Main > Gameplay
1.3 General Speculation
awkm:
How about this for Field Gun:
- Penetration stays, penetrates the entire ship. Tweaking penetration amount is opaque, it's hard to judge where you can hit something from. Penetrating through a ship and hitting an engine feels awesome.
- Decreased shatter so that it takes 2 shots to kill engines and big guns. 1 shot for small guns.
- Increase reload time... let's say something like 10s.
- Increased rate of fire (double tap possible)
- Still only 2 ammo in clip
- Small AoE (currently 0.85m radius, or even lower)
- Decreased Projectile Speed but decreased drop too (leading required)
This eliminates the luck shot of penetrating through everything and destroying a crap ton of components. You need to hit something TWICE. I can make it so the rate of fire still requires aim readjustment between shots. Maybe 0.25s time between shots.
Queso:
The fire buffs are certain to make it a more interesting battle structure. Flare guns might be a viable armor stripping option.
Frogger:
As a regular user of the mercury field gun, here are my thoughts regarding your proposed changes:
I am not sure I am such a fan of penetration. It is indeed impressive be able to take out a row of guns on a galleon, but I think it is unnecessarily powerful. Considering the length of rebuild time on large guns, I think that the current dynamic is quite fine - simply let the gun one-hit kill the single component that it touches.
10s reload time is way too long; current reload time seems quite reasonable, given the difficulty of hitting components at range vs. the time it takes to repair them.
Increased rate of fire to double tap doesn't seem very realistic for the style of weapon that the merc is (a slow-loading long-range cannon).
Decreasing the projectile speed again seems unnecessary; plenty of leading is currently required to hit moving targets (or to hit while moving) with non-Lesmok ammos.
I regularly play with one of the best Mercury gunners in the game (Sunderland) and then current dynamic of 6s reload time, one-hit non-penetrating component kills seems like a good balance of risk vs. reward. I feel that your proposed changes would too seriously nerf the gun.
I do see the value in decreasing the piercing damage. It doesn't seem right that grouped merc fire should be able to singlehandedly drop targets from extreme distance.
awkm:
Problem is that many components are occluded by invisble hit boxes that I cannot solve.
I think Penetration needs to stay to mitigate this. It might be time to bite the bullet and accept changes to the gun.
If you're a tester, please try it.
I am looking forward to tester feedback on this.
Although, the Field Gun is just a big goddamn slippery slope. Every time I touch it, I'm asking for it. So yeah, I know this. FML.
James T. Kirk:
God, I love the care that goes into this game.
But to backtrack for just a second, it was my understanding that the Heavy Clip nerf was to shake up the meta (as it is a similarity between the Gat and the Flak).
Nerfing Heavy, in my opinion, is either going to cause more coordination between Combat Engineers in pub matches (everyone bringing Heavy won't cut it for close quarters engagements) or cause us to see a few more gunners.
Like I mentioned, all of this is for pub matches, seeing as that's where I spend most (all) my time in-game.
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