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I agree, if they could make ammo have more utility and extend there usefulness - gunners could become more valuable on more guns because more situations demand them.. I liked the idea they had going to.. change ammo to being less mix bag and more specific in what it does.. but I guess that went on the back burner for stamina or something.. ? idk..
That said I think the primary issue is short range guns don't benefit from multiple ammo types.. and its because there is no "situations" for the current ammo to... There range is to short.. Most of them have multiple ammo that work well with it.. just one is all you really need for it.. and more engineer tools is more valuable then the minor benefit you'd get having two other ammo..
Even if you think about it.. What do ammo types do for gunner? They let him use a gun more effectively ad various ranges (usually long, mid, short).. That's ammo only strength really.. atm.. So I think if they did new ammo they would have to think out side this box.. and make ammo effect engagements in more ways then range.. but idk what that might be.. I have thought about it.. but short of really gimmicky niche ammo ideas.. I don't know what would really stand out...
Even removing standard ammo would really only effect.. heavy flak, lumberjack, artemis, hades, and mine launcher.. I think?. and that's only because lesmonk = more effective long range and standard = useable short range with lesmonk.. Gunner is more useful in all these cases already (except the artemis.. but artemis is an engineer gun not a gunner gun anyway.. 99% of the time so its irreverent)...
Pretty much all the other guns - gunner usually not that useful for anyways.. because one ammo will do it (and more doesn't outweigh the value of two engineer tools) and standard isn't a factor in why..
Another major issue with removing standard in any form is you nerf engineer but don't actually buff gunner at all for many ship loadouts.. Due to - each class generally has a "spot" on the ship .. and if the gun is in an engineer slot.. It doesn't matter if a gunner is better or not - it has to be a engineer.. (think galleon top deck, spire top deck, pyra top right.. etc )... So nerfing engineer here doesn't help the gunner game all the time..
If the change isn't making gunner more or equally as viable in spots gunners go.. then its not that useful.
The topic idea would force more gunner use (as Zill says).. because otherwise you don't have more then one ammo or you have at lest one less effective gun.. and this effects.. most gunner slots positively and effects some engineer slots negatively. (Positive in that.. if more gunner use was a goal, then it would cause it - Negatively in that, it hurts engineer slots but doesn't help gunner usefulness).
-That was.. maybe more words then needed!-
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I don't deny there would be a lot of.. changes.. The builds would still be usable, they'd just be less efficient..
Weather the changes would be to many and the viable gunner not worth it as a result.. Could be the case.
As said though, just a random thought. I didn't actually think it through entirely, so idk if I am for it myself.. Just sounded interesting to me..
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No no.. the argument is..
Pilot has:
3 pilot tools 1 engineer tool and 1 ammo plus standard ammo (so actually 2)
Engineer has
1 pilot tool 3 engineer tools and 1 ammo plus standard ammo (so actually 2)
Gunner has
1pilot tool 1 engineer tool and 3 ammo plus standard ammo (so actually 4)
So gunner technically has the weakest options - cause as Zill says ammo has a diminishing return and standard is usually not useful to a gunner.. cause they have a better standard range ammo choice.. but the engineer benefits form standard ammo in certain cases.
So the two main suggestions I've seen is, give everyone a pipe wrench (basically standard ammo in tool form).. or remove standard ammo on guns and make them reload whatever a player puts in it to make it so.. Engineers only have a single option when on a gun - same as a gunner only has one option when it comes to tools.. (or give both two options)..
This was just another thought on how they could remove standard as the secondary ammo, and instead make it so non-gunner has no ammo versatility (like gunner has no repair versatility)... and all ammo versatility comes from the gunner class.