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Make Gunners A Relevant Choice

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The Djinn:

--- Quote from: BlackenedPies on March 01, 2016, 11:24:43 am ---Why do you think gunners are underused? Most ships have gunners and when they don't it's because they're using a simple gun that doesn't need multiple ammos. Permanent arcs (shooting angles) won't make gunners more useful on simple guns like gat than the extra damage, buffs, and repairs from a buff engi. The gun arcs were designed years before gunner stamina was implemented

Gunner is used on guns like hwatcha because despite only needing one ammo (burst), the extra arcs from gunner stamina is a great bonus. Making the extra arcs permanent would only buff guns the gunner is already used on. This would break balance because all guns would have 20% better vertical arcs which benefits some guns much more than others. It's a common complaint that it's frustrating enough fighting a hwatcha with the current gunner stamina and it'd be infuriating to do so with permanent arc bonuses

--- End quote ---

Agreed.

Which begs a question: what CAN a gunner improve that will give them a more permanent place? Let's look at a list of options and figure it out from there.

Off the top of my head:

* Damage
* Reload Speedl
* Swap Buff to Gunner (either as a tool or a built-in feature like my previous suggestion)
* Second Engineer tool
* ...list continues?
I'd like to avoid the second Engineer tool direction unless it's required to bring them up to par, as that blurs the lines a bit too much for my tastes. Other thoughts on mechanics we could use and/or add?


*

nhbearit:
Just get rid of gunner entirely. Make a single, unified "Crew" class. People who want to call themselves "gunners" still can. It would open up new combinations for crew (and consequently ship) loadouts. We might even start to see something new. Some of the tools might need re-balanced. We'll deal with that when we come to it though.

The Djinn:

--- Quote from: nhbearit on March 01, 2016, 06:23:59 pm ---Just get rid of gunner entirely. Make a single, unified "Crew" class. People who want to call themselves "gunners" still can. It would open up new combinations for crew (and consequently ship) loadouts. We might even start to see something new. Some of the tools might need re-balanced. We'll deal with that when we come to it though.

--- End quote ---

If you gave it three engineer and two-three gunner slots it could work. I'd be worried about only 2 engineer tools though.

nhbearit:
If I'm counting correctly everyone gets 5 tools. Gunner has 1 pilot, 1 engineer, and 3 gunner tools.. right? so just combine the engineer and gunner tools. "Crew" would have one pilot tool, and their choice of 4 crew tools. (and yes, ammos are tools)

The Djinn:

--- Quote from: nhbearit on March 01, 2016, 06:50:53 pm ---If I'm counting correctly everyone gets 5 tools. Gunner has 1 pilot, 1 engineer, and 3 gunner tools.. right? so just combine the engineer and gunner tools. "Crew" would have one pilot tool, and their choice of 4 crew tools. (and yes, ammos are tools)

--- End quote ---

That's sort of a non-choice though. Mallet/Spanner would be taken on EVERYONE.

Heck...few guns need more than 2 ammo types, and many only really run one. Mallet/Spanner/Chem+Ammo/Ammo and Mallet/Spanner/Chem/Buff+Ammo are pretty much ALWAYS your best options.

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