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Gunner Stamina (Gunner more valid now?)

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Dementio:
I suppose if we go by your definition of viable you are right. But I would argue against utility being a handicap.
On the Mobula, a pipe wrench might not always bring the heavy engine back to full health, but it is not rare I find an engineer fixing it with a Mallet, now it is arguably less risky for the engineer to go there with engineer stamina.
That one best dps ammo type does exist, like Charged Rounds for the Mercury, but unlike you, I can't find the time to extinguish the gun during combat on a Mobula and Heatsink Rounds do give that one 3rd shot, which we make the best use of. Once the 3rd engineer with Charged Rounds leaves the Mercury though to shoot another gun, will he still have the ammo type with the best dps for said gun? He can certainly rebuild it quicker, but that little bit of quicker is just a little bit.

I have to agree with you, Stamina made the gunner better, but it really is only a little bit of difference. Wether Muse's goal was to make the gunner more viable or just better in and of itself, we will never know.

Continueing Gunner vs 3rd Engineer:
Regardless of how good the 3rd engineer is at repairing, rebuilding and buffing, I almost always get a gunner on my ship and we still stand victorious. On some ships, I can't always make the best use of what the gunner has to offer, the Blenderfish being one example, but it didn't really matter, ever. I once stated that when two ships, that are exactly the same with the only difference being that one has the 3rd engineer while the other has a gunner, fight against each other on the optimal range, the one with the 3rd engineer should win due to sheer dps. But dps isn't always all that matters. A Blenderfish doesn't have to kill as long as it destroys the enemy balloon. A Hwachafish doesn't have to be in inside the enemy ship to disable it, when the Hwacha has so much range (unless the nerfed Heavy clip strikes) and a Mobula doesn't always fight in a range where the Mercury can stay in arc and when two ships are exactly the same, one with gunner and one with a 3rd engineer, then it doesn't mean they have to fight each other, but can support their ally for an easier kill.

I never regretted having a gunner on any of my ships, even with a second pilot the ship will always fulfill its purpose, which is the only thing that really matters. On an Artemis, that second pilot can neither rebuild better or make use of any extra special ammo types, but the guns are so good in this game already, he only needs one shot of the Artemis to destroy a light gun. With a gunner I feel like there are more option on multiple guns, allowing for a more flexible playstyle, which gives enemies less chance of punishing my mistakes. But even then it doesn't really matter all that much, most guns are effective with normal rounds already and as long as the one who shoots can land the shots, it all comes down to piloting and coordination with the ally ship, like it always does.

Either all that or I am just lucky that I have gunners with a better accuracy and engineers that can repair better, but I am not one who trust the enemy to be worse in repairing and accuracy.

Tropo:
clan leader of sacrilege

we once made a rule "We don’t run gunners, as a rule."

this rule was simple gunners where a Nerf and not worth taking in the old game (buff hammer+round+positioning)

they differently worth taking now even if its just for a laugh

the new stamina is pretty balanced in the sense that it work very well for the gunner and dose nothing for the engineer

and well all the pilots have it

end statement  being that if gunner where ever viable it is  now so get you achievements done now you salt dogs

BlackenedPies:
Pre stamina a buff engi blender fish was superior in every way to a gunner fish. Post stamina gunner fish has the advantage of better arcs and slightly quicker reload. Engi fish has the advantage of extra repair and buffs (+engi stamina speed).

Omniraptor:
My suggestion (adding to skies') is to make the stamina deplete slower when the gun is reloading. That way you get the short-lived extended arcs, and a substantially faster reload instead of the meagre 2-3 seconds (on a hwacha) we have now.

BlackenedPies:
Stamina seems to last the same time for each class so I think Muse wants to keep it the same between classes. Currently using full stamina reduces a reload by 1.6 seconds. Changing stamina duration would sure help, but without changing it the best option is to make the reload bonus more potent. For example 50% compared to 25%- allowing a max reduction of 3.2 seconds of reload.

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