Main > Gameplay

GUNS & GUNS SKILL v1.3 Balance Issues

<< < (5/14) > >>

Mattilald Anguisad:
I don't think Gat needs changes. Merc maybe too effective against armor, but I thing gat is fine (takes gat a while to pierce armor escpecialy if you lack heavy ammo or have problems hitting - lately our gunners have been having problems bringing junker armor down even with heavy clip, takes 3.5 - 4 clips of gatling to take junker's Armor. Haven't tried it myself since 1.3, haven't had time to junp of a spot where I could - either helping new players or on hull duty. Can someone check Heavy clip + Galing and check bullet spread and bullet offset on heavy clip in comparison to none (according to tooltip description there should be no diffirence and no spread(?) ).

With firefighting changes either extinguisher and chemspray are too useless or fire is stacking much much too fast. Mostly flamers. Flamers weren't as bad as people regarded them in 1.2, people just weren't using them correctly. Iike having your a prymidion have flak in rear port slot, javelin in port slot, get in front left and carrorade front right. You still have a good weapon combo, but you are doing it wrong. Or have gat/flak front and use flak to try and kill armor and use gat to kill hull - it's a good combo but you are doing it wrong.

Now extinguishing fire takes 6 seconds (chem spray 3sec, extinguisher 3 sec) and 2 people. Other way you extinguish fire fast, but it lasts for .1 of a sec, before you have fire back or takes 18 seconds to extinguish fire with chem spray.

Captain Smollett:
There are 2 ways to effectively deal with a flamethrower.

1) Do not be in range of the flamethrower
2) Chem spray essential components prior to being doused in flames

Don't forget an opponent sacrifices a lot of dps by choosing to harass you with a flamethrower over another weapon.  Mitigating the efficacy of fire will make them regret their choice.

Sammy B. T.:
My flame ship, the Roasting Duck is a flamer carousel Pyramidion. While I believe it effective, it is certainly a support ship and not a killer ship.

N-Sunderland:
I was going through the 1.1.4 release notes, and I noticed this.


--- Quote ---Squid received small boost to armor, from 200 to 220 (Charged Rounds + Field Gun now requires 2 shots to destroy full Squid armor)

--- End quote ---

Should that be the case? Even after the patch charged merc one-shotted Squid armour, and nothing's changed to the merc's damage or the Squid's armour since then. You can look at the math:

((75*1.5)+(300*0.2))*1.3 = 224.25

Captain Smollett:
That was a Muse mistake that none of us ever bothered to call them out on.  I noticed it when it happened but never said anything since I never really was bothered by the Squid having 200 armor to begin with. 

I always assumed think they meant it to be 225. 

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version