Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
yeah youre right we should also give driller an overclock that lets him fly with his primaries. then all four classes can just waste ammo going ZOOM ZOOM :DDD around the caves instead of actually playing the game
Although the Zipline can let you go up and down some steep hills or cliffs, some scenarios(such as a very narrow vertical hole) will force you to use multiple ziplines just to get to the bottom of it.
Scout has a grappling hook + shotgun overclock that lets him fly without any drawback
The engineer has a sponge platform that significantly reduce fall damage + an grenade launcher overclock that lets him fly
Driller has a drill that can let him go through walls while changing direction anytime he wants(with very high ammo capacity)
And what does Gunner have?
A zipline that lets you move a limited range down a little faster and go up hills 1 or 2m per second?
I'm not saying to make a overclock that makes Gunner fly infinitely. There are overclocks that let you have an alternative fire(for example, Reload button for Cyro Cannon) mechanic. Let the minigun be used as a temporary hover boot/jetpack(of course with cooldown) and balance it out by using a chunk of ammo / reduced damage when hovering.
Using this, gunner's zipline would become way more useful since your primary weapon can synergize with it. You can hover up to lock yourself high up with your zipline, safely go down very long cliffs, and use the zipline in more useful places.
The Gunner is probably the least picked class in DRG, although the very high damage capability and shield coverage can greatly help teammates, his sluggish mobility makes the game feel really slow(especially on solo missions).
I'm actually puzzled why you guys would insta-block this idea. Wouldn't it be really fun to fly as Gunner? Isn't what games are for? FUN?
Gunner has good combat but bad ________
I'll let you fill the gap.
Also, source on gunner being the least picked class?
There's a result in the early part of the video.
Of course some would say one youtube vote doesnt show all of the gamers choice, but if you have learned statistics you'll know that a sample follows the population.
Also, did you say Scout is BAD at combat?? What proof do you have over that?
Cyro grenade alone can wipe out an entire mactera swarm, insta-kill damage sponges such as Naedokyte breeder, M1000 + hipster overclock combo can kill regular swarms pretty fast.
Some enemies such as the Glyphid Septic Spreader(which can attack you even when it is not looking directly at you)/Opressor(absorbs way more damage face to face) are way easier to kill as Scout than Gunner.
And you say Scout is bad at combat? Come on. What you'd wanna say is that Scout's not the best class on defending/elimination objectives, not that he's bat at combat. Should fill that gap in your head before asking someone to do it.
Gunner does not have a low pick rate, I've been playing a long long time; and Gunners are very common. Even if we went with your opinion that he is picked less, one gimmicky OC for one of his three Primaries isn't gonna fix that.
Your idea is bad and you should feel bad. It's not even a question of class balance, it's just a bad idea for an OC; let's have Gunner wasting half his ammo to do things Scout already does for free?
Oh right, then with your logic, Scout's "Special Powder" is a bad overclock since he has his grappling hook, and Engi's "RJ250 Compound" is a bad overclock since Scout can do that for free.
Did I said one hovering should take out half of the ammo? I said the devs can balance out with more ammo consumption/cooldown.
Did I say Gunner has a low pick rate? I said it's the least picked class of the 4, which means that the pick-rate can still be seen as common since there are just a few choices.
Did I say Scout deals the most damage? I said he still has combat capability and "IS" viable for combat.
I mean, you live in the US and have far worse English reading comprehension than me. You should feel bad about it.
Everyone has bad ideas sometimes, get over it.
Yeah, I just don't agree with yours. Would have discussed it differently if you were more logical, but no, you're not that smart. Take it like a man.
It just feels weird when you eat your own words, innit?
I can see how you might have took offense to it though.
Let's be real here though, you know this idea is never gonna be implemented right lol?
So I think it's better to face the real world and touch some grass, and stop lol-ing out trying to cover up your salt.
The first thing you should try to do here is discuss or share your ideas or enjoyment, or at least see if you can agree or disagree on a person's idea, not spamming your hatred and thinking it's a joke.
scout is much weaker at the main form of combat in DRG which is battling hordes of light enemies, sure he's strong against high value targets thats where his role shines but if he wants to clear crowds of grunts like gunner can it'll take way more of his ammo or way more time than what gunner does with his weapons
also if your scout is out-killing your gunner chances are it's because he's a bad scout and the gunner is the one mining the minerals the scout ignored to go inflate his kill count or the gunner is extremely new in which case it's not a very great comparison to say the 2000 hour scout main can surpass kill counts on the 2 hours gunner/engineer