Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Crafeksterty on March 10, 2014, 12:05:59 pm

Title: Gunners new Toy
Post by: Crafeksterty on March 10, 2014, 12:05:59 pm
Intro

I am here to present to you my suggestion and try to convince as much as possible with visual belivability and understanding of the new tool type that i know my self is sort of to be off putting to the game itself. But my goal is to convince you otherwise, and the new idea to make gunners more valuable.

In the end, it is for Muse to decide if they even want to consider.
Along with your comment and further suggestions or suggest against.
As for me it was fun thinking and developing this idea.





Current Issue

Gunners arent really valued. The flexability that the engineer gives on the ship is stronger than the gunner. Because the gunners value is not the class, but the gun. Everything the gunner is good at is only on the gun, and nothing else. While the engineer is fit for everyship and further with different playstyles like Gunengineer. The gunner is dependant on the weapon choice more than a wanted selection for their style. Along with how their ammo type does not really feel needed. One slot is enough for most (or all) players.

A suggestion was made to limit engineers and pilots to one slot, and sacrific gunners just a bit to make pilots and engineers suffer very. https://gunsoficarus.com/community/forum/index.php/topic,3576.0.html

The point still stands that gunners cannot outdamage engineers, unless they have help from an engineer.

So lets, perhaps change that.


Gunners Flexability

Gunners can only manipulate a gun with 2 more ammo types than engineers and pilots.
Within each reload...

Ok, the gunner stands pretty low allready assuming you know that the ammo types dont only give benefits but drawbacks. So they only change the gun. Not really in a beneficial way, but in the most suitable situation.

Nothing really adds to the gunner other than the gun presented to him.


I noticed something and it is this.


Gunners
(http://i58.tinypic.com/2uop4qw_th.jpg)


Engineers
(http://i59.tinypic.com/nlo30n_th.jpg) (http://i59.tinypic.com/33xj7gk_th.jpg) (http://i58.tinypic.com/e0273q_th.jpg)



Pilots
(http://i62.tinypic.com/22naya_th.jpg) (http://i57.tinypic.com/auf4bc_th.jpg)


These are icons on the upper right of the Tools Description. These icons show what they are for. Like the spyglass is not for the helm. While the helm is for the Helm ofc. The NO FIRE is extinguisher oriented, Wrench repair, and + sign is like and Upgrade (Or health if you assosiate it with that).

Then if you look at the gunners tool, its only one icon across all the tools it has. Making it not be able to do anything else other than just, changin ammo. The engineer has flexabilities between all 3 of its selections, along with the Pilot having to force his engineers/gunners to spot for him if he wants all 3 helm Tools.

So, the gunner does not have anything else to play with. He is pretty much stuck to one thing and that is the gun. While the engineer and pilot can actualy play with their gunner loadouts.


The New Tool Type

I present to you. A new tool type that makes Engineers and pilots Wish they had more gunner slots! As much as how gunners wish they had more engineer slots.
Que Rock hard Metal music

THE HANDHELDS
Introducing

Automatic shot shooter
(Aka Auto)
(http://i62.tinypic.com/4j271c.jpg)
It works as a selection outside of a gun, and works like the gattling gun.
It has 50% ammo that of the gattling
Does 50% less piercing damage than the gattling (And only piercing)
Range is 300
Spread is that of a gatling gun.
30 Second Cooldown

The auto is meant to supply the gunner (or other classes) a handheld gattling gun that alone does 25% damage that of a gattling gun.
So, 4 crew with this weapon is enough to supply for one gattling clip worth of damage. But 25% is enough during the gunners reload on his gattling gun or some other weapon.



Combustable Tar bomb
(Aka Tar Bomb)
(http://i58.tinypic.com/2envvye.jpg)
A throwable that does not collide with own ship or hurt ally.
Its throwing arc and range is that of a MineLauncher
Does minor fire damage on impact and has AOE that of the minelauncher.
Spreads Fire by the same chance as a minelauncher
30 Second Cooldown

This is ment to supply a third addition to ways of creating fire. You have Guns themselves, An ammo type. And now a throwable type.
It would mostly suit the main engineer to do a throw before he runs back to repairing. Or a barrage of throws from all 4 crews. It can also creativly be the weapon to place fire on components that are rebuilt.



Six Flintlock Shooter
(Aka Flintlock)
(Couldnt come up with a more creative design)
(http://i58.tinypic.com/1zg5eef.jpg)
A shatter flintlock pistol that has 6 shots of pure shatter damage.
5 shots equal to enough damage to disable a light gun/Light Engine.
Its range is 300 and is accurate to point. The shots come in as fast as carronades.
30 sec Cooldown

This weapon requiers teamwork effort or give an emergancy disable. Unless the enemy repairs the component. But 2 pistols is enough to disable a light gun fully even on repair. The gun being a disabler prooves to be difficult to use during a hektik close range battle. But rewarding if performed well.



Convenient celebratory Rocket
(Aka Hand Rocket)
(http://i58.tinypic.com/16m2drc.jpg)
A throwable/Launchable that does 50 Explosive Damage
The arc and the throw is that of the artemis.
Has a minor wind up time before the throw.
500 Range.
1 minute Cooldown.

This is the weapon that supplies a crew the ability to do some explosive damage. Crew of 4 can do 200 damage if directly hit. (But then no one is on an explosive gun)

WHAT WHY?

Because gunners need the ability to use their set of open tools fully. They are still able to choose 3 ammo types instead for the guns and ships to their liking. Having a throwable not only adds gameplay to the boring Main Engi roles, or some ships like piloting the galleon but also opens up possibilities to the gunner to dish out some extra damage.

For example, with these.
You can have 1 gunner and engi on the top guns of a metamidion (Gat and Mort). The gunner can be on either weapons, but for this, lets give him the Gattling gun. So the engineers job is to wait for an armor down. So he can assisst the gattling gun with the Auto. The gunner uses Heavy Clip, or Greased to take down the armor of the ship. Once the armor is down he reloads the gatling, he jumps out and winds up the Hand Rocket for 50 extra damage. Same with the pilot (100 damage) With Mortar Shots coming in also. If those hand rockets hit with the armor up, theyr gone for 30 seconds. Anyway the gunner places his ammo on the gat before armor goes up or after, once that armor goes up the gunner throws the Tar bomb to place bit of fire on the hull as annoyance. And continue with the gattling.


Here is another Example.
On a squid, you may want 2 gunners finaly. With these 2 gunners you can combine the said combo with the small number of light weapons.
The gunners can have the Flintlock, and Hand Rocket along with the usual Carronade Flamer and ammo types for those. While the engineer has a Tar Bomb. And the pilot Holds a hand rocket.

So the squid now has the potential to disable one or 2 turning engines and abuse with carronade + flamer. Hand rocket their ass when the armor is down. The engineer can then Tar Bomb the enemy ship when the armor is up.


Another Example is a Spire with Lumberjack and Hades + 2 light flaks.
All crew equip atleast one Flintlock. The gunner holds Greased and Lesmok, along with Tar Bomb.
When the spire gets someone close by, the 3 crew can flintlock the weapons attack them giving them a chance to escape. The gunner Tar bombs after rebuilds. Combine that with the fire from the hades and you have more fire on different components.

There are probably some other Cool combinations.


How does this help the gunner?

This gives the gunner an edge over buff hammer engineers with more flexability over how to damage the enemy. The execution is heavy though as all the items have 30+ second cooldown (2 hwacha reloads aprox). It also gives more builds different ways of attacking. And makes some ships use different guns and classes than the usual.

You also give pilots and engineers on some roles and ships the purpose to be actively help out doing some form of damage. BUT for those engineer roles and pilot roles that jump on a gun wont have the ability to switch out for an Ammo type.

For example, a minelauncher on the Spire is Accesable by the pilot, and he can switch to lesmok or Default. With the new additions pilot will have to choose between a handy tool versus a handy ammo type. A buff engineer cannot really help much on reload other than the buff hammer giving the gun 20% more damage. On Pyramidions, you are going to want atleast one gunner for the combination they now do while they reload their guns. Along with doing some form of disturbance while they are at your blindside. You are still going to want Engineers on ships like the Mobula. Or 2 engineers on Junker, etc. It gives static Pilots or Engineers the ability to do something. Along with giving gunners a purpose outside a gun. Most prominently in combination with a gun on the ship while it reloads or to assist an allready shooting gun.



The goal is to make the gunner actualy fight an enemy ship.

Engineer: I cant stop the squid from Putting fire to our baloon!
Gunner: Step aside Enginer... I got this!
*5 flintlock shots accuratly hit the flamer*
Engineer: My Saviour!
Gunner: Not yett!
*Throws a Tar Bomb on squid perfectly*
*Squid stops firing and holds still a bit*
Pilot: Great job lad, you earned a promotion!
*The gunner looks proudly into the sky and wakes up*

Gunner: urgh... it was all but a dream...
Title: Re: Gunners new Toy
Post by: Milevan Faent on March 10, 2014, 03:58:01 pm
While this is a really interesting option, perhaps the best I've seen yet... the balancing issues this would create are probably too many to make the fix worth it.
Title: Re: Gunners new Toy
Post by: HamsterIV on March 10, 2014, 06:31:55 pm
Personal weapons negate much of the balance work Muse has done with gun arcs an repair points. Manuvering into your opponent's blind spot would be meaningless. The tough choices engineers make about where to run would also be meaningless.

I imagine the new meta would be 4 gunners with personal weapons, two equipped with spanners, one with mallet and one with extinguisher. When ever an enemy ship pulls up they all open fire while standing right next to the hull. Any damage can be handled on the spot. They don't need engines since they can track targets just fine by moving about the ship. They don't need guns because they can rely on their personal weapons to do damage. They don't even need the balloon if they can make a kill before the hull gets too critical.

There could be a fantastic game about fighting ship to ship with personal weapons. However it would be very different from the GOI we know today. So different, I think it would be better as a separate game.
Title: Re: Gunners new Toy
Post by: Squidslinger Gilder on March 10, 2014, 06:41:08 pm
All of your ideas involve hand held weapons and them actually affecting the other ship. This was a question brought to Muse awhile back about making the flare gun a hand held weapon and if I remember right, they replied that it couldn't be done with the engine without doing a major rewrite or something.

Think of each ship as an enclosed space with the only means of interacting with the outside world via the guns. So if you think of that, you realize Muse would have to redefine the core rules which govern the game and suddenly the enclosed space vanishes. Sounds easy but the amount of work and bugs that could crop up from doing that would just be nuts.

So while your ideas have merit, they just aren't feasible or maybe even possible with the game engine.
Title: Re: Gunners new Toy
Post by: HamsterIV on March 10, 2014, 07:02:17 pm
I think the game engine could handle it. The spy glass and range finder are essentially hitscan calculations done from a players POV. They could add a damage value once the hitscan function returns true. I think they don't do it because it would mess with the existing game mechanics too much.
Title: Re: Gunners new Toy
Post by: Spud Nick on March 10, 2014, 08:41:19 pm
What about a megaphone so I can yell at the enemy team to stop shooting my ship.
Title: Re: Gunners new Toy
Post by: Crafeksterty on March 11, 2014, 12:59:45 am
I expected that The handheld weapons reaching out to another ship would be impossible. Or hard.
It is super depressing with the example of gunners only having 1 tool type though.
My post is mostly a comment on gunners only having one advertised type of tool where engineers and pilots really dont get any real drawbacks with the limited gunner loadout like gunners and pilots dont benefitt from having more engineer loadouts.

An option that makes the gunner abel to do more than the other 2 classes (More than it is now) is something that the gunner somewhat needs.
But we are expecting maybe an overhaul on the ammo types OR new ammo types in the near future that should potentialy make the gunners useful.


Oh and HamsterIV, those 4 gunners would loose horribly. Dont forget about the Cooldown on all of those items. Miss a throw/few shots and its meaningless.
Title: Re: Gunners new Toy
Post by: Tropo on March 11, 2014, 02:30:08 am
i think its a great idea but i would just tell every one to go gunner and abuse it
Title: Re: Gunners new Toy
Post by: Squidslinger Gilder on March 11, 2014, 03:16:47 am
i think its a great idea but i would just tell every one to go gunner and abuse it

"Every peasant with a rifle."
Title: Re: Gunners new Toy
Post by: Crafeksterty on March 11, 2014, 03:41:49 am
I dont really know how you would abuse it without getting hurt even more without an engineer.
Title: Re: Gunners new Toy
Post by: Coldcurse on March 11, 2014, 04:03:09 am
Hand rocket?
Why not dynamite?

I like some of the things but a tarbom would be a bit overpowerd. or it must have a damn long cooldown as 1 use per minute or 45 seconds.
Title: Re: Gunners new Toy
Post by: Crafeksterty on March 11, 2014, 04:11:11 am
The thing is, it has the arc and range of a mine, making it extremely difficult to hit with. For beginners, you would only get hits on ramming distance most of the time, while its difficult getting hits on ships that whip by you or that you are chasing. But yeah, it may be prooven op. But it only does fire that of mines without the impact damage or the impact of the ship moving. But... i first would love for this to be possible :P
Title: Re: Gunners new Toy
Post by: Zyankalium on March 11, 2014, 06:30:08 am
A new Gunner's Tool Type is missing... but handheld weapons are a wrong choice for this game.
Every tool so far (except spyglass and rangefinder) does something with the ship's components or can only be used for interactions with components.

Tools for guns only and additional to bullets/ammunition...
What about Accessories, Modifications, or just plain superstition.
So, just some unfinished ideas:

- mounted scopes for better zoom
- Underbarrel Smoke Grenade Launcher
- carrying ammunition belts to increase reload times for one ammunitiontype
- Underbarrel Weight for recoil compensation

- necklace of patron saints (to increase a gun's health ?)
- warpaints on guns
- throwing salt to keep evil spirits away
- a lucky symbol

I like the idea of Superstition as a Tool type... but I have no idea what kind of benefits they should or could provide.
Title: Re: Gunners new Toy
Post by: Coldcurse on March 11, 2014, 07:32:54 am
Quote
- carrying ammunition belts to increase reload times for one ammunitiontype
Didn't you mean:
Decrease reload time and increase ammunition.
Title: Re: Gunners new Toy
Post by: HamsterIV on March 11, 2014, 01:24:11 pm
A tool to speed up reloads would be nice. It would mean that you could not get optimal performance out of a gun unless you had two gunner tool spots (or were very good at swapping spots with another engineer. However if I remember the old forum correctly, such a tool once existed during the beta days (before my time). I suspect it was removed for being OP.
Title: Re: Gunners new Toy
Post by: Spud Nick on March 11, 2014, 09:28:06 pm
What if the guns ran out of ammo and you needed a tool to refil them.
Title: Re: Gunners new Toy
Post by: The Sky Wolf on March 11, 2014, 10:28:57 pm
Gunners would be more useful if they were to introduce boarding so that the Gunners could carry ammo + 1 or 2 small firearms. It would be so...so...so... badass. It's never too late to change your mind about Boarding, Muse!


---edit---


What if the guns ran out of ammo and you needed a tool to refil them.

The same question could go for the ship's guns.
Title: Re: Gunners new Toy
Post by: The Djinn on March 11, 2014, 11:28:38 pm
The same question could go for the ship's guns.

Then we'd add a mandatory tool that would, by necessity, occupy the gunner slot of almost every class. That's not cool with me.
Title: Re: Gunners new Toy
Post by: Spud Nick on March 12, 2014, 12:46:59 am
What if only one guy had the tool and had to run around the ship refilling ammo. Assuming you don't have a gunner.
Title: Re: Gunners new Toy
Post by: The Djinn on March 12, 2014, 01:14:51 am
What if only one guy had the tool and had to run around the ship refilling ammo. Assuming you don't have a gunner.

Sounds like a pretty boring job to me, as well as one that basically kills the Junker, Spire, and any ship where two guns with the same firing arc don't share a deck and/or easy path from gun to gun.
Title: Re: Gunners new Toy
Post by: Wundsalz on March 12, 2014, 03:46:39 am
I do not like the idea proposed in the OP. I think haveing static guns only is a core concept of goi, which shouldn't be touched.
Better approaches to make the gunner a more viable option have been discussee before. Among these:
- reduce the ammotypes non-gunners can bring to one by making normal clips a choice like any other ammo type
- alter the effect of the buff hammer on guns, so it doesn't increase their damage
- passive gunner items
- ammo stacking combining and increasing the ammunitions effect
Title: Re: Gunners new Toy
Post by: Zyankalium on March 12, 2014, 06:08:16 am
What about the idea of some new Tools... and change the buffhammer effect on Guns.

Different Gunner Tools for different buffs on guns. (a tool for damagebonus, a tool to shorten the reload time, etc.)
The right Gunner Tool Buff could negate the drawback of an Ammunitiontype.

And the Egnineer bufhammer effect would make the buff last longer.
Title: Re: Gunners new Toy
Post by: The Sky Wolf on March 13, 2014, 11:05:55 pm
The same question could go for the ship's guns.

Then we'd add a mandatory tool that would, by necessity, occupy the gunner slot of almost every class. That's not cool with me.

Yeah, we know.
Title: Re: Gunners new Toy
Post by: Tamath on March 16, 2014, 02:59:44 pm
I'd be excited for new tools but as others have mentioned it could cause a lot of balancing headaches.

What if something simpler and more elegant was introduced, like... Only Gunners are able to buff guns? All classes can still use the tool, but Gunners can only buff guns with it and Engineers only non-gun parts (balloon, hull, engines).

Of course, that means the gunner would be unable to repair as his one tool slot is taken up by the buff tool. It does introduce a new set of interesting decisions, however: Do I stick with three engineers so all my men are able to repair, or do I want to have access to the higher dps that other ships with 2 engineers and 1 gunner will be packing?

Gungineers would be upset, yes, but nothing's stopping them from continuing to gungineer - being able to shoot a gun with a complimentary ammo type while having the ability to repair, put out fires and buff non-gun parts keeps them being overwhelmingly useful without having it all.
Title: Re: Gunners new Toy
Post by: SirNotlag on March 16, 2014, 11:36:35 pm
I think the best way to increase the gunners effectiveness would be to give them the passive tools. that way they have a new tool type that other classes can still dip into.

Some examples being;
reload crank: while the gunner is sitting on the gun it reloads 20% faster

padded gloves: reduce recoil by 10%

Magnification goggles: the zoom function on all weapons is doubled

weapon lubrication: weapons rotation speed increased by 15%

necklace of the steel heart: while sitting on the gun its armour is increased by 30% so it is harder to disable.

rabbits foot: its so lucky that when sitting on a weapon it has a 50% chance of stopping a fire stack from being placed on the gun.

ring of the protector: increases the ability to repair weapons by adding 1 to rebuilding them and 25% to keeping them maintained regardless of tool used.

these are some examples i just came up with but i figure they would be a good addition because a devote engineer could take something like the ring of the protector so his ability to maintain the ship as a whole is increased cause he can get the guns working faster. 
Title: Re: Gunners new Toy
Post by: SirNotlag on March 16, 2014, 11:41:52 pm
I'd be excited for new tools but as others have mentioned it could cause a lot of balancing headaches.

What if something simpler and more elegant was introduced, like... Only Gunners are able to buff guns? All classes can still use the tool, but Gunners can only buff guns with it and Engineers only non-gun parts (balloon, hull, engines).

Of course, that means the gunner would be unable to repair as his one tool slot is taken up by the buff tool. It does introduce a new set of interesting decisions, however: Do I stick with three engineers so all my men are able to repair, or do I want to have access to the higher dps that other ships with 2 engineers and 1 gunner will be packing?

Gungineers would be upset, yes, but nothing's stopping them from continuing to gungineer - being able to shoot a gun with a complimentary ammo type while having the ability to repair, put out fires and buff non-gun parts keeps them being overwhelmingly useful without having it all.

the problem I find with continually nerfing things is it not only throws balance issues up again but it also makes the game more frustrating to older players and sometimes newer ones too. A better idea would be to come up with a new tool lets say a "charger" which works exactly like the buff tool but is exclusive to weapons and takes up a gunners tool slot rather than an engineering one.
Title: Re: Gunners new Toy
Post by: redria on March 17, 2014, 08:38:54 am
Passive items are not going to be a thing. Ever. "Why?" you ask?

Because no other class has passive items!

With the exception of hydrogen/chute vent/impact bumpers, pilot and engineering tools must be actively used in order to have their bonuses take effect. That means you can only use one at a time as opposed to passive items where you could be using all of your items at once.

The only "passive" items I can see coming into effect would be a hot tool like the 3 piloting tools already in play. Example:
Delimiter - Temporarily removes factory safety limits on a gun for a boost in damage
-Once activated, this tool remains active for 2 seconds
-Each shot fired while the tool is active deals +50% damage
-Deals 150 damage per second to the gun
-Does not unload previously loaded ammo types

Any other actively passive item is just begging to be abused.
Title: Re: Gunners new Toy
Post by: SirNotlag on March 17, 2014, 09:06:03 pm
Passive items are not going to be a thing. Ever. "Why?" you ask?

Because no other class has passive items!

With the exception of hydrogen/chute vent/impact bumpers, pilot and engineering tools must be actively used in order to have their bonuses take effect. That means you can only use one at a time as opposed to passive items where you could be using all of your items at once.

The only "passive" items I can see coming into effect would be a hot tool like the 3 piloting tools already in play. Example:
Delimiter - Temporarily removes factory safety limits on a gun for a boost in damage
-Once activated, this tool remains active for 2 seconds
-Each shot fired while the tool is active deals +50% damage
-Deals 150 damage per second to the gun
-Does not unload previously loaded ammo types

Any other actively passive item is just begging to be abused.

See now there is an idea!

I may not agree with you on passive items as its not hard to balance things like that, taking into account the fact they would always be active but you'd have to select them over the very useful ammo types so you could only ever have three of them as a gunner and then you'd be stuck using regular rounds the entire game.

I just figure it would allow the gunner to utilize all 3 of his tool slots. For example a gunner on a goldfish with a hwatcha takes heavy clip and burst rounds and his third ammo is just for putting in the side guns, but I have played games like this as the gunner where i never touch anything but the hull and my front gun, leaving the side guns for the engineers. So that third ammo type is just a waste of space for me, a passive tool would help out my gunning but i can't take 2 passive tools because that now causes me to loose out on the effectiveness of the hwatcha.

Your tool ideas would also work in this case cause now i can fire up that tool which burns up the gun for extra fire power or faster reloads rather than the waste of space third ammo type.
Title: Re: Gunners new Toy
Post by: Caprontos on March 17, 2014, 09:31:43 pm
Passive items are not going to be a thing. Ever. "Why?" you ask?

Because no other class has passive items!


I think gunner tools should just all work like the engi buff hammer, only one gunner buff allowed at a time (can stack on a engi buff though) (to many buffs allowed sounds bad to me)..

Then it can be balanced the same way the buff hammer is currently balanced.. (ie raise/lower buff time or raise/lower buff duration.. etc).



Another thing that could be considered with ammo is.. make it so ammo adds a secondary effect that only effects the reload after it was used... Like heatsink makes the gun not get firestacks 50% of the time for the next reload only..

I assume ideas like this could be found for most ammo types.. like small dmg boost from charged, or small range boost for lesmonk.. etc.. So if you use ammos in different orders, it will benefit you in some way..

Though that idea could be a lot of balance problems haha.. .. but a thought :S..