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Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: February 20, 2016, 07:43:43 am »Quote
Still not sold it to me. Engineers are needed for ship repairs, double gunner will always hold a disadvantage.
For example: pyramidion, lets assume you have two gunners, I will simply take a banshee and laugh manically knowing that the balloon will burn till dead and the main engineer will not be able to do a thing about it because of armour breaks, the two gunners will be unable to shoot as they'll be desperately struggling to repair the balloon.
A gunner buff will only result in double gunner trolls becoming a bigger issue than they already are, and a general buff to all classes would simply mean the standard two Engineers one gunner (not min max play of triple engineer) will stay the same.
Well, more fire power means disabling guns faster. So, the enemy is unable to attack if you attack correctly, even with 2 engineers.
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It's against Muse's policy of "everyone is equal in what they are doing", which was perhaps tackled with stamina, but still alive in them.
Also, the examples for 2 gunner supremacy are false. Munker and Galleon usually work better with 2 engineers.
I think the problem is much bigger than this 10-20-orwhatever% of repair bonus. This is something that the whole game is based upon.
I never said that. Engineer only becomes stronger with engineer tools, gunenrwith bullets and so on. This makes more difference between classes. So and tehre comes in my idea of perks, which makes even more differences between the classes.
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There will be upgradeable skills in the upcoming Alliance mode. Perks will not be in Skirmish mode
Ok, but that is PvE. So upgradeable skills arent a problem. Perks really would increase the differences of the classes. Still, it needs some time to balacne. The developers could begin with 3 for every class and increase it time after time.