O.k we all love the gunner, with his ham shaped head and all. but a few things really knock me out of kilter while playing him. Also I'm just saying it needs to be looked at, some things don't make any sense to me. Slam or "blue ability": I Personally think its fine. Maybe because i'm rarely on the recieving end, Any input here would be nice. Gunner deploy or "yellow ability": I rarely ever use it. something like increased health regen, ammo regen, or maybe increased reload speed would definitly make me use this especially if its on top of the increased damage and decreased recieved damage and no headshots (The decreased damage output at level 3 is a bug... i think.) Gunner grapple or "red ability": Honestly, i think the damages should be switched with the sniper. Gunner passive: I don't really see anything i don't like. Input here would be nice too. O.k Some changes i'd like made to the gunner in general. That mega super range of his needs to go and stay gone, Killing a sniper from across the map is just not cool. (The snipers skill is not being put into question here, the fact that its possible to do is.) Health or armor if you prefer, it really should be increased just a bit. Note: These are just my suggestions, what I really want are YOUR suggestions so that we may get the gunner fine tuned.
The fact that bullets hit from across the map makes sense. It's not like they die quickly when shooting from the other side of Grenade III, It's really just common sense. Don't sit there and let the gunner kill you. He dominates mid to mid-long range and he does the job well, nothing is broken. The only complaints I have is that 2 of his skills are completely useless, this allows him to keep all the money from the lack of upgrades and juice up. The only solution here is to raise the price of juice (1000 is a good price). The slowdown when being shot is a bit much but still, not game breaking. The gunner is just extremely efficient.
Gunners use the mortar to kill snipers across the map. Long range accuracy is terrible unless you go gold and that's a big waste if you ask me. His red skill sucks, his bot sucks and deploy level 3 is bugged right now (decreases his damage). The gunner gets slowed whenever he shoots too, so it's really not that big of a deal.
Deploy has a perk. Bullets that hit cause a snare, making it hard for even a tank to get in cover at medium range before death. It's an amazingly powerful move if the other team has no snipers, decent rail gunning tanks, or smart assassins. SteelPeel is particularly annoying to deal with this. The grapple actually works pretty well on light classes if you can't spin up your gun, I find it's worth at least 1 upgrade for charge happy assaults and assassins. At very least it's an easy way to kill black jacks that get in close range. Combine that with regular grapple and melee and gunner is a respectable ammo free lane clearer for the first 10 minutes. Slam speaks for itself. Knocking players into mid range, hurting them, AND slowing them is pure win. If anything, the gunner needs a nerf to his spool up speed. Double minigun reaches full speed in 2, maybe 3 seconds. It does a lot of damage in that time anyway, so most gunners don't even need to use the spin up (left trigger) to mow down another pro. If it took a little longer to reach full speed gunners would have to give up move speed to pre-spin or risk a disadvantage against more of the classes in a cover dance fight.
You do realize there are two gamemodes on this game, as of right now, some abilities work great in Crossfire while others work great in Blitz! My suggestion. Keep everything, class wise, the same. As of right now I think everything is balanced. I swear this is the only forum for a game were I've seen so many threads about changing the game. So much so it seems that people want a different game entirely. You have to realize this game is not like any other shooter.
All of the gunners abilities are useful. I use deploy every chance I get. A deployed gunner (lvl 3 in passive and deploy) can only really be killed by an airstrike or 3 successful sniper rounds.
Crossfire is what makes this game good. Why should one class be catered to Blitz when that makes them unfair/bad in Crossfire? Why should we accommodate blitz at all really? Very few people give it a second look.
um not exactly but ok whatever No, light classes are much faster and will jump if you get close. Upgrading the grapple is a waste in any mode. It is a nice way to kill people as a form of mockery. Most gunners only use the grapple to waste juice or kill blackjacks. Sure let's bring every weapon back to the level of unreal tournament: every damn weapon was a pathetic joke. Why not give the assault a nerf arrow gun and exchange the assassin's sword for a wiffle bat. Honestly, I don't think anyone has said hey we need a gunner for blitz in quite some time. The spawns get ridiculous with more than two people so everyone uses tank (or assassin) and a support.
I thought this was gonna be another thread about standing on the walls :lol: I only use the gunner, and I actually think he's pretty good where he's at now. No nerf/buff necessary imo.... I was excited to see that he was left untouched for the update. I agree that his grapple skill sucks balls and I seldom ever use it, although I've been trying to more often lately.... I have started upping it to lvl2 once in a while if for no other reason than to have a 'plan B' if my slam is recharging or something. It's funny to survive an assasination only to return the favor with a gunner grapple because they never expect it
If you care to limit yourself to 2 skills, that's completely fine. In the mean time, I will be blowing up your moneyball while deployed, surviving you slam, just to grapple 3 ur *** off the map.
No you won't. With the money I saved not putting anything into grapple I'll buy juice. I usually get 3-4 kills per juice rush and maybe a few turrets. That will almost pay for another juice. Meanwhile you have a nearly useless skill that will do nothing when I come at you repeatedly while juiced.
With 3-4 kills even with juice taunt (which would lower your chances of getting even 3 kills) lets say it will net you about 4x50+50x4 which is 400+ (I've never juice taunted). Considering the unlikeliness of you taunting during juice you get 200 gold for 4 kills which is less than half you need to buy more. Listen, I'm not telling you what to spend your money on. You will just have less skills to use than I if you don't even bother using the other skills. Deployed gunner beats undeployed when there are no obstructions. Deploy gunner can't be grappled either. Lvl 3 grapple can ring out. With more options, the gunner that employs them has more survivability. (not to mention the passive stats u get from lvling up deploy).
It's called a streak. If you have juice and you're about to die you hit juice and then you don't die. Usually when I'm sitting on juice I already have 4-5 kills so when I get 4-5 more I'm almost at that magic number 11 kill. I'd say check your math again, but I believe you already checked your skills at the door. Well that shows what you know. If you know what you are doing and you fight another gunner who deploys you can still win without deploying. How many times do I need to say it? Level 3 deploy is bugged right now.... it removes the damage increase that level 2 provides. So you're spending $900 more on skills than I do.... we're not talking about one extra juice anymore, we're talking about two juices. I find there is nothing that keeps you alive better than a partial overheal and a full tank of juice. Nothing can kill you instantly anymore and if you are near death juice should save you. Level 3 grapple can ring out, but in order to use it reliably you really need gold or silver speed boost and that's just not smart. So effectively gunners have a skill that doesn't work unless you sacrifice offensive capability for mobility or you've got several speed pickups. Gunner Cons: 1) Slowest speed (considering his gun reduces his movement and tanks can charge) 2) Grapple skill is a complete waste 3) Slowest reload skill in the game 4) Main weapon is pathetic without level 3 passive 5) His physical size makes him a huge target 6) His Gun has a delay before it is at full effectiveness 7) His main weapon has rather poor range comparatively 8) The bouncer is generally terrible and doesn't work well with a gunner. *9) His level 3 deploy is currently bugged Gunner Pros: 1) The Double Minigun is awesome 2) Slam is great 3) Gunners have more health than most classes 4) The mortar is the most effective turret killer At this point I'm actually tempted to say the gunner is a beginner class. He's great to play around when you first get the game but I think you can probably do better by being an expert in another class. As he is effectively missing a skill there is only so far you can go while playing gunner.