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GUNS & GUNS SKILL v1.3 Balance Issues
Chrinus:
--- Quote from: Serenum on July 16, 2013, 07:53:50 am ---How about medium piercing weapons?
--- End quote ---
The horror! This would make the galleon far too powerful. Anyhow that's as far as I'll go there, it's a buried topic laying somewhere around here...
I do agree there needs to be more medium weapons, but as it stands medium weapons seem almost equally used besides the flak. I would blame that on its lack of secondary utility because we all know it's a strong finisher, but without utility and a projectile I'm sure I can outrun on land, it lacks that punch to bring it to the same level as the other heavy guns.
RearAdmiralZill:
Well since it has a high % chance to set something on fire too, it did get marginally more useful in that regard with all the fire cooldowns. It has it's place.
Chrinus:
Interesting it has a high ignite chance.. I've never noticed it. Then again I usually do not waste ammunition before a strip or suspected strip - as is typical practice of an explosive primary weapon. I'll play with that in some tests I do doubt it to be anything spectacular like the carronade with incendiary and warranting shooting before the hull is dropped.
RearAdmiralZill:
True, and I'm not certain on the stacks it actually invokes. All explosive damage has a % to ignite a fire on its own, based on damage.
Timing a heavy flak is kinda funny too. It's such a sluggish projectile that you have to pray you didn't screw up.
Zenark:
Does anyone know what the approximate range of a mine's proximity trigger or AoE? It seems you don't have to touch one for it to go off, but still be pretty much in arms reach. As for the AoE, how many ship lengths can one mine hit? Can one mine disable two ships? How about health? How much damage can one take before exploding?
The mine really looks pretty fair as is to be honest. MAYBE.... It could have a bigger trigger radius.
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