This would benefit all ammunition on about half the guns. Remove the arc changes and put them back on ammos (I like that) With these changes, double stamina time.
So, now that stamina has seen real combat over many matches, what are your thoughts on gunner stamina? What could be improved? What is not balanced? What additions/removals would you make?
Arturo Sanchez:
I hate it. We never needed it. OMG please die.
This has got to be the worst stunt muse has ever pulled.
Crafeksterty:
Gunners (good ones) no longer complain about arc when its at the edge of it, and strategies around faster reloads are now at play.
With the new reload mechanic, gunners are very good at their job. Good ones that know how to hit atleast.
On ships that allow for gunners to hold more guns easily (spire, galleon, junker) benefitt alot to the point of independancy.
Dementio:
When I gunned I mostly used it to get the reload quicker.
When the gun is out of arc, I just tell my pilot and he will turn me back into arc before I can really make use of Stamina, if I even have to tell him and not too rarely does Stamina not give me enough arcs anyway when the enemy is really out of arc, at least that is what my gunner experience. One of these experienced includes shooting the Hades which the front of the Squid, while the pilot, who never even crewed on such a ship before, was constantly doing the bifecta with the side Artemis.
Hwachafish and Blenderfish were the two general Goldfish loadouts. The Heavy Carronade got nerfed, making Hwachafish more preferred already and it profits even more from that gunner stamina.
FredTheFifth:
The gunner stamina gives some strange results, for example on a hwachafish you can basically only use burst now since hwacha jitter is less so you can fire burst from a longer distance and still be accurate, however having a gunner on a hwacha is really good because it reloads much faster (% increase) and the stamina refills fast, so you may be in a scenario where you want a gunner on a hwacha only using one ammo type.
That aside, I feel this is very much needed. I haven't done the math myself but I do think it is worth it having gunners on guns where a buff engi was interchangeable like on a metajunker for example, I've found the fast reload and increased arcs of a gat/hades very helpful and much more preferable over buff.
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