Dwarf Gunner
Obviously, this is just an initial reaction.
I'm surprised at how little damage the gunner deals. I expected the low HP for this player, but only as a trade off for dealing a significant amount of damage. I realize you don't want an AoE class dealing insane amounts of damage, but I've having trouble finishing out a single target with a Gunner. Even with the assistance of a Supercharge or The Pulverizer, I can't take anything down in five action points. I think their low damage, coupled with their limited move/firing range makes them cannon fodder.
What do you guys think about this class so far?
If you move the gunner up close to an enemy he will deal more damage. He deals 300 damage when at melee range.
So it's a ranged class that does more damage at melee range?
/facepalm
depending on how many units are at range. can do 450 damage spread across three units at range, or 300 up close. I do agree that they're "weakness" seems a little more inconvenient than the archers. Since overcoming it means you have to move closer to the danger zone as opposed to further, and your opponent can stay safe by moving away from the other dangers, as opposed to moving closer.
(yes I know the difference between they're/their/there, but post editing appears to be disabled)
If you move the gunner up close to an enemy he will deal more damage. He deals 300 damage when at melee range.
So it's a ranged class that does more damage at melee range?
/facepalm
Well, they're using a primitive shotgun, so it makes sense. Lots of damage up close, spreads if far.
Try using him fully upgraded with a scroll attack - he can wipe out 3 units at once. You can also load him up with full gear, a beer, and an engineer shield and charge right into practically anything. He takes a little more finesse to use, and he can really pull off some clutch moves when used correctly.
...He takes a little more finesse to use, and he can really pull off some clutch moves when used correctly.
(Italics are mine)
Well, alright. I guess I'll keep playing then. :)
The gunner is a straight up assassin. Think of him as a stouter, slower, drunk, non-teleporting version of the ninja. He gets right up in your face and blasts you in the nostrils with a shotgun for ridiculous damage. If the enemy units are clumped up, his ranged attack is also very useful.
Look at his gameplay function rather than the unit art. Dont get hung up on the fact that he has a shotgun. The devs could have made him a hammer-wielding melee unit that also had a light-damage ranged aoe storm bolt attack. Know what I mean?
This guy is the one thing that really destroys me. Do not like him :)
I find it's better off to treat him like the Council wizard, with massive melee DPS.
The unit name is slightly misleading, since he's more about consistant splash and melee damage spikes.
I must be doing it wrong.
Its AOE isn't too useful, you basically have to get in melee range. Think of it as a slightly less powerful Ninja, and it can dominate.
Did he say how LITTLE damage the gunner does? WTF?
The gunner seems fine, it's like a variation of the wizard at the very least. He might not automatically cause a chain of damage like the wizard, but he can cause extra damage up close unlike the wizard.
Overall the AoE done by the super unit and grenadier is better then the gunners. Even if gunners AoE is greater you'll rarely get the chance to use it properly.
using it more as high-dps vs diving units to my area (except VM since they are immortal) is what i usually use.
Well super unit, is well, a super unit, so I expect some above normal aoe. As for grenadier, it mostly works better because it's doing doing a 3x3 area damage, but the splash is relatively low in comparison. That is sort of the thing with the gunner, it is a more situational unit. Either the special chance arrives when they group up together, or you get the scenario you mentioned where they other team dives a unit in.
They will obviously choose the low dmg AoE. therefore you wont use gunners stronger AoE alot, and therefore its a melee dps unit (more or less).
Also due to grenadiers 3x3 AoE, they will easier get the bonus from the assult boost tile. giving massiv damage to the crystals while applying pressure on his units.
Still trying to find better situations to use the gunner, since i cant depend on the opponent begin a noob and go inte a perfect AoE attack, scrolling and killing all 3 at the same time.
Time will tell i guess.
Yeah, grenadier is basically the turret damage deal not unlike the necromancer for DE. On the opposite end of the spectrum, instead of defense, I find the gunner good for suicidal runs to pick off a specific unit I want rid of. If nothing else, can end up as a good trade off.
its true. but put it like this :
1 round = 5ap
1 AP = move forward
2 AP = move forward
3 AP = attack, 300 damage
4 AP = attack, 600 damage
5 AP = stomp
Meaning unless you equip or scroll your gunner you wont enable to dive and pick of a single unit.
Meaing if you use either runesword or scroll to kill a unit, its probably 2-1 item trade, making you fall behind.
and some units got buffed over 900 hp, meaning a buff wont be enough to kill the enemy unit and stomp it.
But if it would work nicely, its the best 2 options you have, thats true.
Speaking of Gunner, this is what this bad boy did to me:
http://www.robotentertainment.com/forum/topic/Both-crystals-and-whole-team-killed-2-attacks
Did he say how LITTLE damage the gunner does? WTF?
I'll be sure to do extra damage with the gunner in our games Lorenwade! :)
I think if you make a straight comparison of "Archer vs Gunner" it would be easy to think "Oh the gunner sucks" by comparison. But obviously that's not how the game works. The archer excels at hit and runs, while the gunner with its drastically shorter range does not. However, if you fully upgrade a gunner, shield him, and send him into enemy territory, he is going to do some damage. And if you've got a beer or two waiting, you can easily take out 2-3 key units on one little jaunty outing. His aoe is also useful for removing engineer's shields, though not as effectively as the grenadier's.
Gunner works as a high-dps melee dps vs divers.
Or as a assasin, only purpose is to dive, stomp a unit and die afterwards.
Trying to find good times to use his nice AoE. but havent found anything to my liking (meaning situations where ill gladly do it)
But need to play more. so can maybe update later on.
The only time I've used the gunner's AOE was to get rid of an engineer shield while damaging an adjecent enemy in the process.
The gunner is absolutely crazy in some situations. A gunner with a scroll can litterally kill 3 units at once. Also, the gunner is very useful for killing crystals since bonus damage from assault tiles is not subject to the ranged damage penalty, meaning a gunner 2 squares away from a crystal can attack the crystal for a great deal of damage while also dealing very significant damage to adjacent units.
why overall waste 1 extra AP to do it, when the grenadier can reach it faster, bigger AoE and lobs over units?
Yeah I guess I'm just not sure a team is broken if one of its units is better than its other units. It's possible the gunner needs a buff, but anything but a very slight adjustment would overpower the unit.
The best minor buff to the gunner would be to the splash damage. That way it stays situational, but punishing.








If you move the gunner up close to an enemy he will deal more damage. He deals 300 damage when at melee range.