Info > Feedback and Suggestions

Make Gunners A Relevant Choice

<< < (10/14) > >>

nhbearit:
I think you're misunderstanding me.. Ammos would take up tool slots. So if you wanted 2 ammos, and to be able to buff your gun you would bring: Wrench, Buff, Ammo, Ammo. This way if you need someone to have alot of repair-power, they would have to sacrifice firepower. or vice-versa. Sidenote: "Crew" stamina would be the current Engi stamina. If we decided we needed those extra arcs on guns, we could add a tool (similar to the buff hammer) or an ammo, that increased the angles guns could face. (which would also take up 1 of those 4 tool slots)

The Djinn:

--- Quote from: nhbearit on March 01, 2016, 07:16:09 pm ---I think you're misunderstanding me.. Ammos would take up tool slots. So if you wanted 2 ammos, and to be able to buff your gun you would bring: Wrench, Buff, Ammo, Ammo. This way if you need someone to have alot of repair-power, they would have to sacrifice firepower. or vice-versa. Sidenote: "Crew" stamina would be the current Engi stamina. If we decided we needed those extra arcs on guns, we could add a tool (similar to the buff hammer) or an ammo, that increased the angles guns could face. (which would also take up 1 of those 4 tool slots)

--- End quote ---

No, I got that. I just misread it as 5 slots. My bad.

Still, I'm not sure that's a good solution to the problem.

nhbearit:

--- Quote from: The Djinn on March 01, 2016, 07:25:11 pm ---Still, I'm not sure that's a good solution to the problem.

--- End quote ---

Why not?

Richard LeMoon:
My suggestion to Muse was swapping Buff hammer and Gunner Stamina. After reading a lot of the ideas here, my thought is this (copied from the email I sent them):

"OK, so, you know I am not a big fan of 'stamina', especially on the gunner (pilot is a close second). As you may know, there is one thing I dislike even more than gunner stamina, that being the effect of the buff hammer on guns. We all know this breaks the balance between gunners and engineer with a buff. There are very few cases where a really good gunner is more valuable than a really good buffgineer. In addition, you have to practice quite a big to be an efficient buffgineer. This makes it inherently unfriendly to newer players.

Then we have stamina, which is trying to bring gunners back to a valid choice, mostly because of the buff hammer.

I feel this solution is ignoring the original problem, and would like to make a suggestion to overhaul both buff and gunner stamina. while making both more fun and relevant.
The suggestion is basically this: Switch the effect of the buff hammer and gunner stamina completely. Rename 'Stamina' to 'Focus'. The new effects would be as follows.

Buffed guns would:

1. Have improved arcs.

2, Reload faster.

3. Move faster.

4. Perhaps have more health.

These make sense from a mechanical point of view. Unless you are taking individual bullets apart, no mechanical change should increase the damage of the ammo. However, adjusting stops can increase arcs. Tuning mechanics can make things turn and load faster. Tightening loose bolts can make it hold together longer under stress.

Gunner Focus would:

1. Increase damage.

2. Reduce recoil.

3. Give the gunner a 'tunnel vision' visual effect, slightly zoomed in with a dark haze around the edges

4. Possibly muffle all other game sounds.

[[To add to that email, and taking from this thread, I would increase the repair power gunners have on guns with all tools.]]

These are very common aspects of most shooters. 'Holding breath' is a common way to reduce recoil and gain focus on a target. Gaining focus generally comes with some sort of zoom and tunnel vision, along with bonus damage due to the extra concentration put into hitting the target just right (supposedly). All these effects would make a great deal of sense to new (and old) players. There is an instant "Oh, I get what this does." familiar feel to the 'holding breath to focus' mechanic. Stamina is for running. Focus is for shooting. It is not intuitive for your guns to be briefly moved out of arc or load faster just because you push a button.

These changes would shift classes back where they belong, with gunners ruling the guns, and engineers making everything work better while running around like insane people."

Finally, to top off the "Gunner OP" shift, add in four new ammos:

1. Gibble mount - Shifts gun arcs to the left. Could be several ammos that shift 5-10-15 degrees left at the cost of 5-10-15% ammo.

2. Hook mount - Shifts gun arcs to the right. Could be several ammos that shift 5-10-15 degrees right at the cost of 5-10-15% ammo.

3. Airburst - Shift gun arcs up substantially, removes most arming time, cuts clip size, increases burst radius.

4. Depth charge - Shift gun arcs down substantially. Have not done the math on this to figure out balance, but it would need a substantial debuff.

The Djinn:

--- Quote from: nhbearit on March 01, 2016, 07:30:10 pm ---
--- Quote from: The Djinn on March 01, 2016, 07:25:11 pm ---Still, I'm not sure that's a good solution to the problem.

--- End quote ---

Why not?

--- End quote ---

Mainly because I'm opposed to design that lets players trap themselves. I don't like the option to take no repair tools, either in current GoI or in this proposal, because a ship needs them to function.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version