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Team: Strawberry Pancakes
Main: Copernicus
Level: 884
Class: Gunner

Joined: Thu Jan 01, 2009 5:06 pm
Location: Here, floating in my tin can, far above the world...
Post Re: Gunners ~ Come GET SOME!
Skimming through the last few pages, all I can say is that I'm glad gunner is getting these changes.

Kinda wish I had not spent the credits and time changing Copernicus from a gunner into a crappy sniper. And then a mediocre FC. But I might just start from scratch using my f2p bunch and make them p2p later.

Anywho, nice work. =)

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Tue Mar 27, 2012 8:36 pm
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Team: Eminence Front
Main: __
Level: 2482
Class: Berserker

Joined: Fri Jun 06, 2008 11:38 pm
Post Re: Gunners ~ Come GET SOME!
Again, is there any chance missiles turning rate could be lowered? I think it would make them look a great deal better.

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landswimmer wrote:
ALL HAIL CYG THE MESSIAH!


Wed Mar 28, 2012 2:12 pm
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Joined: Mon Jul 19, 2010 1:43 pm
Post Re: Gunners ~ Come GET SOME!
Camsy wrote:
Can you drop the launch time for the unholy claymores AEM? 2s seems like forever compared with the 0.6s or whatever it is for regular mk V broadswords. And now they only fire 1 extra missiles...



Halloween special drop vrs expensive built item ~ don't expect the former to be better than the latter.

Cygnus wrote:
Again, is there any chance missiles turning rate could be lowered? I think it would make them look a great deal better.


This leads to missiles not hitting their targets.


Thu Mar 29, 2012 8:52 am
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Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Gunners ~ Come GET SOME!
Out of curiousity, how much of a shield bonus does the unholy claymore give?

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Thu Mar 29, 2012 8:56 am
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Team: Eminence Front
Main: __
Level: 2482
Class: Berserker

Joined: Fri Jun 06, 2008 11:38 pm
Post Re: Gunners ~ Come GET SOME!
Aurora Ex Machina wrote:

Cygnus wrote:
Again, is there any chance missiles turning rate could be lowered? I think it would make them look a great deal better.


This leads to missiles not hitting their targets.


Well, yes...But then they come around for a second pass. If you screw up and miss. It would make it involve more strategy and skill than currently, and also look better.

Could you at least throw a missile with lower turning onto test for a few days and let people see if they could learn to like it?

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landswimmer wrote:
ALL HAIL CYG THE MESSIAH!


Thu Mar 29, 2012 12:48 pm
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Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Gunners ~ Come GET SOME!
Tbh spammer I already have enough trouble hitting things as it is. Stuff like reavers where the only time you hit them is that small window when their visible. If the missiles just fly around slowly it'd never hit anything unless by coincidence.

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Thu Mar 29, 2012 4:36 pm
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Gunners ~ Come GET SOME!
I'd rather like to have my missiles hit in exchange for some (debatable) immersion.

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Thu Mar 29, 2012 4:37 pm
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Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Gunners ~ Come GET SOME!
Also AEM, would you be able to reduce build costs on most of the new factories? They seem a bit overpriced, large MIRV's costing ~4b per factory... At that price i'll probs only get the mirv and maybe 1 other. If you reduced them so they're 1bish per I'd happily go buy all 10 of them, or however many there was.

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Thu Mar 29, 2012 5:12 pm
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Gunners ~ Come GET SOME!
You're on SBP :P

Also, CASH SINK!


Thu Mar 29, 2012 5:53 pm
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Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Gunners ~ Come GET SOME!
Being on SBP doesn't = infinate cash, quite the opposite XP

Also gunners already pay a fair bit for our stuff. Remembering to get a large MIRV crate. You first need to build large ap crate production, then manufacture crates, then build the mirv fact and they will in turn get you mirv crates. While I understand its a 1 off payment, if you wanted all of the large missile types, your talking at least 30b. Which is more than a few creds.

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Thu Mar 29, 2012 6:34 pm
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Gunners ~ Come GET SOME!
It's offset by the fact all your ships, unless you have a really specialized missileboat/gunship, have 2 augs max.

30b sounds like a good trade to not need a third aug....like an emp aug? Emp augs are not 30b.


Thu Mar 29, 2012 6:46 pm
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Gunners ~ Come GET SOME!
That's a shitty reason.

I own a PBF.

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Thu Mar 29, 2012 6:53 pm
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Gunners ~ Come GET SOME!
PBF isn't a normal capship, though. Normal means anything with 2 augs. AEM cleared this with me when she flat out refused to let gunner have gunships without it being a specialist ship.


Thu Mar 29, 2012 6:57 pm
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Gunners ~ Come GET SOME!
I shouldn't be penalized heavily for wanting an alternate playstyle.

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Thu Mar 29, 2012 7:07 pm
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Team: Eminence Front
Main: Myrtok
Level: 1620
Class: Speed Demon

Joined: Sun Jan 13, 2008 3:43 am
Post Re: Gunners ~ Come GET SOME!
Predator1356 wrote:
Dorin Nube wrote:
Reworking the gunner stats seems pretty straightforward:

Reduce the mining bonus in capships from 3% to 2%. 40% instead of 60% at level 20.

Increase destruction when MFing from 1% to 1.5%. That's 30% instead of 20% at level 20.

So, the class gets a 10% increase in dps for all damage types with a 20% decrease on mining weps. This is a fairly subtle change that will increase the overall utility of the class without severely overbalancing anything. The increased destruction levels will also make a gunner a more attractive alternative to a third or fourth zerker / sniper on an uber run.


but that would still keep mining damage on top just weaker. so wouldnt that just make weapons in general less attractive to use?

My suggestion was more in the way of a rebalance of the class as opposed to the all out beef that some are wanting. The extra 10% destruction skill increases the dps of every weapon type, and it ALSO increases the damage of your missiles, assuming you carry weapons that match your missile damage type. That's a pretty decent boost without being overly broken. It also makes gunners much more valuable in uber runs. My idea wasn't to put HF gunners on par with zerkers in the dps department. It was to rebalance the class in a way that makes it more valuable in team runs and more versatile overall.

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Dorin Nube... you win the best post on the forums ever award. Well done.


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Thu Mar 29, 2012 9:10 pm
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