I was wondering, why is it that the gunner has such slow reload speed and the slowest health regeneration? Also, now that his distance has been cut, it seems that you want the gunner to fail!! He is now constantly destroyed by assaults. The assault should not be able to consistantly ruin the gunner so easily. (No balance here) But I digress, I want to know if there is any possibility that you could slighty tweak either the reload speed, or the health regeneration so that the gunner is not out of the fight for so long (I would prefer the reload speed, he reloads entirely too slow, and I shouldn't have to waist an endorsement on this). I'm not asking for a miracle here, just a second or a half a second would be nice. Thoughts?
i dont see how you have trouble with the gunner. he has large gaps between different tiers of skills, but on the same skill he does his particular job. besides, i will say this for the last time. he has the only primary that can kill a pro in 3 seconds (a tank can kill in 4 at close range), and the only secondary that can kill a rokkit turret in 4 shots. plus, yes, he usually needs a team to keep map control in his pariphials, so he can focus in one direction without ambushes, and maybe an awareness of his limitations. also, it would help if you use the mortar for range. dont spray at a range. even with iturba deployed pre-patch, DONT SPRAY AT A RANGE. spraying even took 8 seconds, now it takes twelve, but the mortar now and always will take 1 or 2 shots against a sniper.
if anyone thinks that the gunner needs the minimum damage at distance returned to before the patch they are wrong....if anything it still slightly needs to be further reduced i do agree with having faster health regen