Main > Gameplay
GUNS & GUNS SKILL v1.3 Balance Issues
awkm:
Don't worry, I'm not going to make any changes any time soon.
Got bigger fish to fry. Ducks to sear? Cakes to ice?
RomanKar:
You can use them as proximity mines, kinda. You can shoot them and blow them up. One mine explosion is enough to take out another mine, and another. Takes two shots with a merc to take one out.
Or you can launch your 6th mine, which blows up the first and can chain from there.
Mines will take some creativity and coordination. The friendly fire makes me very hesitant to even try and take mines usually, and I can't find a place for it on my junker.
Zenark:
Any buff to Mines will make Zen a happy camper. That said, I think they're currently just right. It's easy to avoid or destroy them, but if you do hit one, it can be almost catastrophic. Just wait, one of these days someone (hopefully me >:D) will find a strategy with mines that'll have everyone shouting "Nerf it!"
Lord Dick Tim:
I've been using mines fairly well for the way I play, which is usually in pugs and very heavy in terrain use and ambush setting.
Essentially I've been using the Mines the same way I use Tar, not always to do damage, but to prevent a ship from going in a direction I don't want them to go so I can get into a better position.
The problem I've had with the Mine launcher is coordinating it soon enough with my Gunners. A good pilot as a gunner would likely know where to put a mine for maximum affect, a great Gunner would likely know as well but a decent gunner isn't as quick with figuring out how to best use an ambush weapon that requires some fore thought.
Though I've had some luck with telling a gunner to just spread a field of mines and I try to work it into the dance of death as we go.
I'm still of the opinion piercing does to much damage to quickly to Armor. I like the utility we have with the different guns and various play styles that can be achieved, but I feel strongly that more diversity could be found, more use for various ammos, if the over-all effectiveness of piercing was brought down so breaking a ships Armor is more a result of overwhelming the teams Engineers with good positioning, timing and applied spread grouped weapons from multiple ships, rather than a single ship with a good dual or trifecta combination that requires piercing as part of its damage equation.
Nidh:
--- Quote from: Lord Dick Tim on July 13, 2013, 01:33:17 am ---I'm still of the opinion piercing does to much damage to quickly to Armor. I like the utility we have with the different guns and various play styles that can be achieved, but I feel strongly that more diversity could be found, more use for various ammos, if the over-all effectiveness of piercing was brought down so breaking a ships Armor is more a result of overwhelming the teams Engineers with good positioning, timing and applied spread grouped weapons from multiple ships, rather than a single ship with a good dual or trifecta combination that requires piercing as part of its damage equation.
--- End quote ---
I agree with this ^
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version