# Did gunners get a buff?

**URL:** <https://forums.fatsharkgames.com/t/did-gunners-get-a-buff/96775>\
**Category:** Gameplay Feedback\
**Created:** [July 2, 2024, 8:24pm UTC](https://forums.fatsharkgames.com/t/did-gunners-get-a-buff/96775 "2024-07-02T20:24:15Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![battlebrisket](https://avatars.discourse-cdn.com/v4/letter/b/4491bb/32.png) [@battlebrisket](https://forums.fatsharkgames.com/u/battlebrisket)\
**Post date:** [July 2, 2024, 9:07pm UTC](https://forums.fatsharkgames.com/t/did-gunners-get-a-buff/96775/4 "2024-07-02T21:07:37Z")

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Thanks @Ragnarok101, found the notes.

> [@Secrets of the Machine God - OUT NOW - Pt.2](https://forums.fatsharkgames.com/t/secrets-of-the-machine-god-out-now-pt-2/96132/1):
>
> - Scab Shooters now have a tighter shot spread, making them more threatening at range. While they still have ranged damage falloff, they will be more consistent in how they hit players at range.
> - Additionally, Scab/Dreg shooters will now stay in cover longer (and remain exposed longer) with a reduced cooldown between sprays, making cover-taking enemies more of a threat but also enhancing the viability of player weapons that apply suppression.

First, good to know I’m not crazy, at least.

Second, I’m ok with the stated logic behind these changes, but the Law of Unintended Consequences is huge and ugly in this case: because their spread is tighter, gunners are now more dangerous at **much** further ranges, to the point that many builds (and Ogryn’s as a whole) are completely at their mercy. There’s not a lot of counter play – “where is that coming from? where is cover? too late I’m dead” – and overlaps too much with the sniper’s role. “Challenging” is fun, frustration is not.

In my first post I described gunners as a midrange threat. If that is in fact the intended role for these enemies, then there should be a maximum range limit on their targeting and engagement, i.e. make them close a little more distance before unloading.

Reduced engagement range would restrict the amount of space a gunner could effectively cover, in turn giving players a bit more of chance to see and react to the threat, while not affecting the danger presented by the bullet stream.

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