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"Artemis - Mercury" Role swap.

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Echoez:

--- Quote from: Captain Smollett on July 14, 2013, 09:50:16 pm ---Not to be too critical; but based on the new stats of these weapons relative to other weapons currently in the game, I don't think a single person would use either of these anymore.  Far too little dps in any category to be worth a gun slot.


Also not saying the arte couldn't use a tiny bit of love but I almost always use an Artemis on my squid and sometimes as my trifecta gun on my Pyra.  The gun also gets frequent usage on the Goldfish leaving only two ships it's almost never used on.

--- End quote ---

Why not? The Artemis deals the same total damage as the Mercury right now and can deal even more with the right ammo with the range change it has more than double the Gatling's range, let alone you won't be hitting anything at 700 meters with the new gatling anyway, so even more of a difference.

The Mercury will be able to penetrate through the whole ship which gives it tremendour disabling power against Heavy gun ships, so I don't get what's the problem?

The Artemis is harder to use than the Mercury as well, providing some well needed skill indexing to the mindless mercury spam wars that the game becomes in sniping matches. So, explain your reasoning?

As for the fact that the weapon 'appears' sometimes doesn't mean anything and you yourself proved, it is just the 'I can get an arc' weapon so you just use it because it can get an weapon arc, I don't think this reason is good enough to bring a weapon alone.

So, if you have anything to suggest go on as well, unless you like Mercury spam wars that is. I want something to be done with that weapon, both the Artemis and the Mercury require some looking at, especialy the Mercury and its stupidly high power of both disabling and armor breaking, if people think that is fine to do that at the range the Mercury has, I think I don't know, maybe I'm not playing the same game . _.

DPS can be fiddled with as well, this is just a speculation after all, but still I don't believe that long range light weapons should bring such power at that tremendous range, pick and choose what you want to do, not just pick one gun that does both things and does them too good as well.

Plasmarobo:
These are interesting ideas.
I usually turn my ship in weird ways to attempt to prevent Merc rounds from ruining my everything. With this penetration change that'd be moot, but I'd still retain my lovely hull armor.
Part of me fears that I'm behind the non-duality of the Merc just because I'm not good enough to effectively use it though.

Perhaps a slight reduction on the shatter damage of the Merc, so it requires 1.5 shots to take down a heavy weapon?

This might be a realism vs authenticity argument again, but I've managed to close the gap against Mercury-equiped ships and take them down. It's just a bit more of a challenge and your engineers need to be amazing at prioritization. Or you need to select the right tools.

I guess I'm on the fence with this one. I'd love to see it demo'd in the dev app, just to see how it changes the game!

N-Sunderland:
If the merc has to take more than one shot to kill a heavy gun, then the best counter to the sniper Galleon is dead.

Echoez:

--- Quote from: N-Sunderland on July 15, 2013, 09:21:04 am ---If the merc has to take more than one shot to kill a heavy gun, then the best counter to the sniper Galleon is dead.

--- End quote ---

Exactly, this is why it has to retain all of its Shatter damage, it only gets on shot and I think it's proper to reward it well if its a good one, but it is still limited by making this one shot count, the Mercury needs to retain its long range disabling capabilities.

Chrinus:
I'd much prefer the Merc be a specialized component killer so you know.. it takes skill to use effectively. That's the major issue with the long game right now: Any monkey can merc and the weapon is able to cause immense pressure due to being far too effective at two jobs.

Meanwhile, the Artemis takes a backseat as the "I cant get an x-fecta without this arc" weapon instead of being what it was originally intended. On top of being limited in its use, it's a bugger to master and land long hits with. So as was mentioned above, there's no reason to ever take this weapon unless you need its firing arc since a merc will do the artemis' job better as well as punch through their armor like nobody's business.

Considering long range piercing is what causes real pressure to a ship at range and a leading factor to their death. I would say it makes sense to make a long range piercing weapon require effort and skill while a less-than-lethal disabler not as much. With penetration on the merc, as is being proposed, you might even find a varied sniping loadout base.

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