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Problem with gunner/Two engineering slots on gunners?

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Dracorean:
To me the buff hammer and 'Normal' ammo seems to be the problem in a nut shell. A quick and simple solution would be to modify these two tools and others accordingly to balance things out, such as buff hammer increasing performance than damage. Or make normal rounds a selectable ammo type and modifying other ammo types is another option.

This would lead to empty guns at the start, but I can say at the start, gunners and engis usually load in a special ammo type within 15 seconds of the game. It was suggested before but there really isn't much else that could be done without drastically changing something about the classes you can choose from. Gungineers are very flexible given the two ammo types, if restricted to one that would remove this flexibility.

This won't remove gungineers however, an engineer with a buff hammer and grease rounds can give out high DPS, but only at short ranges, the buff hammer 'should' be modified to either remove negative effects of an ammo type or buff the attributes of the ammo type, depending on the type of ammo used and not the gun itself. So having a gunner with multiple ammo types can benefit from an engineers buff hammer. Though its just a concept, engineers, buff/gungineers, and gunners should all be viable class options regardless of ship they are on really.

BlackenedPies:
Removing normal ammo would be a huge nerf to all engineers, armtime guns, and would be universally contested by players. Regular ammo is required and the answer to buffing gunners isn't rendering guns and ammo nearly useless in the hands of an engi or pilot. Getting on a gun and not being able to shoot it until you load ammo would also be confusing to players. This has been suggested before and it's not the answer.

The problem with affecting gun performance is that it affects guns differently. Gun buffs increasing damage is simple and balanced, but the problem is that +20% is a lot and buffing guns is easy. It takes 6 seconds to buff a gun and lasts for 20 seconds. Even if a gun gets disabled it can be fully buffed quickly. My favorite way to address gun buffs is to increase time it takes to buff and increase duration. Longer buff time means more maintenance required to keep up buffs and longer buff time would allow a gunner to have a buffed gun for longer. There was a bug once where buffs lasted 90 seconds and it benefited the gunner the most because they could have a buffed gun and benefit from extra ammo. Another option is reducing the damage bonus to +10% and then gunners could outperform gun buffs, and gun buffs would be less OP.

I don't think gunners should be required on ships because buff engi requires more skill and is an advanced form of gunner. There is a huge gap that should be addressed but I think the gunner should stay a utility roll rather than a required damage roll. If gun buffs were less powerful there would be no problem.

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