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« on: May 13, 2013, 04:28:17 am »
i think its also situational and ship based.
on our pyra we like to have 2 gunners and 1 engi
while our spire has 2 engi and 1 gunner.
with our pyra i like to switch between longrange (lesmok, heavy) and closerange (burst) ammo.
also with the gunner i can use different guns without disadvantages. if our pyra is loaded with long-range guns on the front and close-range guns on the side, i dont need to use lesmok for the side weapons. i want something to bash the enemy there. with an engineer im fixed to one ammo type. the same goes for random-teams. some ships have a colorfull mix of weapons, if you cant communicate with them, you are forced to adapt to different situations.
but: i have also thought that there should be a passive bonus, engineer should have a better repair skill, gunner should have more damage and the pilot should have more movement, if they are in their specific roles.
i have also thought of switching my gunner to engineer because if our main-tactic goes well, i only need to use one gun with one ammo. Only if the situation changes a second ammo can be nice.
with a passive bonus you can still play a different position with your class (gungineer), but a gunner would be always better in dealing damage. a gunner could repair his own gun (and maybe a system next to him), but the engineer would be better for this.