1
Dev App Testing / Gunner Improvements 2.0
« on: July 03, 2014, 04:33:49 pm »
A huge update has been just pushed with a bunch of new functionality, features, and data changes.
Here's quick rundown of why new ammo is being tested. Buffing a gun on top of damage modifiers given by ammo can produce the highest DPS potential in the game. That said, many crews run all Engineers buffing their own guns. This puts Gunners in an underutilized position. Without introducing a slew of new mechanics or breaking paradigms we already have, the best way to improve the situation is to take advantage of the 3 ammo slots that only Gunners have by introducing new, very powerful, but very situational ammo. Hopefully, this will encourage crews to use Gunners and take advantage of the various ammo types they can carry. And to bring it back full circle, buffing gun functionality has been changed from increasing damage output and instead to reduce reload time. This means that buffing a gun for a Gunner reinforces the idea of changing ammo by making the Gunner better at their job. Buffgineers should still be a valid build and despite all these changes, a Buffgineer buffing their own gun with only 1 ammo type can still benefit by the implicity DPS improvement from reloading faster. Hopefully this is all in the right step.
Disclaimer: These are only proposed changes. Many skills still need a lot of work in terms of balance but the numbers should indicate the desired role for each.
Test with a grain of salt and try to give your objective, level-headed, and descriptive feedback. Simply saying that you like or do not like something is not enough detail. Please describe why and how you like or dislike the proposed changes and how they will influence your play style, for better or for worse.
There are many changes so take your time and play around with the changes.
Buff Tool:
- Buff to guns reduces reload time by 25% (from increase in dmg)
And a link to a Google Spreadsheet of all the Ammo changes. Cells that have a black arrow in the top-right corner denotes a change from Production. Hover over these cells to look at a description of what the values are on production.
https://docs.google.com/a/musegames.com/spreadsheet/ccc?key=0As7KK0xlixIbdENCVFEzZ09tUjktaFliLWxKekpDREE#gid=6
(You can also comment directly on each cell in the spreadsheet)
Let me know what your general thoughts are and what things need the most attention. Again, there are a lot of potential changes here so don't take everything too seriously. I'm not putting these into the game any time soon.
Here's quick rundown of why new ammo is being tested. Buffing a gun on top of damage modifiers given by ammo can produce the highest DPS potential in the game. That said, many crews run all Engineers buffing their own guns. This puts Gunners in an underutilized position. Without introducing a slew of new mechanics or breaking paradigms we already have, the best way to improve the situation is to take advantage of the 3 ammo slots that only Gunners have by introducing new, very powerful, but very situational ammo. Hopefully, this will encourage crews to use Gunners and take advantage of the various ammo types they can carry. And to bring it back full circle, buffing gun functionality has been changed from increasing damage output and instead to reduce reload time. This means that buffing a gun for a Gunner reinforces the idea of changing ammo by making the Gunner better at their job. Buffgineers should still be a valid build and despite all these changes, a Buffgineer buffing their own gun with only 1 ammo type can still benefit by the implicity DPS improvement from reloading faster. Hopefully this is all in the right step.
Disclaimer: These are only proposed changes. Many skills still need a lot of work in terms of balance but the numbers should indicate the desired role for each.
Test with a grain of salt and try to give your objective, level-headed, and descriptive feedback. Simply saying that you like or do not like something is not enough detail. Please describe why and how you like or dislike the proposed changes and how they will influence your play style, for better or for worse.
There are many changes so take your time and play around with the changes.
Buff Tool:
- Buff to guns reduces reload time by 25% (from increase in dmg)
And a link to a Google Spreadsheet of all the Ammo changes. Cells that have a black arrow in the top-right corner denotes a change from Production. Hover over these cells to look at a description of what the values are on production.
https://docs.google.com/a/musegames.com/spreadsheet/ccc?key=0As7KK0xlixIbdENCVFEzZ09tUjktaFliLWxKekpDREE#gid=6
(You can also comment directly on each cell in the spreadsheet)
Let me know what your general thoughts are and what things need the most attention. Again, there are a lot of potential changes here so don't take everything too seriously. I'm not putting these into the game any time soon.