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"Artemis - Mercury" Role swap.
RearAdmiralZill:
Then just make it so engines and heavy guns require 2 merc shots to destroy them? That hurts the galleon counter a bit, but you'll see more goldies.
Echoez:
--- Quote from: RearAdmiralZill on July 15, 2013, 12:42:41 pm ---Then just make it so engines and heavy guns require 2 merc shots to destroy them? That hurts the galleon counter a bit, but you'll see more goldies.
--- End quote ---
Well, I don't mind that, you can make the Merc require 2 shots to take out a heavy gun, it would need to do at least 80%+ of the gun's total health as damage to it in order to keep it from being repaired up unless you miss the second one. That was my main concern with making the Merc requiring 2 shots to destroy, the repairs that could potentialy make it so it needs 3, but I see it's doable after looking into it a bit.
RearAdmiralZill:
Yea awkm did it on the final day of the dev app with merc changes in there. He referred to it as the "double tap."
He still had penetration in there, and the fire rate was crazy fast. It wasn't ideal yet so he scrapped it for the patch.
Anyway, two hits to take out a "heavy" component seems like a fair trade so long as the gun is still damaged after repair. It still lowers the component's effectiveness even if you cant manage the 2nd hit, yet takes out the "luck" shots.
N-Sunderland:
Am I the only one who finds the merc's disabling perfectly balanced as it is?
RearAdmiralZill:
Minus merc vs goldfish, I do.
Any long range goldfish will just get it's front gun sniped out by a merc, by which is its only really way to make damage happen. It's something I've seen and felt a lot lately.
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