Gunner loadout switch

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Username - Europe: Lemon

Gunner loadout switch

Post#1 » Mon Dec 31, 2018 5:29 pm

I suggest some changes to gunner's secondary loudout.
The grenade launcher shall be replaced by the heavy shotgun, and have the light shotgun shall be switched into a simple pistol.
If needed, switch the simple pistol to first place of gunner's secondary weapon-slot in loudout menu.

I see nobody on EU server play with grenade launcher or light shotgun as secondary, so perhaps this will open new possibilities.
I remember back in 2015 when the Agent was op... Rest in supplies, my friend.

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Re: Gunner loadout switch

Post#2 » Mon Dec 31, 2018 10:25 pm

We discussed it already in game to summarize my opinion

Light shotgun is still vaiable with ap mod ofc you need to shoot at close range to one shot a reaper however I really appreciate the aoe cleave and also the higher accurate than the heavy shotgun.

For gl well it might be weaker compared to heavy shotgun if you are a solo gunner but the benefit is pretty good if you are covering somebody. Also it is very versatile with every mod.

One thing I really hate is combat pistol. It is great against special enemies and thats all...
Having 34dmg and bleeding effect + v mod is really akward against reaper because it doesnt one shot it

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Re: Gunner loadout switch

Post#3 » Tue Jan 01, 2019 12:24 am

I dont think gl should be changed for something just due to low populatity, its still a good choice in duo. i think combat pistol could be swapped, but for heavy shotgun rather. Combat pistol isnt bad or weak imo, its quite low cost and easy to use but not very rewarding weapon vs armor. Gunner is a solider, and it would be fine to give him this currently underused weapon instead, which is mainly due to better alternatives in specific cases. Heavy shotgun would be a fine all-around self defence weapon, allowing player to use his main gun with ammo for something else: escorting, waveclearing, killing of cocoons, bosses.

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Re: Gunner loadout switch

Post#4 » Tue Jan 01, 2019 3:51 pm

The light shogun is nice and all, but even with AP loaded, it can not 1-shot a Hydra.
They have 40 hp and 8 armor (if I remember correctly) while the light shotgun has 15 base damage + AP makes it up to 35 Damage, either leaving hydras (with armor penetration effect) at 5 hp or (without it) at 13 hp.
However if an AP light shotgun can 1-shot hydras, then the damage is of its description is a lie, since you also have to think about bullet spread. The same story would also go for creepers, webbers and other armored enemies.
The heavy shotgun would remove those problems, due to higher base damage. The increased supply cost for reloading and reduced attack speed is worth the effect - at least for me.
I remember back in 2015 when the Agent was op... Rest in supplies, my friend.

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Re: Gunner loadout switch

Post#5 » Sat Jan 05, 2019 5:39 pm

class_loadout.png (40.99 KiB) Viewed 54 times

This is my table with class weapon loudouts.
Text color highlights low-caliber weapons, high-caliber weapons or hybrid weapons.
List on the right side shows how many classes can use each weapon. As you can see, I am trying to keep that list balanced.

As far as numbers are concerned, it would be ok to swap Combat Pistol, Raid Shotgun or Grenade Launcher for Heavy Shotgun.
However, I fear that Gunner with a Heavy Shotgun available could become too versatile. He already has the highest Rambo potential of all classes.
The one thing he doesn't have is high burst damage, like Heavy Shotgun.

Lately I've been considering some minor tweaks though.
- I feel like Combat Pistol is not reliable enough to make it a competitive choice. Perhaps it should be able to 1-shot Reapers.
- Raid Shotgun doesn't feel effective enough to protect it's user from zombie hordes. Perhaps boosting it's splash zone and/or costs would help.
- I am also considering adjusting damage of Heavy Shotgun and Hunting Rifle to make them feel a little better against some rare enemies.
These are just my rough ideas though. I still need to consider and test them some more.

In case of Grenade Launcher, I feel like it is moderately useful now and twice as useful with special ammunition.
It serves Gunner pretty well. For other classes, Grenade Launcher only shines when they can make use of a nearby Gunner, so that weapon already gets limited attention.

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