Gunner overpowered??? I don't think so...

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Is the gunner class overpowered in UTXMP?

  • Yes - the gunner needs to be downgraded for balance.

    Votes: 18 36.7%
  • Yes - the ranger and tech should be upgraded for balance.

    Votes: 20 40.8%
  • No - it's about right - compared to the other classes.

    Votes: 8 16.3%
  • No - it's still weak as heck - upgrade it some more.

    Votes: 3 6.1%

  • Total voters
    49

PhatAzz

Phat n Pnunky Phreaky Phunny Phull
Sep 15, 2004
234
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A lot of veterans from u2xmp feel that the gunner is overpowered. I'd like to make the argument that it isn't. In fact, it's nearly perfect in regards to speed, jumping, hacking, and weapons. Outside the standard bugs everyone mentions.

The only reason why gunner feels overpowered is because the other classes need tweaks. Game play is slower now then u2xmp. I propose to FMI that they keep gunner basically with the same as it is now and for changes with the other classes:
Ranger and Tech
1) Increased speed both with/without sprint, in air when jumping.
2) Increase length/height of jump by 10%.
- The damage of Gunner's rockets are 100% on the money. The speed and splash radius otherwise is something else to discuss.
- These changes will offset the idea that Gunner's rockets are too power and fast with too much of a radius. Obviously the splash and speed are all relative to the target. So increasing speed and jumping ability would balance this.

Tech
1) Increased Jump Juice
2) Increased Hacking Speed by 10-15%
- I think the class should be stronger in regards to it's hacking ability. The primary job of the tech should be ability to take over deploys and energy. The increased jump juice would help in dueling as well.
- This would basically make the Tech an indespensible class no matter - strategically.
 
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twktwk_

New Member
Dec 12, 2004
6
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I guess you guys saw me running arround and throwing does big grenades :D Being the gunner the rocket launcher still rules, now you can even shoot those pesky snipers out of the air, they get pissed off when you do that. :lol: The gunner is one of the strongest classes, but the firethrower is now near useless, that thing just bounces the fire back hurting your self, it's a bit strange. So when you know that the grenade is a nice alternative, otherwise we only have a measy rocket launcher.
 

PhatAzz

Phat n Pnunky Phreaky Phunny Phull
Sep 15, 2004
234
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it's a 1 second improvement in their hacking ability basically. And no, I don't think those changes are insane, 10% more in jump is really not as much as people think but it would make a difference to help even out balance.

Balance as it is, isn't way off. Right now people play all three classes, so balance must be pretty decent. It's a matter of fine tuning.
 

Magwa

New Member
Sep 28, 2004
99
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the gunner is to fast in movement compared to U2xmp they could not get all those in the air kills with the slower movement that they should have,also the ranger is to slow by mabye 5% tech seems about right.also the rangers sniper rifle now has a distance limit which makes it almost usless for picking off gunner at a distance to engage them at close quarters like it is now is suicide, also the movement seems slow for all classes .What i mean is the controls seem clunky and do not react fast as they need to,add the fact the crosshairs are almost usless and the ranger is in pretty bad shape...:)

Phatazz... the reason IMO that they are playing all classes at this point is they are playing what they used to play to see what is right or wrong with their class.
 
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PhatAzz

Phat n Pnunky Phreaky Phunny Phull
Sep 15, 2004
234
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Magwa said:
the gunner is to fast in movement compared to U2xmp they could not get all those in the air kills with the slower movement that they should have,also the ranger is to slow by mabye 5% tech seems about right.also the rangers sniper rifle now has a distance limit which makes it almost usless for picking off gunner at a distance to engage them at close quarters like it is now is suicide,also the movement seems slow for all classes .What i mean is the controls seem clunky and do not react fast as they need to,add the fact the crosshairs are almost usless and the ranger is in pretty bad shape...:)

Phatazz... the reason IMO that they are playing all classes at this point is they are playing what they used to play to see what is right or wrong with their class.

actually, getting more air shots is inversely proportional to how fast the gunner moves...in fact if the gunner was moving faster it would be harder to time the air shots. The target itself needs to be slower to actually get those "air shots" for easier timing.

Anyhow, I've been playing gunner in u2xmp consistently for about the last 5 months and the speed feels about the same. actually most of the time when I spawn, I can not tell the difference until I jump.

There are a lot of noobs that are playing all three classes, not just vets testing for changes. I haven't seen a preponderance of one class more than others. In fact, most noobs are still starting off with tech from what I can see.
 
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PRG

XMP Beta Tester
Nov 11, 2003
722
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Visit site
Not counting the ease of locking on rockets. Most of the problems with gunner being overpowered is probably more related to problems with other classes weapons currently. Lack of headshot probably also factors in greatly, since it is relatively unimportant for the gunner, but important for the tech and very important for the ranger. I'd wait for things to be fixed and implemented, then see if it's a problem. The gunner seems much more relatively close to right than the tech and ranger which seem off.
 
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iddQd

Yours truly
Dec 26, 2001
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Sweden
Seriously the gunners nade launcher primary attack is kinda overpower, it kills... plenty! While the flamethrower should inflict more damage.
 

Skipr

New Member
Apr 1, 2004
139
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As a regular gunner like Phatty, there are things that need to be changed, but not a lot at all.

The incindiary gernade is too powerful, i dont care what anyone else says. Its not hard to get a top score by ONLY using that gernade. It shoots out so fast and is so strong, its easy to nail people. Once an enemy jumps, you know where they will land. Toss out a gernade and they are totally dead. So either slow down the gernade speed or decrease the power of it.

The gunner speed is FINE. Dont argue about it. Our c.jumping is gone and we cant move around the map as fast. I dont care if anyone says "oh, it was a glitch in U2 blah blah" Every gunner used it, no one cared. Since we do not have that anymore, we need to be able to move around the map. So the increased speed makes up for it. Gunners dodging too fast for you? Get better aim.

The rocket power and speed is fine. Its a ROCKET. You want them to go slow? Gunners are meant to be strong as hell in close quarter fighting, and now we are! Want to kill a gunner? Learn to dodge efficiently and not to get so close. Or be smart. Rockets only have 5 shots on a reload. As it is now, there is no weapon switching while reloading. So after 5 shots charge the gunner then back off. Of course that wont work against the smart gunners...hehe

The secondary tracking missles need to be fixed. The enemy should be shown that he/she has been locked on. Cause there isnt anything showing that now. In U2 if I was locked on, I would know that I was and to hide till they go boom against a tree or rock instead of me. Nothing can be seen now.

Havnt tried the flame thrower really, but secondary is in the air? It should be on the ground. I didnt check how well it burns and stuff yet.

I think the reason most think the gunner is too powerful is because the other classes got weakened by accident(?). So the gunner seems the most strong. Wait until the pistol and sniper rifle get back to normal, wait until there are flame effects from the shotty to mess up view and other things to get the tech and ranger to how they were in U2.

Thats my 2 cents

- /\Flippr
 
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[Shadow]Aksen

=vD=Aksen
Mar 18, 2004
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I am able to conc jump. Screen doesn't totally go white, and the hud stays.... so you can keep an eye on the radar. I have been conc jumping all over the place, except it eats up health very quickly, but doesn't touch sheilds. I think it should be the other way around.

And yeah, the primary grenade is way too overpowered... i guess it's like a FIREBOMB now instead of whatever the hell it was before. I was able to do some massive damage on offense... just fire it at the node and you get 5 or 6 75 point deployable kills. throw it at a person and they're instantly consumed. One of the fun things about XMP is how it is fairly difficult to kill a person... there is no one shot kill, except maybe some fluke shots with the shotgun. This means you have to actually FIGHT to win. And If I'm winning without really fighting, i'm not having fun.

Ranger and Tech need some tweaks. Until then they are uncomfortable and restrictive to play as, and I am but a shadow of my u2xmp self.
 

Naib

New Member
Jan 31, 2004
332
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I think the rockets need a lower splash damage radius, but the damage and speed are fine. I think it might be worth not giving them a head shot damage bonus, or they really will be over powered

Flame thrower needs higher damage, but maybe it's just the lack of headshots.

Primary grenades need to ramp the damage over time, so they are not doing full damage as soon as they go off. That way you have change to dodge out of the blast and only lose some health
 

|xF|bishop

New Member
Dec 12, 2004
10
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i think i agree fully with phat, after much bitching about the alt shotty and then some serious thuought about what i was bitching about i realised that i had been incorrect. the shotgun damage is good, the thing its lacking atm is the ability to obsucre your targets vision and continue fighting.

my primary class has always been tech, so some observations may be biased :)
 
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PhatAzz

Phat n Pnunky Phreaky Phunny Phull
Sep 15, 2004
234
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The radius for the rocket doesn't need to be changed if the tech and ranger become a little faster as classes.
 

[Lithium]

New Member
Aug 19, 2004
55
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Waterloo, Canada
Phatty is about right. Except on the point of hacking things with the tech. The tech should be able to hack things in 5 seconds while the gunner and ranger do it in 10, just like in u2XMP.

Naib said:
Primary grenades need to ramp the damage over time, so they are not doing full damage as soon as they go off. That way you have change to dodge out of the blast and only lose some health
I totally agree with you here. In utXMP the nade fires up instantly to full damage. In u2XMP there was a small delay from when it hit the ground and when it would expand out and do some damage. If you were to add a bit of a delay and/or ramp up the damage over time it would allow your prey to get the hell out of the way. Of course if you make the ranger and the tech faster you might not need to change the nade as much as it currently stands.

On a side note I think the techs gas nade needs to have a larger radius and deal less damage when your in it. When I think of the tech I always think of spam. AR = spam, Shotty = spam, Turrets = spam, gas should but doesn't = spam. Right now the nade has to be aimed like your throwing a ranger frag nade. :lol: Lets face it when playing tech you don't actually want to have to aim. :lol:
 

twktwk_

New Member
Dec 12, 2004
6
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Why not make everything the same as in the orginal, the same weapons the same psysics, same speed, all the same. No improvements or deprovement just the same. No other grenade no other firethrower no other special effects (for example i keep seeing a big blue ball on the ground, i have no idea what that thing is :lol: ) Or isn't that technical impossible?
 

[Lithium]

New Member
Aug 19, 2004
55
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Waterloo, Canada
But I like the new animation for hte incedary grenades and some of the other weapons effects. Not the tracers on the techs AR though :( I don't know the reasoning behind that.