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GUNS & GUNS SKILL v1.3 Balance Issues

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Serenum:

--- Quote from: HamsterIV on July 19, 2013, 07:33:38 pm ---Can some one explain the logic of making the mines/mine balloons take more than one hit to detonate? Trying to clear an old mine field with direct fire seems like it is more difficult than it should be. Was there a problem with people air bursting mines near enemy ships being OP?

--- End quote ---
Good question.
Beside the hitbox of mines seem a bit strange, they are not easy to hit.

HamsterIV:
I don't feel like making a new thread for this, but I finally figured out how to use mines aggressively. I side mount them on my Hwachafish. The hwacha breaks their engines and leaves target ship unable to evade, I can then close to appropriate mine range and start pumping out little bundles of grief until the hwacha reloads. The high mounted Goldfish helm give me a great view from which I can gauge the range and the ship is maneuverable enough that it isn't very hard to get into position, especially against a crippled opponent. Mines can also be used to discourage my victim's teamate from getting too close, especially if he wants to ram me off my prey.

For ammo I ask my crew to bring burst. Even if no mines go off from proximity fuse, the 6th mine will set detonate the 1st mine, and if the field is tight enough all mines will go off simultaneously. It is also great to watch one mine catch two ships in its blast radius.

The new patch has been out for weeks and I am probably not the first to figure out the new toy muse gave us, but I feel pretty proud of myself anyway.

Pickle:
I've not tried burst with mines, but I sometimes use them as a mortar.  It's difficult to judge the range from the helm, but effective when you get a near-miss detonation.

HamsterIV:
Burst does not increase the proximity fuse distance, but it does make it easier for one mine to trigger another. I have spent some time experimenting with how wide a minefield I can create and still have them all go off simultaneously. With burst rounds the answer is a pretty big chunk of sky. normally it takes too long to get 5 mines in the sky so that the 6th will detonate the 1st any where near the target. However if the ship is crippled, mines make a devastating finishing move.

Letus:
I just did some math between Lochnagar rounds and other rounds for the Typhon Heavy Flak, and these are the numbers I got based on full clip damage

Fully armed charged rounds deal total of 766.6 Explosive
Fully armed heatsink rounds deal a total of 663.75 Explosive
Fully Armed Lochnagar deals 663.75 Explosive....

Granted, Lochnagar is now the closest range shot there is, but the fact that it damages your gun so badly, it's basically a one shot heatsink.  If your gun is on fire, just fire it again and rebuild...

I don't know, I just find it a bit...less impressive when you realize the thing that makes your gun a glass cannon deal as much damage as a full clip of the weakest ammo....especially since the Loch was the shot for Flak at one time...I am heavily split on it now that I know the numbers...I can see both sides of the argument and frankly, agree with both sides now.

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