Welcome testers!
Time for round 2 for the gunner update - see the details here: http://forums.spiralknights.com/en/node/100670
Please post specific feedback you have about the guns in this thread. This includes balance, damage, bugs, etc. Using this thread makes it easier for a developer to see what you've posted. Please keep your feedback constructive and with as much detail as possible. Off topic posts will be removed so it's easier to see the feedback.
If you do run across a bug while testing, please file a bug report using F2. Please make sure you give it a short description that makes it clear what the issue is.
I've created a few loadouts to test out the various weapon types VS other players. Here are my thoughts:
BLASTERS
Blasters are a little too powerful with baseline stats. They seem to finish players off a little too quickly, and that's only coming from someone with a damage bonus of medium. Perhaps reduce the damage of these a bit, unless the plan was to make a ranged flourish with different damage types.
MAGNUS
All the magnuses are pretty good! The winter grave is especially effective. Their range is a bit long, but I will allow it.
PULSAR
Despite what other people expected, using pulsar and only pulsar doesn't work all that effectively. The damage nerf on them was good, not much else to change now. (Unless we plan to decrease status chance slightly)
ALCHEMIZERS
Alchs play the same as they did before. I think they'll play out just fine.
Lastly, the fact that we move faster charging our weapons seems a bit odd. When retreating, I simply charged my weapon and high-tailed it for the spawn room. Seems a little off there to me.