I've been playing SotM regulary for awhile now. Played every hero at least half a dozen times and many of them way, way more than that. Beaten almost every villain on advanced. And I have found a place for every hero in the game; except Bunker. I simply cannot think of a villain or situation where I would actually want to have Bunker on my team when compared to another Hero (Excluding the obvious Ammo Drop/Savage Mana combo. I've simply found Haka of Battle to be a better damage sink 95% of the time over Savage Mana).
I cannont understand what GtG was thinking when they made Bunker's modes so restrictive. He is the ONLY character in the game that can completely shut himself off from playing or drawing cards and freeze his hand/play area (Visionary and NightMist have similar cards but they are given IMMUNITY to damage with them out). I like the idea off specializing to get your setup, or specializing to draw the cards you need, but Recharge Mode and Upgrade mode are almost completely useless because of the heavy restrictions and lackluster bonuses they give. Bunker would be better off just having all of his Upgrade/Recharge Mode cards removed from his deck entirely so he can draw something good instead. Turret Mode is better but still in my opinion far more restrictive than it has any reason to be.
Recharge Mode nets you an extra card draw per turn and a -1 damage reduction, but with your base power you can already draw +1 cards. This means you don't actually net any extra cards until you have come around again and are skipping a second, third, fourth, etc. turn entirely to draw more cards. This makes recharge mode completely awful for card drawing. Auxiliary Power Source is a superior choice in every way for getting more cards, you play it and use the power (essentially skipping your turn for card draw) and net +2 more than you normally would. This makes a one turn skip using Auxiliary Power Source as effective as 3 dead turns in Recharge mode, giving you two extra turns to play cards. Having initialize as a basic power means really the only situation that you would ever want to bother playing recharge mode in is when you have ABSOLUTELY nothing that could even be slightly beneficial to play in your hand (Say 3 Decommisioned Hardwares and a Recharge Mode). Recharge Mode is definetly the worst of the modes and is almost useless.
TL;DR: Recharge Mode is near pointless to play and is only worth bothering with when you have a hand so bad that you cannot play ANYTHING and have no powers in play to use.
Upgrade Mode is only mildy better than Recharge Mode. Not being able to use powers either means A) You cripple your draw while upgrading or B) You cannot do damage while upgrading. But Upgrade Mode let's you get stuff out faster than just playing them one at a time, right? So you should be doing more damage overall, right? Well, no not really all that much. To even think about using upgrade mode you have to have 2 or 3 cards (Which essentially has to include both Flak Cannon and Grenade Launcher at the very least) + Turret Mode in hand to play. Without Turret Mode you waste the extra play on the turn you remove Upgrade Mode on.
Say I have a perfect hand: Upgrade Mode, Turret Mode, Flak Cannon, Gatling/Omni, Grenade Launcher, and Ammo Drop. Let's try playing them with and without Upgrade Mode:
- Playing them one at a time would take 5 turns assuming you aren't going to use Upgrade mode and Turret Mode, because it prevents you from playing cards and removes Upgrade Mode, must go down last. Here you would want to start with either Flak or Grenade to start the damage going and then place Gatling, Ammo, the other weapon and finally Turret Mode. During these 5 turns you would get to use 6 powers; 4 unbuffed by Turred Mode and 2 with the +1 damage buff and you would start gaining cards from Ammo Drop on either the 2nd or 3rd turn.
- Let's compare this strategy with using Upgrade Mode to place them. Your 1st turn would be used playing upgrade mode and then Gatling, 2nd would be the Ammo Drop and a weapon, and 3rd would be the final weapon and then Turrent Mode to replace Upgrade Mode. So you got setup fully in 3 turns instead of 5, but you had two essentially dead turns. Adding all the powers you get to use in the first 5 turns using Upgrade Mode and comparing them to what you get without using Upgrade Mode gives you 6 power uses (The same number as when not using Upgrade Mode to place) BUT all of them are buffed with the +1 damage from Turret Mode and you would start gaining cards from your Ammo Drop on your 1st or 2nd turn.
So the benefit of using Upgrade Mode is you gain a slight boost in damage from all of your power uses being boosted instead of only the ones on the tail end of your placement. You also may gain a few extra turns of Gatling/Ammo Drop bonuses. These boons are in exchange for having a few turns where you do not contribute. So Upgrade Mode is only slightly beneficial and ONLY if you have at least both of your weapons and Turret Mode in your hand ready to play. That's kind of sad.
TL;DR: Recharge Mode is a moderate bonus to your damage if you are incredibly lucky and draw the perfect 5 or 6 cards you need to make use of it and if you don't it's not worth bothering with.
*Edit*: Forgot to add that Recharge Mode would be useful in a situation where Bunker is unable to do damage during his turn, but this is still relatively situational and only applicable with a few select environments/villains.
Turret Mode is the mode that will get the most use, but that's not saying much. It's only really useful when you have both weapons out so you can make full use of the +1 damage. With both Flak Cannon and Grenade Launcher out in Turret Mode you do 4, 3, 3, 2 damage. Compare this to Wraith's Micro Targeting Computer, Utility Belt, Razor Ordinance, Throwing Knives combo which is faster and easier to setup because of Impromptu Invetion and STILL does more damage than Bunker's with 5, 3, 3, 3 while Wraith retains the ability to play/draw cards (She also reatains the ability to play, and switch to using, a support power at will which easily keeps her more flexible).
So we can safely establish that a basic Flak Cannon/Grenade Launcher/Turret Mode setup is rather awful with other heroes being able to easily out-damage it while retaining their flexibility and support/control possibilities. Even with a Gatling Gun out and being fed by Ammo Drop he would only out-damage Wraith's easy to get going damage setup by 1 damage (althoug Bunker would be able to focus it slightly more onto a single target). Omni-Cannon is really only feasible to feed with Ammo Drop out, and even then the flexibility of Haka's Savage Mana/Haka of Battle is superior honestly. It's also much easier to get Haka's Dominion out to get the cards necessary to fuel him because of massive numbers of card drawing one-shots (Which Bunker lacks entirely).
TL;DR: Turret Mode gives Bunker a nice damage boost but he still tends to lag behind damage-wise compared to other heroes AND it locks him down completely from drawing/playing cards so he has no chance to expand his setup once Turret Mode goes down.
How to fix the modes: I feel like there are two ways that would be the easiest fix Bunker's modes. Either: 1) Improve the bonuses they give so that they are useful or 2) Remove the downsides of the modes completely.
- This would require testing to balanec it, but as starting suggestions make Recharge Mode allow Bunker to draw 2 extra cards instead of 1 and have -2 damage reduction instead of only -1. In Upgrade Mode allow Bunker to place 2 extra cards instead of 1 which would allow him to get setup faster (This is the mode that I would be most willing to leave the same of them all). And in Turret Mode increase Bunker's damage by +3 instead of +1.
- Simply remove all of the restrictions on playing/drawing/using powers in every mode and otherwise leave them as is. I feel that being able to only have one out at a time is restriction enough on them and this would encourage people to actually use his modes instead of, well, not using them....
Am I alone in thinking that Bunker needs some serious fixing to his modes to be on par with similar heroes? Or am I glaringly missing something awesome about him? Because his damage seems to horribly lag behind other hybrid heroes that have awesome utility even when fully setup while he remains almost a purely damage focused hero that has lackluster damage and poor setup time/ease compared to them.