This is a suggestion I e-mailed to muse briefly before 1.3 launched, I haven't received a reply yet, though I am infortmed they looked at it, but I can see how the team is busy and can't personaly reply to everyone. Anyway, I decided I should share it here as well to see how the community reacts to it as well.
I am not gonna post the whole e-mail, just a brief summary. So let's start with the changes.
Change Log:
GUNS:
Mercury Field Gun: Penetration through the whole ship now included, Piercing damage is now 10 (from 75), Reload time increased to 7 seconds (from 6), Magazine size reduced to 1 (from 2)
Artemis Light Rocket Launcher: Explosive damage swapped out for Piercing, Now deals 35 piercing damage per shot, Shatter damage reduced to 85 (from 120), Range Increased to 1500 meters.
What we accomplish with the changes:-Shortening the long range game
-The Mercury doesn't accomplish 2 roles at once anymore and can't be spammed across the maps for easy armor piercing.
-Penetration can work as it was intended
-Retain both a long range disabler and a long range armor piercer
-The shorter version of the long game should greatly help ships choose their engage distance
-By making the Mercury's piercing weak and not a Jack-of-all-trades, we'll finally see a variety of light weapons for used for long range instead of just 2 mercuries.
The Artemis has a stock of 4 rockets, these, as you noticed with my changes, now deal less overall damage than 2 Mercury shots, that's to compesate a bit for ammo types that give it extra shots, hence giving it more armour piercing power than the current Mercury, but, it doesn't do so at a ridiculous range. It still keeps some disabling power, but can't take out Heavy guns as reliably as the Mercury. Turning into a component bruiser and armor piercer.
The Mercury on the other hand loses all of its armour stripping capability, being the extremely long range gun that it is, I believe it restricts a lot of movement from the enemy team with few to absolutely no drawbacks for the defending team, but now it is a very powerful disabler, able to penetrate through whole ships and knock out multiple components. It's clip was reduced to 1 shot per reload as to prevent the weapon from being an absolute bane to Galleons and along with the longer reload, it only rewards an accurate gunner that goes for components.
Why these changes though? Well, the Artemis is underused, only ever utilized in Junker/Spire trifectas most of the time and can only disable and probably provide a little bit of a kick to your finishing power, yet is not that effective at either.
The Mercury is both a very efficient armour breaker (at a very long range might I add?) and component disabler, making people favor it over the artemis immidiently unless the gun slot doesn't allow it to overlap arcs with an other gun and is very detrimental to many more loadouts and playstyles that could occur if it wasn't for the Mercury's immense power at range.
Well, that's it, hit or miss, I shared my thoughts, you are free to agree or disagree or blast them to the ground and never look back, but whatever it might be, remember, have fun and fly safe