Main > Gameplay

Some interesting math about the Mercury Field Gun.

(1/17) > >>

Echoez:
  Yes this is me again and this is an other thread about the Mercury. I did some research, not sure how many have done the same but I reached a single conclusion which was the exact different from the one I had before.

  Some people might remember how I wanted to take the piercing damage of the Mercury and give it to the Artemis, letting the Mercury only do shatter damage. Well, I have to admit, I was gravely wrong to think so, not only would that probably break both guns, but it would mess up a lot of things while solving very few.

 So here is the interesting part. The Mercury, at least for me, is considered broken cause of its ability to do some severe long range and mid range disabling, pierce armor with more than above average results at range and also chip away at your permanent hull at an impressive rate.

The Current Mercury will do:

172.5 Armor damage per shot and 45 Perma Hull damage per shot with the default ammo and no buffs.

It will also instantly disable any component you shoot at and with some positioning and right ammo choices, might even knock out multiple parts.

The funny thing is, that 30 out of that 45 points of damage on the hull come from the ridiculous ammount of shatter damage it deals (Merc Shatter damage * Hull modifier = 30 ), instant component disables are no fun either.

Its Piercing damage, despite high, does a pitiful 15 points of damage per shot on the perma hull, making it negligible.


Now if you take out the ridiculous Shatter and only leave the Piercing you get something like this:

112.5 Armor damage and 15 Perma Hull damage per shot. (Could be tweaked to be a bit more to compesate for the Shatter loss)

A specialized gun that softens up armor from a disance, can not kill on its own and allows more charging opportunities for ships like the Goldfish and more positioning places for a ship like the Spire. Cause now their guns can actually soak up the damage it does.

With that said, an Artemis with Lesmok is an amazing disabler that will be utilized more for the longer range disables, it gets 3 shots with that ammo type all of which have a wide explosion radius.

Don't ask why. My internet was down for 3 days and while I was trying to get it back up and running ,including walking long distances, waiting on the phone for 45 mins and getting screamed at by random post office ladies, the only thing I could think of was GoIO maths, so I did some more of them.

Still not sure everyone will agree with this, oh yeah, Zill and Smollett, you are both invited to post btw, I need my devil's advocates, what do you think of this? :P

(Also Sunderland will probably hate me for this..)

Zenark:
If anything, I would think keeping the shatter and lowering the piercing damage a little would be better. Without that shatter, the LJ becomes OP since only an Artemis would be able to take it down at a long range. This would make matches in Canyon Ambush ridiculous if the canyon team (forget the color) decided to camp and snipe, no one would be able to disable their LG or Flak. The Atemis is good, sure, but hitting with it is tough since without a scope, the slightest hand movement would take you off target, being that ships that far away are only a couple pixels big.

I do think the Merc is a bit too powerful, but I love it fur it's shatter more than its pierce.

Echoez:
The Artemis could use some more zoom. With Lesmok it has around 1600+ meters range.

Piercing needs to stay on the Merc cause you need a long range piercer.

Canyons Red spawn is poor map balance, fix the map, not the weapons. It's like saying that taking out the Shatter from Merc makes LJ OP in Dunes cause of the range, well, Dunes is the wrost map in the game as far as map design goes, simply cause it is a beginner map with very VERY few obstructions.

On any other map, unless you decide to blindly charge the open areas, there is more than enough places to disable a Galleon from afar. Plus they won't be able to take out your guns as easily either so you get more of a shot to them.

Also getting your guns disabled in one shot is something detrimental to the receiver's experience because there is little (if nothing at all) he/she can do to prevent it.

Zenark:
I agree that it still needs piercing, but getting rid of shatter takes out the point of it being a sniper. You might add well remove the scope since you don't have to really aim for anything, just hit the hull. It takes away the skill required to use it and would it make it boring to use.

As for dunes, I don't think it's a bad map, just exploitable like any map. Not every game is competitive and not every match has snipers. Though that's a different topic.

Echoez:
Hitting hull at longer range is still hard to do without the scope, unless you are saying that you can aim at the semi-visible ships at long range without the ridiculous zoom, in which case I bow to you.

If you agree that it still needs the piercing then it needs to do a repsectable ammount of it.

If you take out the Piercing, you greatly restrict long range piercing capabilities, which after all, should not be tha case since if you take out the shatter the Merc does, it is no longer a threat to permahull, which is why spamming it currently works.

If it does both the current disabling and respectable ammount of piercing, then it still broken, hence one of the two has to go so the 'sniper rifle' can be a properly specialized weapon, like snipers should be.

You can just buff the Artemis's range a little bit and give it more zoom, problem solved.

People should finally realize that they should maybe use something else as well if they want to do both piercing and disabling and not go easy mode with the current Mercury.

I agree, not all maps are competative, my point still stands, from a competative stand point of view, maps that heavily favor one playstyle over an other are not good, hence Dunes is a bad map, still not sure why it is in the competative rotation.   ???


Also something final, since now all components act as shields, you need to aim for the hull specifically, if you hit any component, you will be doing no armor damage while barely scratching the component itself. So there goes one more reason the scope is still useful.


EDIT: Oh yeah to make it clear, I do not just want to take out all shatter and put nothing in to compesate, I think that a 10 damage increase to the piercing damage the merc does would be acceptable so it has a base of 85 Piercing, adding an extra 15 armor damage and 2 hull damage per shot.

Navigation

[0] Message Index

[#] Next page

Go to full version