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Make Gunners A Relevant Choice
Kamoba:
--- Quote from: Maximillian Jazzhand on February 28, 2016, 09:31:29 pm ---already suggested long ago that all other crews revert to the old ammo change mechanic of being trapped on the gun to load ammo.
While the gunner has the exclusive ability to quick reload.
--- End quote ---
Being trapped on the gun or just needing to jump on the gun last second?
If the latter then I'm all in for this too.
BlackenedPies:
--- Quote from: GeoRmr on February 29, 2016, 04:42:16 am ---
--- Quote from: Maximillian Jazzhand on February 28, 2016, 09:31:29 pm ---already suggested long ago that all other crews revert to the old ammo change mechanic of being trapped on the gun to load ammo.
While the gunner has the exclusive ability to quick reload.
--- End quote ---
This idea, I like this idea.
--- End quote ---
This would be a good balance and I had mentioned this as soon as the auto reload ability was included, but it's too late now. People like the auto reload and it would be frustrating to have it stop working
Keep in mind that players use gunners in competitive. In the last SCS almost all ships had gunners and I only saw triple engi on squids and a brawl mobula
The Djinn:
Weird thought...
What if Buffing just became a core part of the Gunner / Engineer class, and was pushed into a pre-combat role exclusively?
By that I mean remove the Buff Hammer entirely, and allow Gunners and Engineers to hit components repeatedly with the Spanner or Wrench when they're at 100% health to "over-build" them, which triggers the buff. Gunners are the only ones who can buff guns, and Engineers can buff other components (Engines, Armor, Balloons).
It might require the introduction of a new Engineer tool to make tool choice have some deeper choices again, but I think it might make the Gunner effective and distinct while not causing tool slot confusion. It will also help the Gunner have more responsibility on the ship (pre-buffing weapons), and help solidify the buff into a pre-combat tool and not a mid-combat tool. Finally, it has a nice side of effect of discouraging Mallet Gunners, which are a bane to my existence and unfortunately more common among newer players than I'd like. :P
Thoughts?
EDIT: Might even be worth re-thinking the gun buff in this case. Maybe to make guns more durable instead of giving them more damage? Maybe to give them a bit of both (+5% damage, +25% durability, for example)?
Arturo Sanchez:
--- Quote from: Kamoba on February 29, 2016, 07:47:00 am ---
--- Quote from: Maximillian Jazzhand on February 28, 2016, 09:31:29 pm ---already suggested long ago that all other crews revert to the old ammo change mechanic of being trapped on the gun to load ammo.
While the gunner has the exclusive ability to quick reload.
--- End quote ---
Being trapped on the gun or just needing to jump on the gun last second?
If the latter then I'm all in for this too.
--- End quote ---
If I recall it was coded that the ammo only changed to default right on the moment of the reload so I guess the latter.
Isn't coding it just a matter of adding a variable of detecting whether a gunner class initiated the reload or not? Hence when a non gunner jumps on mid reload cycle and changes the ammo, the guns goes nop non gunner initiated the final ammo type if non gunner crew leaves, default ammo. That being thinking about it for a sec. The gunner still needs to initiate the reload regardless (hence he has to actually go to the gun), if the engie changes that ammo I struggle to see the issue of the ammo change mid reload cycle by non gunner. The fact that the gunner initiated auto-reload gives enough utility to the gunner
And frankly blackie I don't give a crap what a bunch of babies think (even if they are lvl 45). Proper balance is the final goal and change is inevitable to that end. Because frankly its clear to me some "vets" don't really care about fairness, but more about making their meta more OP. And I don't care for it.
HamsterIV:
Last time I participated in a "Gunners are useless" discussion was before the Stamina patch. Back then the extra DPS of a buffed gun was sometimes more desirable than the flexibility of different optimal ammos for different ranges. Gunners were still useful when you needed one crew member to shoot more than one gun. The stamina patch with its reduced reload time have made gunners optimal for slow reloading weapons like the Manticore. I am happy with where the gunner sits right now in the current meta.
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