Info > Feedback and Suggestions

Gunner Stamina (Gunner more valid now?)

<< < (3/6) > >>

BlackenedPies:
Full stamina allows for about 6.3 seconds of use for gunners. This means that you can have a max of 1.6s reload reduction. The sound of stamina reload sure makes it sound fast, but the numbers are insignificant especially when you factor in how temporary stamina is. We need to emphasize that yes gunners are better than before but are no more viable. Gunner stamina could be buffed but I really think the best option is to give gunners two tools.

Note that having the gunner preload ammo for an engi only gives you one clip of that ammo. After that it reverts to default ammo and displays tool ammo.

Dementio:

--- Quote from: BlackenedPies on May 03, 2015, 05:31:45 pm ---Full stamina allows for about 6.3 seconds of use for gunners. This means that you can have a max of 1.6s reload reduction. The sound of stamina reload sure makes it sound fast, but the numbers are insignificant especially when you factor in how temporary stamina is. We need to emphasize that yes gunners are better than before but are no more viable. Gunner stamina could be buffed but I really think the best option is to give gunners two tools.

--- End quote ---

To me, the 3rd engineer with Mallet/Spanner/Buff makes as much "insignificant" difference as a maximum of 1.6s reload reduction. I already bring a gunner on pretty much every ship I take and now have an additional reason to do so. But I agree, 1.6s isn't much. I figure it is going to make a difference when it comes to more harass-like ships, in addition of the gunner's ability to bring multiple ammo types, but I haven't done any numbers to back it up. Without a doubt though, it closes the gap between the dps of a buff engineer and the gunner's ammo types a little bit more.

Gunners have always been viable, people just refuse to make use of their advantages, Stamina just gives them more advantages.

sparklerfish:
I think in cases where a gunner is necessary, this is obviously a buff to gunners.  Does it make gunner more desirable in cases where you wouldn't have wanted a gunner pre-stamina?  Probably not.  A little bit of extra arc isn't really worth it to say, put a gunner on a metamidion, or in any circumstance where you wouldn't need 3 ammo types.  So yeah, this has made gunner BETTER, but not more versatile.  Still gonna need gunners and not need gunners in pretty much the same exact circumstances.  Though the extra arcs on a heavy carro might be worth it when you'd normally have buffgi with heavy clip....

Richard LeMoon:
I agree with that. Change a large chunk of code and add features to make gunner more valid... leave the tool unchanged that makes them not. Time for the gun buff to go.

BlackenedPies:
I love having a gunner on ranged mobula: charged merc, heatsink light flak, charged/heat/loch mine; but it's not viable. The only "viable" loadout is spanner mallet buff charged. Gunners simply aren't viable compared to the repair, rebuild, and buff bonus: it's math. I say the only significant stamina bonus is the arcs because the brief reload bonus is nothing compared to a real dps buff. Gunners need a fix and stamina didn't do it or even make any real progress.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version